Creative Commons: Letting Your Imaginations Soar! > Community Rules, Designs, Scenarios and More
Fleet Scale Game
Alius:
So, I knew, having seen Leviathans, that while its pretty streamlined as-is, it would not be conducive to large engagements fielding anything more than a handful of ships.
So, I looked at the mechanics and realized that there's a way to streamline it yet further to allow for larger engagements. Problem is that some detail is lost in the process. I came up with an initial version, attached here with some basic stats, but realized that it was still too complex for a properly large game. Too many modifiers, if you will. So, I figured out how to work it down into something simpler.
The game is meant to be scaleable with regular Leviathans. If people wanted to, they could simply use it to move large formations and once certain pockets of ships were in a decent engagement range, players can then switch over to regular Leviathans to play out the game in detail. This could lead to an ongoing campaign that allows players to pick up a new battle each weak as the larger engagement plays out. However, some players may only want to focus on one key element, and hang the rest as long as there's a quick and easy way to resolve it.
This may or may not meet that goal. I'll let you decide.
Without further ado, I give you Leviathans: War Fleet
Alius:
Leviathans: War Fleet
With the development of the Leviathan, nations have been in a perpetual arms race, building up for a potential, inevitable conflict. Should war ever break out, no nation plans on entering with mere task forces of handfuls of aerial battleships.
Leviathans: War Fleet is a separate system set in the Leviathans universe that will allow the quick and easy resolution of some of the large air naval battles sure to be undertaken at the onset of war.
Rules
Gamesmanship
While the rules for War Fleet try to be as complete as possible, situations will arise where there may not be an answer. It is generally up to the players to decide how to proceed. If a consensus cannot be reached, then it is up to them to find a means to resolve it. While fisticuffs is an option if they so choose, a simple die roll is recommended to help speed along game-play and maintain a friendly atmosphere.
It is just a game, and the point is to have fun.
Basics
Observe the Bigger Picture (Scale)
To achieve a bigger game, room has to be made. Ships that normally took up many hexes now only occupy one hex. When referencing arcs, simply shrink the appropriate arcs so that they center around one hex. To get a full feel for the scale change, see Conversion below.
Be Sure to Read Your Manual, Cadet! (Stats)
All ships will have the following stats listed somewhere on a card:
- Class: A class is an indicator of a ships general size and a fair indicator of its capabilities. The larger class ships can dish and take more damage, but they're slower and more cumbersome than their smaller class brethren. Each ship will have this class value listed on the (card/base/what ever you decide to use). This value does not change. This value will play an important part in defining when a ship moves and what kind of damage it can do in a ram attack, among other things.
- SI: Shorthand for Structural Integrity, as a ship starts to suffer damage, there are times when a test will be required to see if the ship isn't destroyed outright. Some weapons can force this test early, while the rest of the time additional hits on destroyed locations are the typical means. When such a test is required, this is the base value the modified roll will be compared against.
- MP: This is short for Movement Points. Each ship can spend these in a turn to move around the map board. They don’t have to spend all, but MP cannot be banked or saved from turn to turn. If MP isn’t spent on a turn, it’s lost once the turn ends.
- Attack: The attack stat is a simplification of a standard Leviathan's array of weapons. The format is exactly the same as on a standard Leviathan gun battery slot. The color of dot is the die to roll, and the associated number below it is the range in War Fleet hexes out to which that die applies.
- Resilience: This is similar to the breach number on any given slot for a normal Leviathans stat card. When making attacks, this number is what each roll is compared against to determine if damage is scored.
- Traits: Some weapons have special abilities which allow them to do more than a typical gun. Some vessels may have other special traits that apply specifically to them, good or bad.
The list of traits follows:
Turret { T } – Weapons with this icon may fire into arcs adjacent to its own arc.
Bracket Fire { /\ } – Bracket fire weapons of a matching types may group their fire to increase their chances for success. To do this, a player declares a Bracket Fire attack and which guns are participating. When making the attack roll, for each gun participating beyond the first, Dial Up the size of the die to the next color. The progression is as follows: Green to Blue to Yellow to Red to Black. Once black is reached or that’s where you start, then simply add a dGreen and continue the progression.
