Post by madmorgan on Nov 1, 2016 17:08:12 GMT
This will be a huge posting of my AD forum Ship Weapons and ranges. Its really a whole set of rules and helps the Marine rescue and raid operations alot. As the riverine & coastal units play(ed) some of the most important parts in the war up to now, its only fitting (sic) to give the Ships of AQ a large section.
First thing to do is determine the scale you'll use for your ship models. To date, I've only found the ACW ships of Old Glory to be AQ scale (ei 18mm). Thus, all range calculations, etc. are a 1"table to 1" range situation - in other words, just use standard ranges for all the weapons to and from the ship and your good. But, there are a huge number of companies making all scale of figures that will work for AQ if we adjust for the ranges on the table based on the size/scale of the ship in question. Old Glory and Throughbreed make great 1/600 scale, Zvezda as well as some other companies (Shapeway) have 1/300 & 1/350 scale, GHQ makes an excellent range of WW1 1/2400 scale ships. What follows is 3 tables of rules for this fantastic addition to AQMF and then some examples from my ongoing brown & blue water navys.
I developed, based on the Forward Observer rules that were dropped by AQ early on, a table with the various guns of the worlds navys as well as their Martian counterparts. When using a scaled down ship on the table, all ranges to and from said ship are calculated based on the scale of the ship. For example, if using a 1/600 miniature, you would count each inch on the table as 6" of range. You need boast the amount to get a proper range on the various weapons to show their relationship to each other at these extreme ranges. For example, the Martian heavy heatray with a range of 30" table top is a poor second to a 6" howitzer at 150" range. The ratio should be about 1 to 5 in favor of the howitzer - so on a 1/600 scale that would be indicated a range of only 5" for the heatray and 25" for the ships 6" gun. As you can imagine, this starts to show how the riverine and particularly coastal ships stopped operations like the attack on New Orleans - the ships just sat back pounding the Martians till they had to withdraw (ei BreakPoint).
Any command unit can signal and coordinate naval fire - I will later include rules for Forward Observers for all nations, but for now use this idea.
Martian Heavy Heatray Rng 30" @1/300 10" @1/600 5" @1/2400 1"
Martian Medium Heatray Rng 20" @1/300 6.5" @1/600 3.25" @ 1/2400 .75"
Martian Light Heatray Rng 10" @1/300 3" @1/600 1.75"* @1/2400 .5" *remember division is by 6 so not a half
Martian Grenadier Rng 50" @1/300 16.5" @1/600 8.25" @1/2400 2"
Martian Veteran Tripod Rng 40" @1/300 13" @1/600 6.75"* @1.75" *remember division is by 6 so not a half
Martian Dominator Missles Rng 25" @1/300 8" @1/600 4" @1/2400 1" [if a Scout some how 'paints' with targeter, the missles can hit anything thats painted - there is no given 'range' on the Scouts targeter and as its kinda like a laser, you could play this effective combo (Sct targets, Dominator hits)
Martian Overseer Sungun Rng 60" @1/300 20" @1/600 10" @ 1/2400 2.5"
Human Ship Guns:
3" @30pts Rng 60" +3 Power Barrage 1 @1/300 20" @ 1/600 10" @ 1/2400 2.5"
4" @40pts Rng 90" +3 Power Barrage 1 @1/300 30" @ 1/600 15" @ 1/2400 3.5" * I give the 4" better range than the 3" in open (nontank) situations
5" @50pts Rng 125" + 4Power Barrage 2 @1/300 42" @ 1/600 21" @ 1/2400 5"
6" @60pts Rng 150" + 4Power Barrage 3 @1/300 50" @ 1/600 25" @ 1/2400 6"
7" @70pts Rng 175" + 4Power Barrage 3 @1/300 58" @ 1/600 29" @ 1/2400 7"
8" @80pts Rng 180" + 5Power Barrage 4 @1/300 60" @ 1/600 30" @ 1/2400 7.5"
9" @90pts Rng 185" +6 Power Barrage 4 @1/300 62" @ 1/600 31" @ 1/2400 7.5"
10" @100pts Rng 190" + 6Power Barrage 5 @1/300 64" @ 1/600 32" @ 1/2400 8"
11" @110pts Rng 195" + 7Power Barrage 5 @1/300 65" @ 1/600 32.5" @ 1/2400 8"
12" @120pts Rng 200" + 7Power Barrage 5 @1/300 67" @ 1/600 33" @ 1/2400 8"
13" @130pts Rng 210 +7 Power Barrage 5 @1/300 70" @1/600 35"@ 1/2400 8.75"
14" @140pts Rng 220" +8 Power Barrage 6 @1/300 73" @1/600 37" @ 1/2400 9"
15" @150pts Rng 230" +8 Power Barrage 6 @1/300 77" @1/600 38" @ 1/2400 9.5"
16" @160pts Rng 240" +8 Power Barrage 6 @1/300 80" @1/600 40" @ 1/2400 10"
17" @170pts Rng 250" +9 Power Barrage 6 @1/300 83" @1/600 42" @ 1/2400 10"
18" @180pts Rng 260" +9 Power Barrage 7 @1/300 87" @1/600 43" @ 1/2400 11"
Human Ship Rockets:[these are torpedo tubes converted to fire rockets with the size determining power and the Range 60" period.
