Ships

Copyright 2003 by Mike Fischer
Last modified: 05/04/2005

I. Introduction

This booklet includes supplemental rules for playing StarMarines with ships.

If someone from 20th-century Earth were to visit us today, he might be surprized to learn that seagoing warships have a place in the 23rd-century way of war. But on most habitable worlds, there's a lot of water, and a ship is a much more economical way to move things across water than spaceship pickup or sub-orbital shuttle. Thus, once an army has conquered one land mass on a planet, they will usually send their forces to the next continent by ship. This means that, for every race that tries to use a planet's seas as a highway, there is another race that will try to stop them. The resulting sea battles aren't as big as Jutland or Leyte Gulf, but are every bit as fierce.

Ships in the StarMarines universe fall into many categories, based on their size and function. Some races use all the ship types, while others have no interest in certain types. They bear little resemblance to the 20th-century Earth ships whose names they bear. Low observability is a must; a ship is an awfully big and tempting target, and if an orbiting spaceship can get a radar lock on your battleship, kiss it goodbye. So most ships sacrifice size and weaponry for a small radar cross-section.

Ships use the standard weapons of their respective races, with a twist. The weapons are doubled -- two for the price of one -- giving a fair broadside without overcrowding the main deck. If you are also playing with aircraft rules, ships can mount anti-aircraft weapons.

This rule book is an optional supplement to StarMarines. It includes new counters for the ships and sea weapons, along with some basic scenarios.

You'll find an all-water map in my M8 maps. Multiple copies of this, plus the coastal maps, will give you plenty of ocean to fight over.

II. Buying Ships

There are ship counters for each of the armies, but most of them are identical, except for a few ships that aren't used by every race. Ship costs and attributes vary slightly from race to race. All ship counters have a blue background and are considered large vehicles.

The page of ship counters gives you one of each type for each race, so if you want anything more than a bare-minimum navy, you'll probably want to print more than one sheet. Some races don't use certain ship types; these races will get an extra counter of some other kind, usually a heavy cruiser.

You buy ships and arm them with weapons just like any land vehicle. All ship's weapons are doubled -- you get two of those weapons for the price of one. Such weapons are considered to be mounted in the same turret, they must fire at the same target, and if one gets knocked out in combat, both get knocked out.

The only ship-specific weapon in StarMarines is the torpedo. This is a short-ranged, accurate way to do some serious damage to your enemy's fleet.

The Radar Missile, from the Aircraft supplement, can be mounted on a ship and serve as an anti-air or anti-ship missile, with unlimited reloads.

You can choose to omit any one weapon, on any warship that can take 2 or more hits, and allow the ship to support a helicopter instead. You have to buy the helo and any weapons it starts the battle with; if you buy none, it can carry none. But after that, if the helo spends one turn stacked with a ship that supports helicopters, it can reload any air weapons it can normally carry, at no additional charge.

III. Ship Movement

In most cases, ships will start the battle on opposite edges of the map. In water, of course.

Ships move normally in deep-water and shallow-water hexes. Some small ships can also sail in river hexes. Ships have no ZOC. Collisions never happen. N'Kakk ships carry their own controller units, and don't need to be in range of any other unit.

Ships move like other StarMarines units; they must move in the direction they are facing, and can turn one hex-face for each hex they move. Ships cannot move backwards or trade moves for turning.

Ships cannot be placed on Overwatch, except for anti-aircraft weapons, and such weapons can shoot only at aircraft if on Overwatch.

III-a. Submarine Movement

Submarines and submarine cruisers normally remain submerged, with no counter on the map. To keep track of which ship is where, keep a running log with pencil and paper. Each turn, write down the map number and hex number of each hex that the sub enters. Thus, you have a paper trail of the sub's movements to forestall any accusations of "There's no way a sub could be there!" You'll also need this information when your enemy is trying to locate your sub.

For a sub to surface or submerge, it takes all the sub's move units for one turn.

