Post by madmorgan on Jan 4, 2016 16:23:24 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
USN Memphis Scale 1/1 Monitor Class @225pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12. (2) 6" Guns Rng 60" +3Pow Barrage 1 Spec: 11 (ec turret must fire all its weapons at one enemy target, in this case both guns fire at the same target)
USN New Orleans Scale 1/1 Monitor Class @250pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12 (2) 7" Guns Rng 40" +4Pow Barrage - Spec: 11
If you're using a 1/600 version of above (Throughbreed minis) the only difference would be the gun ranges : (2) 7 Guns Rng 29" etc and Martians would have to be within 5" for an Assaults heavy heatray. Lets look at another example.
USN Revenge is a class of ships developed by the USN when they 'lost' the LIC to Army command. They dropped the armament to one each 12", 7", and multiple rocket launcher to give a major boost to handling, speed, and stability. The result is a powerful riverine and coastal ship that can influenze any battle.
USN Revenge Scale 1/350 Modern Class @750pts Spd 24" Def 8 Arm 10 Spec: 1,2,4,5,6,8,12 (1) 12" Gun Rng 67" +7Pow Barrage 5 Spec: fore mounted turret, use 2d10 taking highest on Tripod Damage Table. (1) 7" Gun Rng 58" +4Pow Barrage 3 Spec: fore mounted above 12" turret (1) 5" Rocket Launcher Rng 42" +4Pow Salvo 2 Spec: 8 total rockets, no reload (during the game).
I use alot of the ACW vessals in my version of AQMF. Admiral Farragut (Jr.) determined early on that remodeling, upgunned, ACW craft would be the quickest way to get lots of ships and boats on the waters. To this end, there were a lot of ACW ships build with 'modern' guns and upgraded optics, armor, engines, etc. Of coarse the 1/600 of Throughbreed ships work very well. Here, I'm going to do a workup from the ground up of a vessal thats on Old Glorys site Ironclad listings # IC-101 HMS Diadem (8 in class). This ship costs $11.00 or only $6.60 if using OG Army discount!
HMS Diadem 1/600 Predreadnought Spd 22" Def 7 Arm 12 Spec: 1,2,3,4,5,6,7,8,10 (16) 6" Guns Rng 25" +4Pow Bar 3 Spec: 3,10 (14) 3" Guns Rng 10" +3Pow Bar 1 Spec: 3,10 (3) 3 pdr Rng 5" +2P RF 2 Spec: mtd at random (8) HMG Rng 3" +1Pow RF 3 Spec: mtd at random places. For game purposes you can put one 3pdr per side and one aft and two ec hmg on all sides (fore,aft,port,starboard) as these were free standing mounts. Comments: This is the class name with eight total vessals: Amphitrite, Andromeda, Argonants, Ariadne, Europa, Niobe, Spartiate. Draught was 25'6". The hull was wood sheathed and copper. There was also (2) 18" torpedoes below the water line, to fight human enemy ships.
HMS A1-C 1/600 Nemos Nautalis @1200pts 1 element: Spd 20" Def 8 Arm 10 Spec: Hovercraft; 1,2,4,5,6,8,9. (1) 4pdr Coilgun Rng 80" +6Pow RF1 Spec: Barbette fixed forward; (1) 4.5" Howitzer Rng 130" +3/+4Pow Barrage 2 Spec: Turret; HE or AT shell (+4Pow). Comments: The A1-C stats for the boat are based on the Versuchsgleitboot developed in 1915 by Austrian Dagobert Muller. Its high point total is due to the entire package, operating as a very powerful offshore asset as well as transporting Nemo Assault infantry and ships crews. I envision the plans are stolen by British spies, quickly developed a prototype, said plans being destroyed by a German spy, and thus one-of-a-kind ship that the world marvels at. Although they could reverse engineer the ship, its too despartely needed & Nemo isn't about to let his prized ship be dismantled! Thus far, the naval engineers haven't be able to duplicate the power of the hover elements to lift more than some impressive tanks, which they are gladly manufactoring for Home Guard and export to Nemos unit. As to whether these will ever see general formation use is still in question, but 1916 looks like a possible coming-out year for this.