Points are 10pts/1" size : 12" +7 Power; 14" +8 Power; 16" +9 Power; 18" +10 Power 21" +12 Power. Obviously these are very powerful new weapons.
Needless to say, Ships have lots of special rules. Rather than fill up stat lines with repeated specials, I list all the specials for ships here by a number, which goes in the special section in the stat line. Of coarse, there are probably some things I missed, please feel free to give more if you like.
Ship Special Rules: 1: Lay Steam (as LIC.) 2:Independent Targeting (as LIC). 3:Ironclad (gun split between port/starboard batteries, half the number of guns firing). 4:Radio 5:Field Commander (FC@30 for force). 6:Moving Fire (large calibre guns can move and fire, unlike mobile land guns (MkI7"). 7:Coated with Asbestos (give Armor of 11 or 12). 8:Ship Damage Table (see below). 9:Transport (can transport Marine and Army forces). 10:Barbette mounted guns 11:Independent Fire (ec turret may target units individually as opposed to each gun). 12:Turreted guns (treat ec turret as a unit for enemy fire).
Ships require a new damage table. Note that if #8 isn't listed, the vessal is small enough to be destroyed right out vs taking rolls on the table.
Ship Damage Table, roll d10: 1<5 Partial Damage, armor -1 to a minimum of 1; 6 Boiler Hit, speed -1 per hit; 7 Steering Hit, ships moves on d10 roll,
1-4 straight ahead only, 5-6 in circle (50/50 right/left), 7-8 turn around 180 degrees and straight ahead, 9 Critical Hit -1 crit -1 armor, 10 Magazine Hit,roll d5 for number of -1 armor hits and inflicts -2 crits as well. A Ship using a damage table can take 5 Critical hits before it sinks.
With this setup, we can calculate a given ships stats (Wiki a great source) and come up with a point total with some degree of standardization, allowing for some wiggle room when trying to give a fair value for the vessal in question. One thing I try to do is size the vessal up vs a Martian counterpart - is it a drone type weapon system or a Dominator scale vessal? This will give you a good grasp on the final total, as what the vessal works well against helps determine where it sits on the AQMF pecking order. Scales are 1/1 (normal tabletop ranges, 1/300,1/600,1/2400 per above range table.
First thing to do is determine the scale you'll use for your ship models. To date, I've only found the ACW ships of Old Glory to be AQ scale (ei 18mm). Thus, all range calculations, etc. are a 1"table to 1" range situation - in other words, just use standard ranges for all the weapons to and from the ship and your good. But, there are a huge number of companies making all scale of figures that will work for AQ if we adjust for the ranges on the table based on the size/scale of the ship in question. Old Glory and Throughbreed make great 1/600 scale, Zvezda as well as some other companies (Shapeway) have 1/300 & 1/350 scale, GHQ makes an excellent range of WW1 1/2400 scale ships. What follows is 3 tables of rules for this fantastic addition to AQMF and then some examples from my ongoing brown & blue water navys.
I developed, based on the Forward Observer rules that were dropped by AQ early on, a table with the various guns of the worlds navys as well as their Martian counterparts. When using a scaled down ship on the table, all ranges to and from said ship are calculated based on the scale of the ship. For example, if using a 1/600 miniature, you would count each inch on the table as 6" of range. You need boast the amount to get a proper range on the various weapons to show their relationship to each other at these extreme ranges. For example, the Martian heavy heatray with a range of 30" table top is a poor second to a 6" howitzer at 150" range. The ratio should be about 1 to 5 in favor of the howitzer - so on a 1/600 scale that would be indicated a range of only 5" for the heatray and 25" for the ships 6" gun. As you can imagine, this starts to show how the riverine and particularly coastal ships stopped operations like the attack on New Orleans - the ships just sat back pounding the Martians till they had to withdraw (ei BreakPoint).
Any command unit can signal and coordinate naval fire - I will later include rules for Forward Observers for all nations, but for now use this idea.