IV. Ship Combat

Ship combat is resolved like other combat, but with a difference. Most ships are big enough that a single good hit isn't enough to sink them. To keep track of hits, ships use casualty markers (also used by the Based-Infantry rules supplement). A ship with no casualty marker is at full strength. As it takes hits, stack a casualty marker with it that shows how many hits the ship has left. When your ship falls below 1 hit, it sinks. A ship that can take 3 hits or more, and is down to 1 hit, has its speed reduced to 1.

Also, you use the Ship Damage Table instead of the usual Vehicle Damage Table. The Ship Damage Table differs from the Vehicle Table in that the emphasis is on knocking out weapons, instead of immobilizing the target.

Ships can aim each of their weapons at a different target. Doubled weapons must both fire at the same target. Ships firing more than one torpedo can fire at no more than two targets.

IV-a. Aircraft Against Ships

Aircraft can attack ships like any other ground target. Ships can attack aircraft with anti-air weapons and machine guns (medium weapons that fire three times in a turn). Anti-air weapons on ships that can take 2 or more hits (ignoring damage) get unlimited free reloads. N'Kakk aircraft can attack ships that aren't in a controller's range.

IV-b. Attacking Submarines

To attack a submerged submarine, you need two things: sonar to find the sub, and a torpedo to shoot at it. All frigates, destroyers, and submarines (not sub-cruisers) carry sonar. Also, if you equip a ship with a helicopter, the helo can carry a sonar set and a torpedo instead of any aircraft weapon markers. Ships that don't come with sonar cannot carry it.

The effectiveness of sonar depends on the speed of the unit using it. If the ship was motionless in the current turn, or if the unit is a helicopter, the sonar has a range of 2. If the ship moved 1 hex, its sonar range is 1. Any faster than 1 hex of movement, and the sonar has a range of zero -- it works only in the hex occupied by the ship.

With each sonar you wish to use, you ask your opponent whether that sonar can detect anything. He must answer truthfully, as follows:

Then you have to get a torpedo-equipped ship or helicopter into, or next to, that hex. Torpedoes are the only weapons that can hit a submerged submarine. The attacker must specify which hex he's dropping his torpedo into. If it's the hex where the sub is, the torpedo attacks normally. If the sub is one hex away, the torpedo loses its to-hit bonus. More than one hex away, the sub is out of range and the torpedo can't hit.

A sub on the surface gets attacked like any other ship.

V. Morale with Ships

Ships are considered vehicles, and never have to make morale checks.

VI. Ships and the Races

Most alien ship names are unknown outside their own race. They are generally called by their type names, which refer to their relative size and their function.

VI-a. The StarMarines

StarMarine ships are straightforward, no-nonsense designs. They can use any ship type. Their battleships and battle-cruisers cost 1 build-point less than normal.

VI-b. The Norx

Norx warships are built tough. All Norx ships of Light-Cruiser size and smaller get +1 Toughness. This does not apply to landing craft. Norx do not use submarines or sub cruisers -- all that sneaking around is not for them!

VI-c. The Pelgari

The Pelgari do not use the Pocket-Battleship -- they have no use for a ship that can't get out of its own way. Any Pelgari ship with armor of 0 or 1 gets +1 armor, except subs.

VI-d. The Victors

To no one's surprise, the Victors like extra armor on their ships. Any Victor ship with a speed of 3 or higher gets +1 armor and loses -1 speed. Ships with 0 or 1 armor and less than 3 speed get the +1 armor at no penalty. Subs are unchanged. Victors do not use Battle-Cruisers, seeing them as a watered-down battleship that's begging to be shot at, but can't take the heat.

VI-e. The Dran

Dran don't use FAC's or submarines, but they love their submarine cruisers. Dran SC's can carry 2 more torpedoes than normal.

VI-f. The N'Kakk

N'Kakk destroyers get +1 armor and -1 speed. They use all other ship types unmodified.