Saturation Fire { [] }- These are particularly powerful weapons that overwhelm a particular location with explosive force. For Each box shown next to the weapon, a player may roll an additional die matching the one being used. These are not added together, but are instead counted as separate hits should they be successful.
SI Damage - Once a location has been destroyed, it weakens the vessel, leaving the ship vulnerable to falling apart from further catastrophic damage. Whenever a SI test is forced, the roll is modified by adding this value. It is cumulative, if there is more than one destroyed location on a damaged ship.
Signal the Task Force for Formation (Set up)
To prepare the game, players will have to choose their playing surface and lay it out, then choose forces and deploy them on the map.
Map: Because of the scale intended for War Fleet, the amount of playing surface necessary won't be as much if players are fielding a typical task force from the Leviathans Box Set. Such a game is 4 ships on 4 ships. In this case, a single map should be sufficient. Once players get into true fleet engagements with a dozen or more ships to a side will more maps be necessary.
If using a single map, unfolding it to its full spread and laying it on a table is all that is required. If using more than one map, it is best that they are laid out so that they form a single rectangle. It is up to the players if they want that to be particularly long or wide.
Force Generation: The standard game of Leviathans has equal numbers of ships and classes of ships representing the French and British fleets. Players should choose a nation and then ships among that nation's fleet. If there are more than two players, form teams, as desired.
Tip:This is just a guideline, however. An experienced group, or a creative group can field whatever mix the players agree upon. After all, it is possible that the crews from the same side could see a clash in ideologies and find allies in another nation. Or, the two forces could be forced to unite against a common foe. And, not every fleet will be available right away to players.
If wanting to do story-driven games, then it is up to the player group.
Once players have their forces chosen and the playing area laid out, they begin placing their ships. Each side should roll a d-Black. The side with the highest result wins. Re-roll ties. The loser starts by placing one of his or her highest class of ships first. Then the side that won does the same. Set-up alternates back and forth until all ships have been placed.
If a player has more than one ship in a class, it does not matter which among them is placed as long as there is no higher class ship that has yet to be placed.
Tip:If either player has more ships than the other, remember that the winner of the placement roll always gets to place at least one ship last. Generally, trying to divide the largest force as evenly as possible among the smallest is the fairest way to go. How players resolve this is up to them, as long as the winner gets to place one ship after all the others.
When Placing a ship, it must be the only one to occupy its hex. It cannot share that hex with any others.
A ship must always face a flat edge of a hex. Never a corner. If there is ever a question of a ship's orientation, any player may face it to one of the two sides. Etiquette is generally to leave this up to the ship's controller.
Once all ships are placed, the game can begin.
Alius:
Game Sequence
A Turn of Leviathans: War Fleet is broken down very similarly to the standard game of Leviathans as follows:
1. Initiative
2. Movement
3. Combat
4. End
Initiative - To start off a turn, all sides roll a matching die or set of dice. The side with the highest combined result is the winner and the side with the lowest is the loser.
Movement - Players alternate moving ships by class, highest to lowest, starting with the side that lost Initiative and ending with the side that won.
Combat - Any ships in range may make an attack as long as the attack can draw an arc onto the target. A successful attack will damage the target.
End – This is the time to clean destroyed units off the board.
After the End phase is complete, the turn ends and a new one starts with the Initiative phase.
A game of Leviathans: War Fleet continues until either one or both sides are completely annihilated, or until players agree to call the game finished.
That Was Predictable (Initiative)
Each side rolls a dBlack. The side that rolled the highest wins Initiative and the turn progresses on to movement.
Tip: The rules recommend a dBlack because it ranges from 1 to 12. Some players may not like the randomness and wish to roll a dice combination. This is fine, as long as all sides roll a matching set. Such combinations could be 2dBlue, or one of each color. Usually, this combination is added all together for a final result.
Often, the highest result is the winner. But, if players decide, it could be the lowest.
