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QUICKFIRE PRE-DREADNOUGHT ERA FAST-PLAY RULES
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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.
- 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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