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Scenarios

Typically, two fleets do not simply line up and bash away at each other. They are trying to gain
some sort of advantage or complete some specific objective. Aquanautica Imperialis has a
variety of Scenarios to get you started playing games. When you are more comfortable with the
rules, it is recommended that you begin maing up your own scenarios.
Choosing a Scenario
There are two ways to choose a scenario.
!. "ou and your opponent can simply choose the scenario you want to play.
#. "ou determine a scenario randomly.
$hoosing a scenario is simply a matter of both players agreeing to play a certain scenario. If
both players cannot agree on scenario, then it is best to roll for it randomly.
%oll a d&. 'n a !() you have determined a %aid scenario. %aids typically involve smaller forces
with the attacer trying to accomplish a single objective while the defender attempts to prevent
it. A battle is a larger affair that may have more than one objective.
After you have determined the scenario type, go ahead and roll d& again and consult the
appropriate chart*
%aids
!. $ruiser $lash
#. Ambush
+. %aiders
). ,ombardment
-. ,locade %un
&. $onvoy

,attle
!. Surprise Attac
#. ,each Assault
+. .scalating .ngagement
). /orce the $hannel
-0. /leet Action
Determine Attackers
,efore setting up the game, it is important to determine the attacers. This can be arbitrarily
determined or diced for. .ssentially, roll a d& and the person with the highest number is the
attacer. The following modifiers apply to the roll*
$raftworld .ldar get a 0#
$haos $ult %ebels have a 0!
1ar .ldar always win this roll. If it is against another 1ar .ldar, then roll as normal.
'rs are (!
The Scenario Template
All of the scenarios in the Aquanautica Imperials rules will follow this template.
The 2ame* This is the name of the scenario
The ,rief* This section is a short description of what this scenario is about.
/orces* 3ere you will learn what point level and other restrictions on force selection e4ist for this
scenario.
'bjectives* The goals of the attacers and defenders are outlined in this area. This section will
also detail what is needed to win the scenario.
The ,oard* This portion will detail what special requirements you will need to set up on the
board to play the scenario. This will include deployment 5ones, set(up, terrain, and any other
considerations.
The ,attle* This section will detail the length of the battle and any special rules that apply in this
scenario.
Raid Scenario 1: Cruiser Clash
In the opening days of the war on Ammoriss determining the loyalty of South Ammoriss units
was a priority. This meant chasing them down and trying to contact their crews. Those who
had turned would often turn and fight.
Cruisers are one of the primary naval units on Ammoriss. They are powerful enough to stand
on their own, and fast enough to cruise the oceans of Ammoriss on long patrols. These ships
often act as raiders and escorts. It is not uncommon for them to face off against each other
singly or in small squadrons.
Forces:
.ach side begins the battle with !() cruisers. ,oth sides begin the battle with the same number
of ships. 2o ship can be more than #-6 pts.
Objectives:
,oth sides are trying to cripple or sin their opponents. The force that inflicts the most points of
damage on the other is the winner.
/or e4ample, ) $haos cruisers equal #) total damage points, and ) Ammoriss 2aval 71/
cruisers equals +# 1amage points. If the $ult fleet has !# 17 remaining, and the A2 has !#17
remaining the $ult /leet is the winner. +#(!#8#6 17 inflicted on the A2 by the $ult, while #)(
!#8!# 17 inflicted on the $ult by the A2. 3ence the $ult inflicted more 17 on the Ammoriss
2aval 71/.
The oard:
The board for this game should at least be +4+ feet, but bigger is welcome. 9enerally speaing,
the more cruisers involved the bigger the board should be. 2o additional terrain is needed, but it
is the player:s discretion to add more if you wish.
.ach fleet should be able to place ships anywhere along opposite board edges. If it is required,
the attacer can roll a d& and consult the following*