Whatever a group of players decide to do, just make sure that all sides get to perform the same.
If there are more than two sides in a game, each side should be ranked accordingly, starting with the lowest (or highest) initiative roll and working up (or down).
Ahead Full! (Movement)
Ships on a side move by class, from highest to lowest. The Player that lost initiative
moves all ships of the highest class first, and finally the winner. The Player that lost initiative then moves all ships of the next highest class, and finally the winner. Players alternate like this until all ships from all classes have moved.
Tip: If one player is missing a class of ship, he or she does not move on to the next class until all ships of a class have been moved by all sides. So, it is possible that the player which won initiative may still have to move a ship first if he or she has a class of ship the other side does not. It is also possible that the initiative winner may not move a ship last if that side does not have a ship among the smallest class of ships on the field.
When it comes time for a ship to move, it spends movement points to move into a hex or to change facing, or perform other actions. Once a ship has no more MP to spend, its movement is done. A ship can decide to not spend any or all of its MP, however, that remaining MP is lost, and cannot build up from one turn to the next. Like in Leviathans, ships face a flat hex-side, and can only move into the hex it is facing.
For each MP spent, a ship may do the following:
- Move into the hex directly in front of it. A ship can only move forward to enter a new hex.
- Change its current facing by one hex-side. Note that there is no limit compared to regular Leviathans. Each hex is considered big enough that a ship will meet minimum movement requirements in War Fleet.
- Screen. A ship may want to maneuver to defend itself or a partner from damage coming down a particular side. See Line of Sight below for further details.
- Change Elevation. Advanced Rules will bring in elevations, putting a third dimension to an aerial combat game of floating war ships.
A ship that hasn't spent MP that turn may sacrifice all its MP to turn and face any direction the controller wishes.
Any ship that moves off the map, for any reason, is lost for the rest of the game, and cannot come back on for any reason.
Tip: This, can be modified with optional advanced rules, as players see fit.
As there is no stacking at the War Fleet scale, any number of ships may occupy a hex at the end of movement.
All Batteries, Fire at Will! (Combat)
See Below.
Captain, the Fleet Assessment (End)
Combat has finished, now damage takes full effect. The change on stats on ships which have been damaged becomes permanent. Any casualties are now removed.
End Game
Round and round, the endless waltz of deadly aerial destruction continues until one side is either eliminated or cedes the field.
Tip: More often than not, a player will realize that he has lost even though he may still have ships on the field. It is not necessary to play to the bitter end if players don't want to. Giving up early also means more time for another game. Story-driven games may force this, or the opposite, requiring players on one side to completely annihilate another side. When a game ends, and who won, is up to the players.
Alius:
Remember that this is completely optional. If players wish to use a larger scale to dictate Leviathans engagements, they can forgo the combat section described here.
All Batteries, Fire at Will! (Combat)
Once all ships have moved, combat can begin. Players check ranges and arcs on their ships to determine if there are any targets in range, and declare their attacks. All ships must have attacks declared before any rolls are made.
In larger games, it may be necessary to break the attack declaration phase up into whatever various pockets of combat exist on the map, and resolve each individually for more streamlined play.
After all attacks have been declared, players then roll each attack, taking the appropriate dice and comparing the roll against the target's breach value.
In what order players declare and roll attack is up to the group, but no rolls should be made until all attacks on all sides have been declared. A general recommendation would be to go in reverse initiative, by class.
Sight the Barrel (Attacks)
Each ship may only make one attack per location for each weapon listed, assuming the location has any. Some ships will have locations lacking an attack value. These locations cannot make an attack.
An Attack Stat will look like standard Leviathan's battery slot.
Some will also have a stylized 'T', triangle or one or more squares next to them. A T indicates that location has one or more turrets. The Square indicates a particularly powerful gun array. The triangle represents a group of coordinated guns.
The colors on top are the dice to be rolled for the attack. The bottom numbers are the range associated in hexes to the die color above it. The range and color on the left is the short range value and die. The number and color on the right is the long range value and die.
