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QUICKFIRE PRE-DREADNOUGHT ERA FAST-PLAY RULES
Quickfire Optional
Rules |
- GENERAL RULES
- 101 - Extra Gunnery Phases
- In some games - especially those with numerous
slow-firing vessels - players may want to add one or more gunnery phases to
each turn. This increases the overall rate of firing for the battle. This can
even be done mid-game, after some of the faster firing vessels (in cases of
mixed squadrons) have slowed down a bit due to battle damage.
- MOVEMENT
- 201 - Higher Move Rates
- Players may accomodate larger playing areas by increasing
ship's speeds by 50-100%. The existing rules were written to accomodate small
table areas and also to increase effects of gunnery per unit of movement.
- GUNNERY & TORPEDOES
- 301 - The 6-6 Exception
- Any vessel which began the game with ROF ratings of 6 - 6
will suffer a light G hit in addition to every heavy G hit. This is due to
unusually homogenous medium level armament such as 6" and 8" guns.
- 302 - Opening Salvos
- The first time a vessel fires during the game, it
receives a +1 on its ROF die roll.
- 303 - Torpedo Reloads
- A vessel may "reload" one point of torpedo rating on a
die roll result of 2 using two dice (2D6). A ships may not reload to a point
value higher than they began the game with. Optional reload rolls are conducted
during the Attempt Repairs step.
- 304 - Split Light Gunnery
- At point blank range, a vessel may split its light fire
gunnery points amongst multiple targets (this in addition to being able to fire
both heavy and light values simultaneously). This can only be done after the
normal ROF fire check to see if the ship fired its light rating at all. This
rule makes it possible for a vessel with a heavy secondary armament to set-up a
"curtain of fire" for purposes of torpedo-boat/destroyer defense. Smallest
point packets allowed per base gunnery value are as follows: 1-6 points may
split down to one-point packets, 7+ point base gunnery value may split down to
two-point packets.
Splitting fire must be done as evenly as possible,
so for example a ship with a 12 light gunnery value could split its fire as x2
attacks at 6 each, or x4 attacks at 3 each, but not x2 attacks with one at a 2
and one at a 10.
- 305 - Ranging Fire
- My all time favorite; here is a combat chart for
conducting range guessing base gunnery. Roll for normal Quickfire gunnery only
when the target has been accuracy "ranged" per the usual Battlefleet 1900
rules, using the BF1900 ranging log. The odds of scoring damage on the
Quickfire hit table have been increased to allow for the greater number of
misses occuring in the ranging stage. Feel free to adjust the danger zones in
order to achieve the desired level of combat intensity (this is a game
afterall). Players should roll dice to gain the ROF value before checking
ranges (ships which did not fire do not warrant physical measurement of their
ranging attempt and should not be checked to avoid giving that player unfair
ranging information).
Ranged Fire -
Combat Chart
- DAMAGE
- 501 - Heavy G Hits Amidships
- The general game mechanics pre-suppose that heavy fire
will primarily effect related systems on board target vessels. With this rule,
heavy G hits impact both heavy and light ROF ratings simultaneously. There are
actually two possible levels of application for this rule, with Option A being
rather modest and Option B being more extreme:
Option A) On all heavy G
hit die results of 2 (snake eyes), reduce one point each from both the
heavy and light ROF ratings for the target vessel. Option B) On all heavy G
hits, reduce one point each from both the heavy and light ROF ratings for the
target vessel.
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