Austrailian Destroyer (E-class, RiverClass torpedo boat) 1/600 Spd 33"(!) Def 9 Arm 6 Spec: Barbettes for all weapons except rockets; either (1) BL25pdr/4" gun forward or (1) QF32pdr ATgun forward; (3) QF 12pdrs sides and aft 1ec; (3) 18" rockettubes midsection launcher.
(1) BL25pdr/3.45"/87.6mm Rng 10" +3/4 Pow Bar 1 Spec: Barbette forward, HE/AT shell
OR (1) QF32pdr/3.78"/96mm Rng 15" +4/+5 Pow Bar 1 Spec: Barbette forward, HE/AT shell
(3) QF12pdr/3"/76.2mm Rng 10" +3 Pow Bar 1 Spec: 1 each side, 1 aft.
(3) 18" rocket tubes: Rng 10" +10 Pow RF 1 Spec: Salvo 3, no reloads. (*Salvo may fire up to number per firephase. If no reload, is also total per battle ei 3), Midsection launcher.
Comments: Others in class; Huon,Swam,Parramatta,Torens,Yara,Warrego. Note that a single hit can kill it. No ship damage table.
HMS Beagle (G-class torpedo boat) Spd 33" Def 9 Arm 6 Spec: Barbettes for all weapons except rockets.
(1) BL32pdr ATgun Rng 15" +3/+4 Pow Bar 1 Spec: Barbette forward, HE/AT shell.
(3) QF12pdr guns Rng 10" +3 Pow Bar 1 Spec: 1 ec side and 1 aft .
(2) 21" rocket tubes: Rng 10" +12 Pow RF 1 Spec: Salvo 2, no reloadsm one to a side all pointing forward arc (runs along length of boat).
Comments as above; IRL 1910-1921; 96 crew;coalfired. Note that a single hit can kill it. No ship damage table.
SMS Konigsburg 1/600 (4 in crusier class) @500 Spd 14" Def 7 Arm 11 Spec: 1,2,3,4,5,6,8,9,10,11,12.
(10) 4" Guns Rng 90" +3Pow Bar 1 Spec: 3,10,may fire each gun independently or any number in combination.
(2) 18" Rockets Rng 60" +10 Pow RF1 Spec: Salvo 1 (ec); midship location.
Comments: IRL 1905; 14 officers & 308 enlisted crew; Others in Konigsburg class - Nurnburg, Stuttgart, Stettin.
Over time I plan on adding to this thread the various ships of my AQMF world. Its probable that I'll actually create a seperate thread for this list of ships and boats, with this as a referrence thread for the values. Enjoy!
Here are two French ships (French Marine Nationale = FMN). Both these ships will be shown in the French Foreign Legion OOBs.
FMN Henri IV 1/600 Predreadnought @1000pts Spd 20" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: 26 Officers & 438 enlisted, commissioned 1903.
(2) 10.8"/274mm Guns Rng 32.5" +7 Pow Bar 5# Spec: one fore, one aft, Turret, #new rule (see thread).
(7)* 5.6"/138mm Guns Rng 25" +4 Pow Bar 3 Spec: (1)* on front turret main gun in a turret, (2)* on shelterdeck w/gunshields, one on each side, (4) casements along main deck, two on each side. * (3) were removed in 1914 so only (4) main deck casements for AQ
(12) 47mm Hotchkiss (3pdr/1.85) Guns Rng 3" +2 Pow RF 2 Spec: similar to HMGs, larger shell; located forecastle mainmast & super structure.
(2) Torpedoe tubes submerged (for use against human enemies)
Comments: (3) 138mm guns shipped to French naval mission Serbia in Nov 1914. This ship is one of many that supports French Foreign Legion troops holding out in North Africa against the Martians. Though France isn't offically (per AD canon) involved in the war, it makes sense that where they have colonies under attack that they'd have FFL or maybe even regulars. A look at the colonial map of French (and a few Dutch & Belgian) holdings shows plenty of French vs Martian potential, even if staying within the AD canon. For the figure I use Old Glorys excellent 1/600 model IC-302 under the Shipyard/Ironclads tab. At $21.00 its a good price - even better at the Old Glory Army cards $12.60.