Martian Heavy Heatray Rng 30" @1/300 10" @1/600 5" @1/2400 1"
Martian Medium Heatray Rng 20" @1/300 6.5" @1/600 3.25" @ 1/2400 .75"
Martian Light Heatray Rng 10" @1/300 3" @1/600 1.75"* @1/2400 .5" *remember division is by 6 so not a half
Martian Grenadier Rng 50" @1/300 16.5" @1/600 8.25" @1/2400 2"
Martian Veteran Tripod Rng 40" @1/300 13" @1/600 6.75"* @1.75" *remember division is by 6 so not a half
Martian Dominator Missles Rng 25" @1/300 8" @1/600 4" @1/2400 1" [if a Scout some how 'paints' with targeter, the missles can hit anything thats painted - there is no given 'range' on the Scouts targeter and as its kinda like a laser, you could play this effective combo (Sct targets, Dominator hits)
Martian Overseer Sungun Rng 60" @1/300 20" @1/600 10" @ 1/2400 2.5"
Human Ship Guns:
3" @30pts Rng 60" +3 Power Barrage 1 @1/300 20" @ 1/600 10" @ 1/2400 2.5"
4" @40pts Rng 90" +3 Power Barrage 1 @1/300 30" @ 1/600 15" @ 1/2400 3.5" * I give the 4" better range than the 3" in open (nontank) situations
5" @50pts Rng 125" + 4Power Barrage 2 @1/300 42" @ 1/600 21" @ 1/2400 5"
6" @60pts Rng 150" + 4Power Barrage 3 @1/300 50" @ 1/600 25" @ 1/2400 6"
7" @70pts Rng 175" + 4Power Barrage 3 @1/300 58" @ 1/600 29" @ 1/2400 7"
8" @80pts Rng 180" + 5Power Barrage 4 @1/300 60" @ 1/600 30" @ 1/2400 7.5"
9" @90pts Rng 185" +6 Power Barrage 4 @1/300 62" @ 1/600 31" @ 1/2400 7.5"
10" @100pts Rng 190" + 6Power Barrage 5 @1/300 64" @ 1/600 32" @ 1/2400 8"
11" @110pts Rng 195" + 7Power Barrage 5 @1/300 65" @ 1/600 32.5" @ 1/2400 8"
12" @120pts Rng 200" + 7Power Barrage 5 @1/300 67" @ 1/600 33" @ 1/2400 8"
13" @130pts Rng 210 +7 Power Barrage 5 @1/300 70" @1/600 35"@ 1/2400 8.75"
14" @140pts Rng 220" +8 Power Barrage 6 @1/300 73" @1/600 37" @ 1/2400 9"
15" @150pts Rng 230" +8 Power Barrage 6 @1/300 77" @1/600 38" @ 1/2400 9.5"
16" @160pts Rng 240" +8 Power Barrage 6 @1/300 80" @1/600 40" @ 1/2400 10"
17" @170pts Rng 250" +9 Power Barrage 6 @1/300 83" @1/600 42" @ 1/2400 10"
18" @180pts Rng 260" +9 Power Barrage 7 @1/300 87" @1/600 43" @ 1/2400 11"
Human Ship Rockets:[these are torpedo tubes converted to fire rockets with the size determining power and the Range 60" period.
Points are 10pts/1" size : 12" +7 Power; 14" +8 Power; 16" +9 Power; 18" +10 Power 21" +12 Power. Obviously these are very powerful new weapons.
Needless to say, Ships have lots of special rules. Rather than fill up stat lines with repeated specials, I list all the specials for ships here by a number, which goes in the special section in the stat line. Of coarse, there are probably some things I missed, please feel free to give more if you like.
Ship Special Rules: 1: Lay Steam (as LIC.) 2:Independent Targeting (as LIC). 3:Ironclad (gun split between port/starboard batteries, half the number of guns firing). 4:Radio 5:Field Commander (FC@30 for force). 6:Moving Fire (large calibre guns can move and fire, unlike mobile land guns (MkI7"). 7:Coated with Asbestos (give Armor of 11 or 12). 8:Ship Damage Table (see below). 9:Transport (can transport Marine and Army forces). 10:Barbette mounted guns 11:Independent Fire (ec turret may target units individually as opposed to each gun). 12:Turreted guns (treat ec turret as a unit for enemy fire).
Ships require a new damage table. Note that if #8 isn't listed, the vessal is small enough to be destroyed right out vs taking rolls on the table.
Ship Damage Table, roll d10: 1<5 Partial Damage, armor -1 to a minimum of 1; 6 Boiler Hit, speed -1 per hit; 7 Steering Hit, ships moves on d10 roll,
1-4 straight ahead only, 5-6 in circle (50/50 right/left), 7-8 turn around 180 degrees and straight ahead, 9 Critical Hit -1 crit -1 armor, 10 Magazine Hit,roll d5 for number of -1 armor hits and inflicts -2 crits as well. A Ship using a damage table can take 5 Critical hits before it sinks.
With this setup, we can calculate a given ships stats (Wiki a great source) and come up with a point total with some degree of standardization, allowing for some wiggle room when trying to give a fair value for the vessal in question. One thing I try to do is size the vessal up vs a Martian counterpart - is it a drone type weapon system or a Dominator scale vessal? This will give you a good grasp on the final total, as what the vessal works well against helps determine where it sits on the AQMF pecking order. Scales are 1/1 (normal tabletop ranges, 1/300,1/600,1/2400 per above range table.