Joe_Dracos
Mongoose
I'm not sure if this is appropriate to post here, but I will try. This is an alternative set of rules to use with VaS. I will post ships (which all use the same formula to develope there stats).
Advanced Victory at Sea
As long as these rules do not change any of the standard rules, assume that those rules not mentioned here are the same as in the rule book.
Movement: Same as the standard rules
Attack phase:
Ranging: You may check the range of target as long as you only check to see if it’s within 20” or 30”. You may only extend the tape measure to 20” or 30”, no more no less and you must start with the 20” first. If the target is reasonably close to 20” (seems less then 30”) you may not measure the 30” increment without committing to fire on the target.
Firing:
To hit adjustments
Extreme long range (farther then 30” away): -2
Long Range (farther then 20” away): -1
Radar lock, spotters within 8”, or improved optics at long range or extreme range: +1
Fast moving target (more then 7”): -1
Slow moving target (less then half the listed speed): +1
Target turned more then 1pt: -1
Broad side target at close range: +1
Target is at point blank range(less then 8”): +1
Secondary weapons fire: +1
Secondary weapons: These weapons are considered to be dual purpose. They may fire as AA weapons on the following conditions.
1. The target is within 10” or there maximum range, which ever is shorter.
2. The secondary weapons don’t/haven’t fire at ships this turn.
3. The target is not initiating an attack on a friendly target (ship or plane).
These weapons may not be suppressed by either AA fire or Fighter attacks.
Crippled: All non-primary weapons have there AD halved. Torpedoes continue to function if you roll under 4 on a d6. Roll for each battery.
Critical hits: Re roll all results that can’t be feasibly inflicted by the weapon that caused it (such as a torpedo getting a bridge hit result). These should be discussed before the game starts.
Special Actions
Flank speed: Roll a d6 when this action is declared. On a score of 6, the ship suffers a critical hit on its engines. Apply only the effect not the damage and crew hits. For ever turn that this ship initiate’s flank speed beyond the first add +1 to the roll when you check for engine damage.
Special traits:
Agile: Your ships get +1 to its check to go evasive.
Two-Shot: this weapon can only fire 2 salvos
Three-shot: this weapon can only fire 3 salvos
Lumbering: May only make turns at the end of its move.
Screen: when one of these ships in between you and your target you must make a crew Quality check of 8 to hit as long as you are capable of hitting the ship on a 6 or less (so if you need a 7 to hit it, then you may fire on the primary target).
AA: These weapons fired at ships get 1 damage dice and suppress AA with a successful armour penetration. On a roll of 6 they also deal one crew damage.
Point Defense: AA weapons with this trait may only fire at aircraft attack them. These are taken immediately when the ship is attacked and is considered to be simultaneous with the Aircrafts attack. These may attack each type of aircraft once (so one fighter, one Bomber, one Torpedo plane)
Armoured AA: Planes may not suppress this type of AA weapon.
ASDIC: These ships may detect Subs.
Aircraft: They ignore all the modifiers for targeting a ship. They use the Base targeting of each ship.
Aircraft attack order: Fighters attack ships first, then Dive bombers and then Torpedo bombers.
Aircraft Types:
Fighter: These aircraft work the same as in the book but they may attack ships. They get 1 DD of machine gun fire and ignore the ships targeting score. They must roll against the ships hull. On a roll of 5+ (assuming that the ships hull is 5 or less) then they take a crew hit, in addition to that if the roll is 6+ it takes a point of damage (unless the ships hull is 6).
Figher-Bomber: Planes with this trait may carry 2AD of bombs with 3DD and AP. While carrying the bombs they loose 1 point of Dog fight.
Torpedo Bomber: These planes may elect to carry Bombs instead of torpedoes with 2AD and 3DD and AP.
Tactical bomber: These may not be attacked by Point defense weapons. They may also carry Depth charges and may attack a sub that has been detected by an aircraft.
Stratigic bomber: These may only be attacked by secondary weapons.
Observation Aircraft: All Spotters have a speed of 11 instead of the listed speed.