Aim For the Big One! (Choosing Targets)
Each attack is made against any target that is in its arc and within range. If no enemy ship meets either criteria, then no attack is necessary.
Tip: Attacks can be made at targets beyond the long range value, they just won't get attack dice, and thus won't hit anything. It is an automatic miss.
Each location has an arc into which it can fire. See Conversion below for the details
Any ship occupying a hex in that arc may be attacked by that location. If the arc happens to be a target rich environment, the controlling player must choose which ship he will roll against. Remember, if you want to cause damage, it also better be in range.
Line of sight is not an issue in a standard attack. The hexes are quite large compared to the ships. This is also a game of aerial combat. It can be assumed that ships can maneuver in their hex, up or down, slowing down or speeding up, in order to bring a target into its gun's sights. As long as the ship is in range and inside the arc, it does not matter if another one looks like it might be in the way, because it isn't.
Once a target has been found that fits the range and arc requirements, it is necessary to find where the shot will land on the target. This gives the defensive number that a die roll must be compared against. To find this, it is simply a matter of finding which part of the target can attack back. The standard, arc of a location that can attack the attacker's ship is the location that will be hit. Its breach value is the target number that the die roll must beat in order to score damage.
Fire!(The Attack Roll)
Once a target has been found and declared, and it meets all the criteria above, being in range and in arc, then the player rolls the die or dice for the appropriate range. Compare the result to the target location's Resilience value. If it's equal to or greater, than the attack was a success. If there's more than one attack, each is accounted for individually.
Tip: Players will find that is is easy to roll all the dice in an attack on a single ship in most cases, and simply look for any that are successes. This isn't advisable when a dialed up attack is using multiple dice. Also there will be situations against larger ships where players will get to attack more than one location if they so choose. Advanced rules for including BattleShips will be available once the Core Leviathans Boxed Set is released.
Damage Report! (Tracking Successful Hits)
In Leviathans: War Fleet, the goal is to destroy a ship’s location, and eventually the ship. While there may be minor damage inflicted during a turn, for the most part, it is inconsequential at this scale. One can assume crews are rushing to make repairs and so on. Optional rules will be added later for those who want just a little more detail.
When an attack succeeds, it has destroyed the location.
A destroyed location doesn't necessarily mean a destroyed vessel. Observe that a destroyed location still has a breach value and SI modifier. This means that a destroyed location has merely lost all functionality. It can still take hits which can potentially destroy the ship.
However, a destroyed location could mean a destroyed ship.
When a location is turned to its destroyed stats, roll an immediate SI test. If the ship survives, any further hits to the destroyed location will also force SI tests until the ship finally succumbs, leaves the map for any reason, or one side declares victory or defeat.
She Can't Take Much More O' This, Cap'n! (SI Tests)
A ship's hull can generally hold it together under the most trying of circumstances. The internal support structures and mechanisms on a flying Battleship are another matter.
When an SI test is forced, a shot has dealt damage deep in the ship and could potentially cause something bad to happen. To see if it had, simply roll a dRed, add all SI modifiers from all destroyed locations on a ship and compare the final result to the target's SI value.
For SI tests forced from a destroyed location, its SI modifier is doubled.
If the result is equal to or greater than the SI value, then that bad thing happened, and the ship is a casualty.
My God! She's Sinking...(Treating Casualties)
Failing an SI test is the only way to truly destroy a ship. Until then, it could remain on the field as a giant hulk.
Once a ship is destroyed, it is generally removed from play. However, since damage doesn't apply until the end of combat, if the destroyed vessel still has shots to resolve, it gets to finish them. It resolves its attacks under the damage conditions from which it ended the movement phase.
Tip: In such a case, it is wise to either turn the mini or marker on its side until it has had its chance to fire, or resolve its shots right away. The latter, however, could lead to cascading deaths. Still, it's up to the group.