FMN Jaure'guiberry 1/600 Predreadnought @1500pts Spd 20" Def 7 Arm 10 Spec:1,2,3,4,5,6,8,10,11,12 Comments: 597 to&e, commissioned 1905.
(2x1) 12"/305mm guns Rng 33" +7 Pow Bar 5 Spec: one fore turret, one aft turret, roll 2d10 take best on Tripod Damage Table.
(2x1) 10.8"/274mm guns Rng 32.5" +7P Pow Bar 5 Spec: side turrets, one port,one starboard. roll 2d10 take best on TDtable.
(4x2) 5.4"/138m QF guns Rng 25" +4 Pow Bar 3 Spec: two turrets fore, two turrets aft.
(4x1) 2.6"/65mm (9pdr) guns Rng 5" +3 Pow Bar 1 Spec: 2 fore, 2 aft, 180 degree arc barette.
(14x1) 1.85"/47mm (3pdr) gun Rng 5" +2 Pow RF 2 Spec: 6 Barrettes per side plus 2 over main fore turret.
(8) 37mm/1.57" Hotchkiss 5 barrel guns Rng 3" +2 Pow RF 2 Spec: in fore & aft superstructures.
(2) underwater torpedoes 450mm tubes (4 above water were removed in 1906).
Comments: Old Glory 1/600 listing IC-301 at the same price or discount price.
For Japanese & Chinese forces in Far East China campaign:
IJN Mikasa 1/600 Predreadnought @1500pts Spd 21" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: draught 27', 836 to&e, commissioned 1902.
(2x2) 12"/305mm guns Rng 33" +7 Pow Bar 5* Spec: turrets fore & aft,*use Litko template or measure out.
(14x1) 6"/152mm guns Rng 25" +4 Pow Bar 3 Spec: in casements 10 per side
(20x1) QF 12pdr/3" guns Rng 10" +3 Pow Bar 1 Spec: in gunshields 10 per side
(6x1) 3pdr/1.85" guns Rng 5" +2 Pow RF 2 Spec: mixed locations (6x1) 2.5pdr/1.57" Hotchkiss guns Rng 3" +2 Pow RF 2 Spec: mixed locations
(4) 18" torpedoe tubes (submerged) for use against human nations. {Old Glory IC-400}
IJN Chin Yen 1/600 Predreadnought @800 Spd 21" Def 7 Arm 9* Spec: draft 15'9", 260 to&e, IRL 1895 &1896 (sister ship Chin-Yuan) *only 2" armor
(3) 8.3"/210mm Krupp guns Rng 30" +5 Pow Bar 4 Spec: in Barrettes, 2 fore, 1 aft
(2) 5.9"/150mm Armstrong guns Rng 25" +4 Pow Bar 3 Spec: Sponsons, 1 ec side = port & starboard.
(6) 2.2"/57mm/6pdr Rapid Fire Guns Rng 3" +2 Pow RF 3 Spec: mixed locations
(6) 37mm Hotchkiss Rng 3" +2 Pow RF 2 Spec: mixed locations
(4) 18" torpedoes (submerged) for use against human nations. {Old Glory IC-401}
Steam Picket Boat 1/1 1 element = 1 unit @100 Spd 22" Def 8 Arm 6 Spec: 8 crew, 56'long, petrol engine, IRL 1867+ , (AQ no depth charges), Unarmored = 1 hit sinks.
1x 3pdr Rng 30" +3Pow RF2 Spec: mounted fore.
This was the standard picket boat used by British and other for coastal and riverine duty. Its high defense was due to it speed & manueverablility. As noted, our AQ version lacks depth charges. Later boats got much bigger (75' +) and mounted torpedoes and the like. This boat will be used along all the various water ways of the USA, Mexico, and Canada.