Torpedoes: The only targeting modifiers that the Torpedoes heed are Turning and Broad side. This goes for Torpedo bombers as well.
Advanced Victory at Sea
As long as these rules do not change any of the standard rules, assume that those rules not mentioned here are the same as in the rule book.
Movement: Same as the standard rules
Attack phase:
Ranging: You may check the range of target as long as you only check to see if it’s within 20” or 30”. You may only extend the tape measure to 20” or 30”, no more no less and you must start with the 20” first. If the target is reasonably close to 20” (seems less then 30”) you may not measure the 30” increment without committing to fire on the target.
Firing:
To hit adjustments
Extreme long range (farther then 30” away): -2
Long Range (farther then 20” away): -1
Radar lock, spotters within 8”, or improved optics at long range or extreme range: +1
Fast moving target (more then 7”): -1
Slow moving target (less then half the listed speed): +1
Target turned more then 1pt: -1
Broad side target at close range: +1
Target is at point blank range(less then 8”): +1
Secondary weapons fire: +1
Secondary weapons: These weapons are considered to be dual purpose. They may fire as AA weapons on the following conditions.
1. The target is within 10” or there maximum range, which ever is shorter.
2. The secondary weapons don’t/haven’t fire at ships this turn.
3. The target is not initiating an attack on a friendly target (ship or plane).
These weapons may not be suppressed by either AA fire or Fighter attacks.
Crippled: All non-primary weapons have there AD halved. Torpedoes continue to function if you roll under 4 on a d6. Roll for each battery.
Critical hits: Re roll all results that can’t be feasibly inflicted by the weapon that caused it (such as a torpedo getting a bridge hit result). These should be discussed before the game starts.
Special Actions
Flank speed: Roll a d6 when this action is declared. On a score of 6, the ship suffers a critical hit on its engines. Apply only the effect not the damage and crew hits. For ever turn that this ship initiate’s flank speed beyond the first add +1 to the roll when you check for engine damage.
Special traits:
Agile: Your ships get +1 to its check to go evasive.
Two-Shot: this weapon can only fire 2 salvos
Three-shot: this weapon can only fire 3 salvos
Lumbering: May only make turns at the end of its move.
Screen: when one of these ships in between you and your target you must make a crew Quality check of 8 to hit as long as you are capable of hitting the ship on a 6 or less (so if you need a 7 to hit it, then you may fire on the primary target).
AA: These weapons fired at ships get 1 damage dice and suppress AA with a successful armour penetration. On a roll of 6 they also deal one crew damage.
Point Defense: AA weapons with this trait may only fire at aircraft attack them. These are taken immediately when the ship is attacked and is considered to be simultaneous with the Aircrafts attack. These may attack each type of aircraft once (so one fighter, one Bomber, one Torpedo plane)
Armoured AA: Planes may not suppress this type of AA weapon.
ASDIC: These ships may detect Subs.
Aircraft: They ignore all the modifiers for targeting a ship. They use the Base targeting of each ship.
Aircraft attack order: Fighters attack ships first, then Dive bombers and then Torpedo bombers.
Aircraft Types:
Fighter: These aircraft work the same as in the book but they may attack ships. They get 1 DD of machine gun fire and ignore the ships targeting score. They must roll against the ships hull. On a roll of 5+ (assuming that the ships hull is 5 or less) then they take a crew hit, in addition to that if the roll is 6+ it takes a point of damage (unless the ships hull is 6).
Figher-Bomber: Planes with this trait may carry 2AD of bombs with 3DD and AP. While carrying the bombs they loose 1 point of Dog fight.
Torpedo Bomber: These planes may elect to carry Bombs instead of torpedoes with 2AD and 3DD and AP.
Tactical bomber: These may not be attacked by Point defense weapons. They may also carry Depth charges and may attack a sub that has been detected by an aircraft.
Stratigic bomber: These may only be attacked by secondary weapons.
Observation Aircraft: All Spotters have a speed of 11 instead of the listed speed.
Torpedoes: The only targeting modifiers that the Torpedoes heed are Turning and Broad side. This goes for Torpedo bombers as well.