Imagination at Work: What happens when a ship's integrity fails? Well, on a flying battleship, it could be many things. Maybe a magazine is hit and the vessel is ripped apart in a giant fireball. Maybe support structures gave out and the ship falls to earth in many pieces. Perhaps the ship experienced flashover, turning it into a giant arc reactor, spewing bolts of lightning into the air around it as she sinks from the sky ocean. Or, maybe it was something as simple as the boilers giving out, and the vessel simply, symbolically sinks from view beneath the clouds below.
While campaign rules to assess a destroyed ship's aftermath are in order, for now, it is left to the imagination of the players to imagine the demise of any ship on the aerial battle plain.
Very Powerful Guns (Square Icons)
Tip:Players familiar with standard Leviathans will recognize the Saturation Fire Icon. Where that game gives the gun extra slot dice to roll it has a different, although surprisingly recognizable, effect in Leviathans War Fleet.
Attack values that have a square icon next to them are particularly potent guns. When making an attack, a player gets to roll extra dice matching the one in the attack (after it has been dialed) for each square on the attack stat. Each die is considered a separate attack for attack resolution. Note that these extra dice do not count as extra guns, and cannot be declared at other ships. They only get rolled against the ship the main gun is attacking.
Mechanic's Primer on Turrets(T Icons)
Attack values which have a 'T' next to them are turret mounted.
A location with turrets may attack into its arc under the normal combat rules above. Turrets also have extended arcs which allow for a wider variety of targets. Remember, however, that extended Turret arcs do not count when determining which location on a ship takes damage. Only the arcs listed for Fore, Aft, Starboard, and Port guns do that. For the most part, turret arcs are simple. They extend into the appropriate adjacent arc. Side turrets are a little more complex in that they cannot exceed 180 degrees, or the line of hexes that bisects the ship down its center from front to rear.
Gunner's Primer on Coordination(/\ Icons)
Attack values which have a '/\' next to them can use Bracketting Fire.
When making a Bracketting Fire attack, it must be against one ship, and all guns participating must share the same name. The attacker declares which guns are participating. Instead of rolling each attack separately, the player rolls one attack, basing it off the die for one gun, and dialing it up a color for each extra gun participating.
Dialing Up
This is simply improving a die's potential results by one step. Dice in Leviathans are analogous of the polyhedrals most war-, board-, and role-playing gamers are used to. For them, dialing up would be to choose a die with more faces. In Leviathans, the dice are color coded, and each one has a top number that it can reach with any higher result being impossible. The progression from lowest to highest is: Green (4), Blue (6), Yellow ( 8 ), Red (10), and Black (12). To dial up, is to move from the current die to the next highest. Once you reach a dBlack, or if you start there, the next step is to add another die, starting at the lowest end of the progression, or dGreen. Then, after that, slowly progress up the scale again as needed.
Line of Sight
Most combat does not involve issues where intervening ships block shots to another ship behind it. Most attacks don't rely on proximity in order to resolve. However, two cases exist where line of sight is an issue and are resolved with the following rules.
To determine if LoS (Line of Sight) exists between an attacker and its target, a straight-edge is required.
Tip: String works best, because it can be customized to the situation and drawn tight. However, any object with a long, straight side will suffice.
Even though a ship can be anywhere inside its huge hex, LoS is drawn from center of the attacker's hex to center of the target's hex. If part of the line enters the smallest portion of a hex occupied by an object which will specifically block line of sight, like certain terrain or ships in a special situation, then LoS is blocked.
LoS is checked during the attack declaration part of combat. If a situation regarding LoS arises, once Los is checked, an attacker may declare an attack on a different valid target if desired.
The following situations are only a couple instances important to the core game where Line of Sight plays a roll.
Screening
As I'm not sure if this has been revealed yet, or is safe to reveal, I'm not going to post it until the box set is released, or Randall tells me to.
Straight Shot Torpedoes
(Randall, this will not work by simply porting over the torp rules from Leviathans, but I have it done for completeness. Ideas I'm toying with are a kill-zone, and straight line resolution. Either way may prove faster, but I guarantee you that the current rules for SSTorps will bog down games with large fleets. For everyone else, I'm not sure if the rules for Torps has been made public, yet, so I'm not including them here until the box is released or Randall tells me its okay.)