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
USN Memphis Scale 1/1 Monitor Class @225pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12. (2) 6" Guns Rng 60" +3Pow Barrage 1 Spec: 11 (ec turret must fire all its weapons at one enemy target, in this case both guns fire at the same target)
USN New Orleans Scale 1/1 Monitor Class @250pts Spd 8" Def 7 Arm 10 Spec: 4,5,6,8,11,12 (2) 7" Guns Rng 40" +4Pow Barrage - Spec: 11
If you're using a 1/600 version of above (Throughbreed minis) the only difference would be the gun ranges : (2) 7 Guns Rng 29" etc and Martians would have to be within 5" for an Assaults heavy heatray. Lets look at another example.
USN Revenge is a class of ships developed by the USN when they 'lost' the LIC to Army command. They dropped the armament to one each 12", 7", and multiple rocket launcher to give a major boost to handling, speed, and stability. The result is a powerful riverine and coastal ship that can influenze any battle.
USN Revenge Scale 1/350 Modern Class @750pts Spd 24" Def 8 Arm 10 Spec: 1,2,4,5,6,8,12 (1) 12" Gun Rng 67" +7Pow Barrage 5 Spec: fore mounted turret, use 2d10 taking highest on Tripod Damage Table. (1) 7" Gun Rng 58" +4Pow Barrage 3 Spec: fore mounted above 12" turret (1) 5" Rocket Launcher Rng 42" +4Pow Salvo 2 Spec: 8 total rockets, no reload (during the game).
I use alot of the ACW vessals in my version of AQMF. Admiral Farragut (Jr.) determined early on that remodeling, upgunned, ACW craft would be the quickest way to get lots of ships and boats on the waters. To this end, there were a lot of ACW ships build with 'modern' guns and upgraded optics, armor, engines, etc. Of coarse the 1/600 of Throughbreed ships work very well. Here, I'm going to do a workup from the ground up of a vessal thats on Old Glorys site Ironclad listings # IC-101 HMS Diadem (8 in class). This ship costs $11.00 or only $6.60 if using OG Army discount!
HMS Diadem 1/600 Predreadnought Spd 22" Def 7 Arm 12 Spec: 1,2,3,4,5,6,7,8,10 (16) 6" Guns Rng 25" +4Pow Bar 3 Spec: 3,10 (14) 3" Guns Rng 10" +3Pow Bar 1 Spec: 3,10 (3) 3 pdr Rng 5" +2P RF 2 Spec: mtd at random (8) HMG Rng 3" +1Pow RF 3 Spec: mtd at random places. For game purposes you can put one 3pdr per side and one aft and two ec hmg on all sides (fore,aft,port,starboard) as these were free standing mounts. Comments: This is the class name with eight total vessals: Amphitrite, Andromeda, Argonants, Ariadne, Europa, Niobe, Spartiate. Draught was 25'6". The hull was wood sheathed and copper. There was also (2) 18" torpedoes below the water line, to fight human enemy ships.
HMS A1-C 1/600 Nemos Nautalis @1200pts 1 element: Spd 20" Def 8 Arm 10 Spec: Hovercraft; 1,2,4,5,6,8,9. (1) 4pdr Coilgun Rng 80" +6Pow RF1 Spec: Barbette fixed forward; (1) 4.5" Howitzer Rng 130" +3/+4Pow Barrage 2 Spec: Turret; HE or AT shell (+4Pow). Comments: The A1-C stats for the boat are based on the Versuchsgleitboot developed in 1915 by Austrian Dagobert Muller. Its high point total is due to the entire package, operating as a very powerful offshore asset as well as transporting Nemo Assault infantry and ships crews. I envision the plans are stolen by British spies, quickly developed a prototype, said plans being destroyed by a German spy, and thus one-of-a-kind ship that the world marvels at. Although they could reverse engineer the ship, its too despartely needed & Nemo isn't about to let his prized ship be dismantled! Thus far, the naval engineers haven't be able to duplicate the power of the hover elements to lift more than some impressive tanks, which they are gladly manufactoring for Home Guard and export to Nemos unit. As to whether these will ever see general formation use is still in question, but 1916 looks like a possible coming-out year for this.
