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Aquanautica Imperialis Game Guide

1. The game is played over initiative, movement, battle, and end phases. Players take turns activating ships and ordnance. 2. Ships can perform special orders like increasing speed or turning to modify movement. Ordinance like torpedoes and bombers are launched in battle. 3. Damage is tracked, and ships can sink or become hulks. The end phase resolves drifting, sinking, and allows damage control. Wakes from explosions and sinking hamper later movement.

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0% found this document useful (0 votes)
136 views4 pages

Aquanautica Imperialis Game Guide

1. The game is played over initiative, movement, battle, and end phases. Players take turns activating ships and ordnance. 2. Ships can perform special orders like increasing speed or turning to modify movement. Ordinance like torpedoes and bombers are launched in battle. 3. Damage is tracked, and ships can sink or become hulks. The end phase resolves drifting, sinking, and allows damage control. Wakes from explosions and sinking hamper later movement.

Uploaded by

OctavianLars
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Aquanautica Imperialis

Quick Play Reference Guide


Game Turn: 1. Initiative Phase 2. Movement Phase 3. Battle Phase 4. End Phase Initiative Phase:
Both sides roll a d6 and add their Admirals leadership (Or highest LD present) The winner has the highest number. If a tie, roll again. Winner can choose to activate first or second

Special Orders- Roll a 2d6. If the vessels LD or lower, the test is passed. Ships in Squadron all take one test with the highest LD. This includes Brace For Impact. Orders stay in effect until end of Game Turn. All Ahead Full- Movement- Move up to double movement forward. No ordinance, half firepower, no turns Reverse Engines- Movement- Stop OR move below minimum speed. No ordinance, half firepower Come to New Heading- Movement- Turn twice. No ordinance, half firepower Cut Stragglers- Movement- Leave behind a straggler. Straggler loses Squadron benefits Evasive Maneuvers- Movement- Avoid collisions on a 4+. No ordinance, half firepower Load Ordinance- Battle- Can use Ordinance, Failed no Ordinance can be launched Lock-On- Battle- Reload misses, does not impact ordinance, can not turn Brace for Impact- Any- Provides a 4+ save, replaces other Special Orders, Can only try to activate once per turn. Special Ship Type: Submersibles Start in Reserve. Choose to Activate, on successful Command Check the Sub may enter play. Determine entry point, roll Scatter and 1d3 to determine final entry point. Hit means the sub does not deviate from entry point. Otherwise, move sub in direction of arrow the number of inches indicated. Can be placed facing any direction. Subs at Attack depth may not be targetted by or use Direct Fire weapons, Rams, or Boarding. Subs can not use Launch Bays unless forced to surface. A sub can choose to surface in any movement phase, but can not resubmerge until the following movement phase. If a Sub takes a Critical Hit it will surface automatically. Special Order- Run Silent, Run Deep- Movement- Advantage: Sub is removed from board and placed back in Reserve. Disadvantage: If test is failed, sub moves straight ahead, not shooting or Ordinance may be used.

Movement Phase: Alternate activation Minimum speed is half of cruising speed 1 turn per phase Move 2 inches, turn, move two inches Collisions- 1d3 Damage per ship, armor and Brace saves apply. Entangled Entangled- Ships drift in End. Fire as normal, immobilized. Disentangling- Activated ship can go on Rev Engine SO. 4+ disentangled and placed back half cruising speed. Move ends. Ram- Declared, All Ahead Full SO, come in contact with target. 1d3 damage on both. Entangled Boarding- After collision/ram are calculated. Both roll d6 + Crew rating. Highest wins. Loser = -1 crew, If below 0 crew it is -1 DP. Grounding- Touch land, or 1 inch of land& fail Command Check. 1d6 DP, no save. Rev Engines SO- 5+- moves vessel half cruising speed back from shore.

Aquanautica Imperialis
Quick Play Reference Guide
Battle Phase: -Direct Fire -Range- Mid-point to Mid-point. If out of range. Auto miss -True LOS- Straight line between ships -Third Party LOS- Another ship in fleet can draw LOS. Target considered Fully Obscured -No LOS- No firing can be done -Target Priority- Fir eon nearest ship that weapons can effect first. Successful Command Check allows to target others. Failed check then no firing takes place -Obscured- If LOS can not be drawn to mid-point of target, then it is considered Obscured, or -1 to hit. -Fully Obscured- Only hit on a natural 6. -Point Blank- Within 3 inches, than all shot shit on 2+ -Las-Batteries hit on 4+, Obscured and Point Blank still apply. Only Brace for Impact saves allowed. -Moving Abeam- Moving across the fire arc of the firing ship. Crippled: Escorts can not be crippled -Ship is crippled at half starting damage points. -Reduce speed by 2 -Can not use Defense Lasers -Half Firepower (rounding down) Overkill: Ship takes half of starting DP past 0, it sinks immediately.