Alius:
In the Grand Scheme of Things, Will it Really Make a Difference? (Conversion)
War Fleet, while it can stand alone, is meant to be scalable with Leviathans. While the game designer will take pains to have stats available to every ship released, the game of Leviathans has left room for modifying ships, so not every vessel will have ready stats.
A standard Leviathan and its card can be converted easily, and figuring out the damage from the aftermath is a simple matter of what slots were prioritized in the conversion process.
Scale
Leviathan's core game has rules for four standard ship classes. However, there have been hints of bigger classes of ships. For that reason, a single Leviathan War Fleet hex is 6 times as wide as a standard Leviathan game hex. Therefore, a single ship of any class, with only a few potential future exceptions, will fit inside a single hex with room to spare.
The goal of damage is to see a location destroyed. With each ship having six slots, (miss slots count, in this case) it would take a minimum of six turns for a single gun to destroy a location. For that reason, the turn length is six times that in a standard Leviathans game.
Firing Arcs
Now that every ship is fully encapsulated in one hex, the wide array of arcs is simplified to accommodate. Simply use the arcs provided Leviathans for the appropriate class ships, but shrunk down to one hex instead of two or three or four.
Battleships are a little more complex since they have more arcs to deal with, and once they're published, I'll explain how a very special BattleShip exclusive arc works.
Movement Modifications
With scale in mind, a Ships MP is unchanged. Note that the minimum movement stat is completely ignored at this scale.
New Structural Integrity
The new SI for a vessel is simply its standard Leviathans SI value divided by 2. Round all fractions up.
Example: The Montpellier normally has an SI of 18. 2dRed is what's necessary for an Integrity test in Leviathans. For the simplification necessary for War Fleet, the dice required in the roll needed to be reduced to one. So, the new SI is merely cut in half, making it 9.
Location Starting Stats: Standardizing the Breach Value (Resilience Stat)
The biggest difference between Leviathans and Leviathans: War Fleet is the fact that each location in War Fleet only has a single Resilience Stat, or breach value. In Leviathans, each ship has six slots per location, each with an item that has an effect. Each slot has its own breach value. And, these values can be modified with armor. This had to be simplified in order to achieve fast game-play.
To determine a ship's Resilience for a location, find the highest breach value for the location on the standard Leviathans card, ignoring the values for any miss slots. Add all armor bonuses.
Then, look at the location ‘Go’ dice. Average out the results for that die, rounding up to the nearest whole number, and subtract that from the modified breach value. What’s left, is the new breach value. Should the final result be less than 2, then it becomes 2. There is always a chance for failure.
Example: The Montpellier's sides have two armor slots. The highest breach value in the location is 12, so it would be modified to 14. The location Go-dice is a dYellow, which has a top value of 8. This gives the Montpellier a starting breach value of 10 for both side locations. (15 -5 = 10). Whereas, the Front of the ship has no armor slots, turning its highest non-miss breach value of 10 into 10. With its location go-dice of blue having an average result of 4, the new breach value for the front is 6.
Location Starting Stats: Attack Values
Because of the turn time and rate of fire involved in both Leviathans and Leviathans: War Fleet, it is generally enough to have a single gun in order to make an attack possible. However, to make game play faster, it all has to be simplified into a single die roll. This means that external factors like crew have to be accounted for in the single die, instead of as a modifier to be referenced or remembered.
When determining what dice to use, look to see if a gun battery has access to one or more crew slots in its location. If it has none, then the attack dice won’t be modified. If it does, average the crew dice results, for the highest if there's more than one, rounding fractions down. Add the result to the top result of each die for an attack stat. The final result should be the top end result of your new attack dice.
Example: The Montpellier's sides have only a single gun each. They are powerful 138mm guns, however, they have crew available to them and thus are more reliable than a ship without. The Crew die available is a dBlue, with a top-end result of 6, which averages out to an even result of 4. This is then added to both the dBlue for the 138’s long range and the dYellow for the short range, resulting in 10 and 12. (4 + 6=10 & 4 + 8 = 12) The new dice would be a dBlack for short and a dRed for long.