Austrailian Destroyer (E-class, RiverClass torpedo boat) 1/600 Spd 33"(!) Def 9 Arm 6 Spec: Barbettes for all weapons except rockets; either (1) BL25pdr/4" gun forward or (1) QF32pdr ATgun forward; (3) QF 12pdrs sides and aft 1ec; (3) 18" rockettubes midsection launcher.
(1) BL25pdr/3.45"/87.6mm Rng 10" +3/4 Pow Bar 1 Spec: Barbette forward, HE/AT shell
OR (1) QF32pdr/3.78"/96mm Rng 15" +4/+5 Pow Bar 1 Spec: Barbette forward, HE/AT shell
(3) QF12pdr/3"/76.2mm Rng 10" +3 Pow Bar 1 Spec: 1 each side, 1 aft.
(3) 18" rocket tubes: Rng 10" +10 Pow RF 1 Spec: Salvo 3, no reloads. (*Salvo may fire up to number per firephase. If no reload, is also total per battle ei 3), Midsection launcher.
Comments: Others in class; Huon,Swam,Parramatta,Torens,Yara,Warrego. Note that a single hit can kill it. No ship damage table.
HMS Beagle (G-class torpedo boat) Spd 33" Def 9 Arm 6 Spec: Barbettes for all weapons except rockets.
(1) BL32pdr ATgun Rng 15" +3/+4 Pow Bar 1 Spec: Barbette forward, HE/AT shell.
(3) QF12pdr guns Rng 10" +3 Pow Bar 1 Spec: 1 ec side and 1 aft .
(2) 21" rocket tubes: Rng 10" +12 Pow RF 1 Spec: Salvo 2, no reloadsm one to a side all pointing forward arc (runs along length of boat).
Comments as above; IRL 1910-1921; 96 crew;coalfired. Note that a single hit can kill it. No ship damage table.
SMS Konigsburg 1/600 (4 in crusier class) @500 Spd 14" Def 7 Arm 11 Spec: 1,2,3,4,5,6,8,9,10,11,12.
(10) 4" Guns Rng 90" +3Pow Bar 1 Spec: 3,10,may fire each gun independently or any number in combination.
(2) 18" Rockets Rng 60" +10 Pow RF1 Spec: Salvo 1 (ec); midship location.
Comments: IRL 1905; 14 officers & 308 enlisted crew; Others in Konigsburg class - Nurnburg, Stuttgart, Stettin.
Over time I plan on adding to this thread the various ships of my AQMF world. Its probable that I'll actually create a seperate thread for this list of ships and boats, with this as a referrence thread for the values. Enjoy!
Here are two French ships (French Marine Nationale = FMN). Both these ships will be shown in the French Foreign Legion OOBs.
FMN Henri IV 1/600 Predreadnought @1000pts Spd 20" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: 26 Officers & 438 enlisted, commissioned 1903.
(2) 10.8"/274mm Guns Rng 32.5" +7 Pow Bar 5# Spec: one fore, one aft, Turret, #new rule (see thread).
(7)* 5.6"/138mm Guns Rng 25" +4 Pow Bar 3 Spec: (1)* on front turret main gun in a turret, (2)* on shelterdeck w/gunshields, one on each side, (4) casements along main deck, two on each side. * (3) were removed in 1914 so only (4) main deck casements for AQ
(12) 47mm Hotchkiss (3pdr/1.85) Guns Rng 3" +2 Pow RF 2 Spec: similar to HMGs, larger shell; located forecastle mainmast & super structure.
(2) Torpedoe tubes submerged (for use against human enemies)
Comments: (3) 138mm guns shipped to French naval mission Serbia in Nov 1914. This ship is one of many that supports French Foreign Legion troops holding out in North Africa against the Martians. Though France isn't offically (per AD canon) involved in the war, it makes sense that where they have colonies under attack that they'd have FFL or maybe even regulars. A look at the colonial map of French (and a few Dutch & Belgian) holdings shows plenty of French vs Martian potential, even if staying within the AD canon. For the figure I use Old Glorys excellent 1/600 model IC-302 under the Shipyard/Ironclads tab. At $21.00 its a good price - even better at the Old Glory Army cards $12.60.
