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Salvo!

Salvo! Rulebook

Table of Contents

Table of Contents

  • Prepare for Play
  • Actions
  • Firing
  • Ship Damage
  • Torpedoes
  • End of Turn
  • Victory
  • Game Tables
    • Weather (2d6)
    • Initial Range (2d6)
    • Fire Table (2d6)
    • Straddle Table (3d6)
    • Special Damage (2d6)
    • Critical Hit (2d6)
    • Torpedo Table (2d6)
    • End of Turn Table (1d6)
  • Key
  • Ship Cards
    • British Ships
    • German Ships

Prepare for Play

Select a ship (German or British) you wish to play, and an enemy ship you will play against. Roll 2d6 on the Weather table and note the result (results are Fine, Fair, Misty, and Stormy). Then roll 2d6 on the Initial Range table (modifying the roll if indicated by Weather result); ranges are (from closest to farthest) Short, Medium, Medium-Long, Long, and Extreme. This is the range between the ships at the start of play.

Note: You do not physically move ships during play; the game tables tell you what happens as far as current range, effects of fire, etc. Each turn represents several minutes of real time.

Actions

Each turn, each ship performs one Action (Act) of its choice. Roll 1d6 each turn to see who goes first: 1-3 = player; 4+ = enemy (+1 to roll if enemy has current speed slower than player's; -1 if faster).

There are three Actions available each turn: Close (C), Offer Broadside (OB), and Withdraw (W). The player chooses which Act his ship performs. The enemy ship rolls 1d6 to see what Act it performs this turn: 1-2 = C; 3-4 = OB; 5 = same Act as last turn (OB on turn 1); 6+ = W. (+1 to roll if it has smaller gun size than the player's ship.)

Actions affect range between ships and the guns they can bring to bear vs. the other.

ActionRangeGuns Bearing
Close1 closerBow
Offer BroadsideNo changeBroadside
Withdraw1 fartherStern

If range ever goes farther than Extreme, the ships are out of range, and the game is immediately over. If it goes closer than Short, stay at Short.

Example: Ajax & Graf Spee are at Long range at start of turn. Graf Spee chooses OB, and Ajax C. Range is now Med-Long, and Graf Spee has broadside guns bearing (+3 fire modifier), and Ajax bow guns (+0). Had Graf Spee chosen C, range would've been Medium.

Firing

After implementing Actions, both ships fire. The ship with bigger gun size fires first. (If tied roll to see which fires first.) After all its fire has been resolved and all damage applied, the other ship fires.

Each ship fires once per turn (twice if at Short or Medium range), rolling 2d6 on the Fire Table. A miss has no effect. A straddle means the target may have been hit; roll 3d6 on the Straddle table, modifying the roll as directed.

Example: Ajax straddles Graf Spee (-2 Armor) with bow guns (+0), 6" gun size (+0 vs target), at Long range (-2), and rolls a 12 on the Straddle table, modified to 8, giving a result of NE.

Ship Damage

The Straddle table gives results of no effect, F (flotation damage), T (turret/fire control), S (speed), Special Damage, and Critical Hit to the target. A ship's ability may be affected by hits.

Keep track of damage on a piece of paper; damage is cumulative, and can't be repaired. If a ship has as many T hits as its Turret rating, it can't fire anymore; if its speed drops to zero, it permanently performs Action OB. A ship is sunk when it has received more F hits than its Flotation rating.

Torpedoes

If it is Fair or Fine weather, after firing has been completed, a CL (only) at Short range launches torpedoes (simultaneously if two CL involved) by rolling on the Torpedo table.

End of Turn

Roll 1d6 at end of each turn and consult the End of Turn table.

Victory

The game continues until a ship is sunk, ships are out of range, or game ends via the End of Turn table. If a ship is sunk, the other side wins. If the game ends without a ship sunk, the game is drawn.

Game Tables

Weather (2d6)

RollResult
2-3Stormy (-8)
4-6Misty (-4)
7-10Fair
11+Fine (+2)

( ) modifies Initial Range roll

Initial Range (2d6)

RollRange
1 and lowerMedium
2-4Medium-Long
5-9Long
10+Extreme

Fire Table (2d6)

EffectShortMedMed-LngLongExtr
Miss2-42-52-62-72-9
Straddle5+6+7+8+10+

DR Modifiers: Misty: -1; Stormy: -3; If firer has previously Straddled target anytime this game: +2

Straddle Table (3d6)

RollResult
9 & belowNE
10F
11Special
12T
13FS
14T
15Special
16Critical
17FF
18TT
19FFST
20FFSST
21+

DR Modifiers:

  • Target's Armor: subtract target's Armor rating.
  • Firer's Guns Bearing: add firer's bow/broadside/stern rating (as applicable).
  • Range: Short +5; Med +2; Med-Long 0; Long -2; Extreme -5.
  • Each T hit Firer has: -1.
  • If gun size 8": -1*.
  • If gun size 6": -2*.

(* = if target armor 0, 1, 2, modifier is 0)

Special Damage (2d6)

RollResult
2-3Listing; FF
4Flooding; FS
5Fire Control; ship can't fire next turn
6Turret; T
7Engineering: S
8Hydraulics; FS
9Magazine Flooded; TT
10Transverse Bulkhead; F
11-12Steering; SS

Critical Hit (2d6)

RollResult
2-3Flooding; FFFS
4-6Fire director; TT
7Explosion; FFFSS if Short/Med range; otherwise FFS
8Bridge/Navigation; SS
9-11Gunnery; FTT
12Plunging fire; if Long/Ext range, 2d6 minus Armor rating = number of FS hits; otherwise NE

Torpedo Table (2d6)

2-9 = no effect; 10+ = hit. (-1 if target is CL/CA; +3 if target's current speed is <5). If hit, roll 1d6; target gets that many FS.

End of Turn Table (1d6)

1-5 = begin new turn; 6+ = game over.

DR Modifiers: -1 if either ship had C Action this turn; +1 if either had W this turn; +1 if weather is Misty; +2 if Stormy.

Key

  • NE = no effect
  • F = target receives F hit
  • T = target receives T hit
  • S = target receives S hit and loses 2 from its current speed
  • Special = roll 2d6 on the Special Damage table
  • Critical = roll 2d6 on the Critical Hit table

If more than one result is given (e.g. FS, TT, etc.), all apply.

Ship Cards

Card layout (per the card key): top row Type, Guns, Broadside, Country; sides Stern and Bow ratings; bottom row Name, Flotation, Turret, Speed-Armor.

Type: BB (battleship), BC (battlecruiser), PB (pocket battleship), CA (heavy cruiser), CL (light cruiser). Guns: main gun size. Speed: maximum speed (x3 equals knots).

British Ships

ShipTypeGunsBroadsideSternBowFlotationTurretSpeed-ArmorNation
King George VBB14"+5+2+3669-6Britain
HoodBC15"+5+2+27810-4Britain
Nelson

German Ships

ShipTypeGunsBroadsideSternBowFlotationTurretSpeed-ArmorNation
Graf SpeePB11"+3+1+1448-2Germany
NürnburgCL6"+1+0+03410-0Germany
Prinz Eugen
Critical
BB
16"
+6
+0
+4
6
6
7-6
Britain
KentCA8"+1+1+14410-1Britain
AjaxCL6"+1+0+03410-0Britain
CA
8"
+2
+1
+1
4
4
10-1
Germany
ScharnhorstBC11"+4+1+26610-4Germany
BismarckBB15"+6+3+3789-5Germany