Example 2: The Montpellier’s sister ship, the Pelletier, is lacking. Not only does it too have a single gun on each side, but they are only 75mm guns (short: dBlue, long: dGreen), and the crew capacity is limited (dGreen). To find the new dice available, the dGreen crew die is averaged, resulting in 2.5, rounding down to 2, which is added to a top-end of 6 and 4 to get 8 and 6, respectively. The new short range die is a dYellow, and the new long range die is a dBlue.
Calculating the ranges is rather simple, but there is some fudging involved in some cases.
Normally, dividing by 6 and rounding normally is a fair bet. However, this can lead to some conflicting results. Players will find that the most common guns have short and long ranges of 4 and 8. Both, divided by 6 and rounding, will result in 1. So, which do you reward the range to? Remember that there is no stacking limit in War Fleet, so a range of 0, or point blank, is possible. When determining ranges, always favor for the long range first, and give the short range the next best. In this case, the standard gun would have a short of 0 and a long of 1. The reason this is mentioned is because declaring a flat round down has detrimental effects to some weapons. Some are meant for range, and the conversion with a round down clause would nip that range advantage.
Example: The Mighty HML Leviathan has two massive turret mounted 12 inch gun batteries on her bow. They normally have short:long ranges of 8:16. If she were to convert with a round down clause, the new ranges would simply be 1:2, making them comparable to her 6 in side guns with normal Leviathans ranges of 6 and 12. With a round normally clause, the long range (2 &2/3) rounds up to 3, giving it a significant difference over its 6 inchers.
Any gun with the Saturation Fire, Bracket Fire, and Turret Icons keep the trait, but follow their effects as described in these rules instead.
Destroyed Location Stats
Once a location is destroyed, it has lost all slots. Pretty simple. A location no longer has any attacks or associated traits.
However, some things will still change from the normal conversion process.
SI (structural integrity) Modifier
In Leviathans, a standard integrity check is modified by existing damage. Because the test has been simplified for War Fleet rules, so have the modifiers. The number of slots a ship has in a location divided by 2 and rounding up is the SI modifier for that destroyed location.
Resilience
Normally, the Resilience has taken on the highest breach value in a single location under the logic that if you hit that, you can hit anything else. However, once all slots are gone, any hit to any slot will force an integrity check.
In this case, check to see if there are any breach values between the highest and the lowest. Use the middle most value to determine a location's destroyed breach value. If there are only two values, go for the lowest. If two values tie for middle, go for the lowest of those two. Like the starting Resilience, if a value would go below 2, it becomes 2.
Example: The Montpellier's side locations start with a high breach value of 10. Once the location is destroyed, the highest value of 12 is no longer the reference point. Even ignoring the miss slot's breach value, 11 is the middle value between 9 and 12, and thus the new, final breach value will be 6.
Example 3: The Ardent's rear has two breach values in all its slots: 11 and 12. Once the location is destroyed, 11 is the starting point for the new breach value. Subtracting the dBlue go-dice value of 4 gives the location a destroyed breach value of 7.
Example 4: The Ardent's side locations have slots ranging from 12 all the way to 15, without a value missed. The new reference value would be 13. Subtracting the dBlack go-dice average of 7 will result in a new breach value of 6.
Example 2: The Montpellier's front location has 2 miss slots. Normally they have a breach of 11. But, they are ignored. Since the highest slot in that location is 10, and the lowest 9, once the location is destroyed, 9 is the basis for the final breach value. Subtracting the dBlue go-dice average value of 4, the final breach for the destroyed location is 5.
MP
Once the rear location is destroyed, there’s no way a Leviathan can expend MPs. The new MP value for the rear location becomes zero. When this happens, all attacks against this ship Dial Up their dice before being rolled.
With this, a player can incorporate the modification rules from the Leviathan's Captains manual and still be able to field the modified ship in Leviathans: War Fleet
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