To Hit Modifiers: Situation Modifier Cruiser/Battleship firing on Escort -1 Target moved over 2 inches -1 Target moved over 24 inches -2 Target is moving abeam -1 Target is Ordinance -2 Obscured -1 Touched Wake -1 Damage: -Each hit can be saved by armor. Roll d6 and get armor value or higher to negate the hit. - Brace for Impact saves are taken after armor. 4+ is a success -Each hit subtracts 1 from DP

Critical Hits: -Each hit roll a d6. On a 6 a critical hit has occurred. Roll 2d6 and consult the chart below: 2-4: One random weapon system is knocked out. 5- Massive casualties!- Crew reduced by 1. 6- Rudder jammed!- Ship unable to turn. 7-8 Fire!- If fire is not put out in End phase, it causes an additional 1 Damage Point until extinguished. 9- Screw Fouled: Speed reduced by 2 inches. 10- Bridge destroyed: Reduce LD by 3- Can not be repaired. 11- Hull Breach: reduce ships armor by 1. 12- Bulkhead Collapse: Ship takes an additional 1d3 Damage Points

Sinking: A ship at 0 DP may no longer function. It becomes a drifting hulk. -In End Phase any ship at 0 DP must roll a d6. 1: Explosion- Replace ship with small blast marker. Any ship touching marker takes 1d3 hits. Normal Armor and Brace saves apply. 2-5: Ship continues to drift as a hulk. 6: The ship sinks. Replace it with as many Wake Markers as the ship had starting DP.

Aquanautica Imperialis
Quick Play Reference Guide
Wake Markers: -Place Wake Markers in the following situations: Where a ship Explodes, with a number equal to starting DP of ship. When a ship sinks with a number equal to starting DP of ship Where a Defense Laser strikes. Fill the Blast template space. Where Depth Charges Detonate. Fill the Blast template space Where Ordinance is destroyed. Replace one for one. Where Firepower stacked to 10 strikes. 1 marker per point over 10. -Wake markers have the following impacts when a ship comes in contact with them. Multiple wake markers do NOT have cumulative effects: Speed reduced by 1 Firing at -1 to hit Ordinance can not be launched No Boarding Actions can be launched Damage Control at half rounding down. Torpedoes: -Move straight line at maximum speed. - Can be used against submerged targets, skimmers, and ships - Roll a 4+ to hit for each point of Firepower - Misses continue in a straight line. Depth Charges: -Speed is distance the Depth Charge can be launched from ship - Once deployed, they immediately detonate - Place hole of small blast template over target point - Only attack submerged targets - PD can not be used against a depth charge - Roll to hit on a 4+ per firepower rating of the Depth Charge Mines: -Speed is distance deployed from the launching ship - Firepower is the number of Mine markers deployed - Mine markers from the same ship must touch to make a field - Each Mine Field is subject to drift - Can attack ships, submerged, or skimmers - Torpedoes moving through Mines remove both markers on a 4+ - Mines hit on a 4+ per marker that touches the target Aircraft: - Deployed by Launch Bays, each point of firepower allows one aircraft marker to be deployed at one time. - Choose to launch Bombers, Interceptors or a mix - Can deploy from any arc - Turn freely while moving, between half and full speed - Can move freely over obstacles and other ships - Can be used for Third party LOS

Ordinance: -Weapon types launched in the Battle Phase, moves in End Phase - Can not be used again until a Reload Ordinance check is passed. - Ordinance comes in contact with a target, it immediately attacks - Can not Ram, Board, or be part of a Collision - One type of Ordinance moves over another of same type, both removed on a d6 roll of 6+. - When Ordinance comes in contact with a ship, immediately determine the results. - Ordinance that goes aground is destroyed, except for Aircraft. - Move using alternate activation by ordinance Type, i.e. all Torpedoes, all Interceptors, etc. - PD fires before Ordinance can attack, hits on 4+, 1 shot per Firepower.

Aquanautica Imperialis
Quick Play Reference Guide
Interceptors: Remove other aircraft from play If Interceptors, both markers removed If Bombers, the bombers are removed, on a roll of 4+ on a D6, the Interceptors stay in play. Interceptors touching a ship can suppress one point of PD in the arc the marker is touching. Bombers: Bombers can attack ships, skimmers, and submerged. Bombers hit on a 4+ After bomb attack roll a d6. On a 4+ the Bombers can stay in play. If failed, the marker is removed Determine Drift: The following drifts: Ships with 0 DP, Mines, Ships that are entangled -Roll a d3 and the Scatter dice -Move the drifting item the direction of the arrow on the dice, and the number of inches on the d3. - If a HIT is rolled, use the arrow at the top for drift direction - Work out results of all Collisions, Grounding, etc. as it happens. Remove Wake Markers: -Each player rolls a d6. the number rolled is the number of Wake markers that can be removed. -Player that has the initiative may remove Wake Markers first, followed by second player. - Wake markers can be removed from any part of the board - If fewer Wake Markers than the numbers rolled, remove all wake. Damage Control: This time is used to repair damage from Critical Hits. -Player with Initiative can choose to repair first - Roll a d6 for each DP remaining on the ship - On a 6, one piece of Critical damage is repaired - More than one Critical Hit can be repaired per roll - Some Critical damage may not be repaired - If touching a Wake Marker, Damage is at half dice rounding down - Once first player has completed all Damage Control, the second player may begin to repair his ships. Determine Sinking: - See the Battle Phase: Sinking on this document

End Phase: During the End Phase, complete the following steps: 1. Move Ordinance 2. Determine Drift 3. Determine Sinking 4. Remove Wake Markers 5. Damage Control Move Ordinance: -Player who goes first chooses and Ordinance type and moves it - Types are: Torpedoes, Mines, Interceptors, or Bombers - 1st player moves all of one type - 2nd player moves a type of Ordinance (Not necessarily the same ordinance type as player 1) - 1st player chooses next type - This process continues until all Ordinance has been moved - Resolve all Ordinance and PD attacks as they occur.

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