FMN Jaure'guiberry 1/600 Predreadnought @1500pts Spd 20" Def 7 Arm 10 Spec:1,2,3,4,5,6,8,10,11,12 Comments: 597 to&e, commissioned 1905.
(2x1) 12"/305mm guns Rng 33" +7 Pow Bar 5 Spec: one fore turret, one aft turret, roll 2d10 take best on Tripod Damage Table.
(2x1) 10.8"/274mm guns Rng 32.5" +7P Pow Bar 5 Spec: side turrets, one port,one starboard. roll 2d10 take best on TDtable.
(4x2) 5.4"/138m QF guns Rng 25" +4 Pow Bar 3 Spec: two turrets fore, two turrets aft.
(4x1) 2.6"/65mm (9pdr) guns Rng 5" +3 Pow Bar 1 Spec: 2 fore, 2 aft, 180 degree arc barette.
(14x1) 1.85"/47mm (3pdr) gun Rng 5" +2 Pow RF 2 Spec: 6 Barrettes per side plus 2 over main fore turret.
(8) 37mm/1.57" Hotchkiss 5 barrel guns Rng 3" +2 Pow RF 2 Spec: in fore & aft superstructures.
(2) underwater torpedoes 450mm tubes (4 above water were removed in 1906).
Comments: Old Glory 1/600 listing IC-301 at the same price or discount price.
For Japanese & Chinese forces in Far East China campaign:
IJN Mikasa 1/600 Predreadnought @1500pts Spd 21" Def 7 Arm 10 Spec: 1,2,3,4,5,6,8,10,11,12 Comments: draught 27', 836 to&e, commissioned 1902.
(2x2) 12"/305mm guns Rng 33" +7 Pow Bar 5* Spec: turrets fore & aft,*use Litko template or measure out.
(14x1) 6"/152mm guns Rng 25" +4 Pow Bar 3 Spec: in casements 10 per side
(20x1) QF 12pdr/3" guns Rng 10" +3 Pow Bar 1 Spec: in gunshields 10 per side
(6x1) 3pdr/1.85" guns Rng 5" +2 Pow RF 2 Spec: mixed locations (6x1) 2.5pdr/1.57" Hotchkiss guns Rng 3" +2 Pow RF 2 Spec: mixed locations
(4) 18" torpedoe tubes (submerged) for use against human nations. {Old Glory IC-400}
IJN Chin Yen 1/600 Predreadnought @800 Spd 21" Def 7 Arm 9* Spec: draft 15'9", 260 to&e, IRL 1895 &1896 (sister ship Chin-Yuan) *only 2" armor
(3) 8.3"/210mm Krupp guns Rng 30" +5 Pow Bar 4 Spec: in Barrettes, 2 fore, 1 aft
(2) 5.9"/150mm Armstrong guns Rng 25" +4 Pow Bar 3 Spec: Sponsons, 1 ec side = port & starboard.
(6) 2.2"/57mm/6pdr Rapid Fire Guns Rng 3" +2 Pow RF 3 Spec: mixed locations
(6) 37mm Hotchkiss Rng 3" +2 Pow RF 2 Spec: mixed locations
(4) 18" torpedoes (submerged) for use against human nations. {Old Glory IC-401}
Steam Picket Boat 1/1 1 element = 1 unit @100 Spd 22" Def 8 Arm 6 Spec: 8 crew, 56'long, petrol engine, IRL 1867+ , (AQ no depth charges), Unarmored = 1 hit sinks.
1x 3pdr Rng 30" +3Pow RF2 Spec: mounted fore.
This was the standard picket boat used by British and other for coastal and riverine duty. Its high defense was due to it speed & manueverablility. As noted, our AQ version lacks depth charges. Later boats got much bigger (75' +) and mounted torpedoes and the like. This boat will be used along all the various water ways of the USA, Mexico, and Canada.