VI-g. The Ghouls

The Ghouls don't fight like other races at sea. They attack like anyone else, but their goal is to bring their ship adjacent to an enemy vessel, preferably a weaker or damaged ship, so they can board it. Roll a die and add the difference in hits between the Ghoul ship and its victim (subtract the difference if the target ship has more hits). A roll of 4 or less means the Ghoul boarders were repelled with casualties, which costs their ship one weapon. A roll of 5 or higher means they have overcome the crew and taken them aboard their own vessel. The other vessel gets scuttled and sinks. Submarines and sub-cruisers cannot board. Ghouls must board if an enemy is adjacent.

VI-h. The Zrutes

Every Zrute ship that can carry heavy weapons, must carry at least one Radar Missile, which the Zrutes love to use as an anti-ship weapon. All destroyers and frigates must carry a torpedo. Their heavy cruisers and pocket-battleships cost 1 build-point less than normal.

VI-i. The Saurs

The Saurs got their ship designs from several other races, so they can use any ship type. Note that, like other Saur counters, the ships face sideways, but the counter's facing is determined by the lettering being right-side-up. Any Saur ship can substitute a medium weapon for a light one.

VI-j. The Swarm

The Swarm do not use ships. If a scenario calls for ships and for using the Swarm, choose either another race, or another scenario.

VI-k. The Colonials

Colonials can use ships only if they are defending their own planet; they never use them when attacking other worlds. They don't use expensive Battleships or Battle-Cruisers. Colonial Carriers support only 4 aircraft, and cost 3 points less than usual.

VII. Ship Types

VIII. Ship Weapons

Ship weapons are located according to the following rules, if the Ship Table does not explicitly define them. Main weapons (the biggest weapons a ship carries) go as follows: Lesser weapons fire left/right.

IX. Ship Tables

Ship Table
Unit SymbolCostMoveArmorToughHitsWeaponsSpecial
Gunboat GB1 2 1 2 1 1 med, 1 lightCan navigate rivers
FAC FA1 4 0 1 1 2 Radar Missile (front), 1 light.
Frigate FG2 3 1 2 2 1 med, 2 lightSonar
Destroyer DD3 4 1 2 2 2 med, 2 lightSonar
Light Cruiser CL5 3 2 3 3 1 heavy, 2 med, 1 light.
Heavy Cruiser CA7 3 3 3 3 2 heavy, 2 med, 1 light.
Pocket-BattleshipPB7 2 3 3 3 3 heavy, 1 med, 1 light.
Battle-Cruiser CB10 3 3 3 3 3 heavy, 1 med, 2 light.
Battleship BB10 2 5 4 5 4 heavy, 2 med.
Carrier CV9 3 3 2 4 2 lightSupport 8 aircraft
Submarine SS4 1 0 1 1 8 torpedoMove submerged; sonar
Submarine CruiserSC6 2 0 1 1 1 heavy (front), 4 torpedoCan move submerged
Landing Craft LC1 2 0 1 1 noneCan navigate rivers
Transport AP2 2 1 2 2 none.

Ship Weapons Table
Name Size CostRangeAimAPDamageSpecial
Torpedo Medium1/4 2 +1 3 3.
Sonar Medium0 0-2 n/an/an/aDetect subs

Ship Damage Table
Die RollResult
-1-Smallest weapon knocked out
-2-Largest weapon knocked out
-3-1 ship damage, smallest weapon knocked out
-4-Fire; 1 ship damage, or 2 if already damaged
-5-1 ship damage
-6-2 ship damage

X. Suggested Scenarios

  1. Jutland: play with just ships against ships. Fight to the death.
  2. Overlord: one army has to bring a certain number of land units from the edge of the map to the beaches, using transports and landing craft. The other army has to stop them. Optionally, continue the battle on land.
  3. Midway: play with aircraft and ship rules. Each side gets at least 2 carriers. Fight to the death.
  4. Vicksburg: play a land battle on maps with rivers. Gunboats and landing craft can influence the battle.