!(#8 2orth
+8 .ast
)8 West
-(&8 South
2orth is generally the opposite table edge then the dice roller is standing at.
The attle:
This battle will last & turns, or until all cruisers from one side have been reduced to 6 damage
points; whichever comes first.
At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine who met their victory
conditions.
There are no special rules.
Raid Scenario !: Ambush
When squadron commanders had the opportunity to attac a lone ship, it was tempting to give
chase. It was a common tactic in the war to use a lone ship as !ait, to lure an unwary
squadron into the waiting guns of their enemies. The fleeing vessel would either rende"vous
with their own fleet, or her friends would disperse themselves among the many atolls and
islands of the Ammoriss oceans to spring their am!ush.
Forces:
The attacers choose ! ship or squadron to act as the bait. This ship<Squadron cannot e4ceed
#-6 pts. The attacer can then choose up to -66 points of ambushers as well.
The defenders can choose up to -66 points of ships.
Objectives:
The attacers are trying to cripple<sin the defenders. The 1efenders are trying to reduce the bait
ship to 617.
The attacers win if they inflict more 17 on the defenders, then the 1efenders inflict on the bait
ship.
The oard:
The board should be at least +4+ feet. 3owever, it is preferred to use a larger board.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed.
The attacer:s bait ship is placed in the center of the board. The defenders are placed anywhere
along the board edge. The attacers: reinforcements begin the game in reserve.
To determine the board edge the defenders deploy on you may roll a d&*
!(#8 2orth
+8 .ast
)8 West
-(&8 South
2orth is generally the opposite table edge then the dice roller is standing at.
The attle:
This raid will last & turns. At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine
who met their victory conditions.
%eserves* The attacers: reinforcements begin the game in reserve. 1uring the second =and
subsequent> turn, the attacer may choose to activate a ship in reserve. To successfully do this, a
d& is rolled. 'n a )0 the ship enters play anywhere on the opposite board edge of the defenders,
and may begin their turn as normal. If a )0 is not rolled, the ship cannot be activated, and
activation returns to the opponent.
Raid Scenario ": Raiders
#uring the Ammoriss War, a common tactic of the $e!els was to send small units to attac in
lightning fast stries in an attempt to cripple or destroy the larger Ammoriss %aval &#' fleet.
These hit and run raids were usually carried out with speed and precision. Some successful
raiding attacs early in the war left several ey Imperial units stranded in the repair docs
instead of serving in the fleets.
Forces:
,oth players agree to a points limit for the battle. The attacer is allowed to use half of the
points of the 1efender.
Objectives:
The objective of the attacer is to sin<cripple as many opponents as possible.
The defender is trying to sin<cripple as many attacers as possible, while limiting the damage
inflicted on his ships.
The attacers win if they inflict more 17 on the defenders then the defenders inflict upon them.
The oard:
The board should be at least )4) feet. ?arger is better. It is recommended that you use !4! per
-66 pts of ships in play.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed.
The defenders are placed anywhere on the board as long as they all face the same table edge and
are at least ! foot away from any table edge. They are placed first.
The attacer can place his ships<squadrons along any board edge they wish.
The attle:
This raid lasts & turns. At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine
who met their victory conditions.
?eaving the ,oard* If a ship<squadron leaves the board they are removed from play. They are
not allowed to return to play.
Raid Scenario #: ombardment
#uring the war, surface fleets would often !e used to !om!ard shore targets with their mighty
guns. (ften times, or and $e!el commerce raiders would !om!ard shore Scanner
installations to !lind the enemy to their movements. 'or their part, the Ammoriss %aval &#',
ept re!els and )eno forces away from e)posed shore positions with their heavy fire.
Forces:
,oth sides choose forces as normal. Since this is a %aid scenario, the attacers and defenders
should not have more than @-6 pts.
The defenders automatically receive a shore installation to act as a target for free. The
installation has the following stats.
Installation
Crew: 0 Leadership: 7
Type/Hits: Shore/10 Speed: 0 Turns: 0 Armor: 5+
Notes: The shore installation annot !o on any speial orders.
Objectives:
The attacers are attempting to bring a shore based target under fire from their guns. The
defenders are trying to prevent the bombardment.
The attacers win if the Shore installation is destroyed. The defenders win if it survives.
The oard:
The board should be at least +4+ feet. A larger board is recommended.
The defender may place a coast line on any one board edge. They may then place the installation
anywhere they wish on this coastal area. As a general rule, the installation should not be more
than + inches away from the waterline.
It is recommended you place additional terrain. 7lace one landmass of )4) to &4& inches per #
square feet of play area. The terrain is placed by the attacer before any ships are deployed.
1efenders begin anywhere on the board within !# inches of the installations coast line.
Attacers begin anywhere along the opposite board edge of the shore installation.

The attle:
This raid lasts & turns. At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine
who met their victory conditions.
Raid Scenario $: lockade Run
*locading was a preferred tactic of %avComm %orth admirals to support the suppression of
the re!ellion. As a result, it was common for South Ammoriss and )eno forces to have to try
and force their way past these !locades in order to reach the open ocean.
Forces:
The attacer is the player attempting to brea the blocade.
,oth players agree to a points limit for the battle. The attacer is allowed to use half of the
points of the 1efender.
Objectives:
The attacer is attempting to move their forces off the opposite board edge. The defender is
trying to stop them.
The attacer wins if more 17 escape the board then is left on the board by the end of the game.
The oard:
The board should be +4+ feet. As a rule of thumb, use #4# per -66 pts of ships in play.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed.
The attacer is placed anywhere along one of the board edges. They are placed before the
defenders. To determine the board edge the attacers deploy on you may roll a d&*
!(#8 2orth
+8 .ast
)8 West
-(&8 South
2orth is generally the opposite table edge then the dice roller is standing at.
The defenders are placed within #) inches of the opposite board edge of the attacers. The
defenders are placed to move abeam from the attacers, and all ships need to be facing the same
direction.
The attle:
This raid lasts & turns. At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine
who met their victory conditions.
?eaving the ,oard* If a ship<squadron leaves the board they are removed from play. They are
not allowed to return to play.
Raid Scenario %: Convo&
All the Strategoes on Ammoriss recogni"ed that the ey to the war was logistics. If the $e!els
could stop the flow of resources and foodstuffs to the %orth, they could starve them out.
+iewise, if the %orth could eep vital war maing supplies getting into the South, they would
severely cripple the $e!els a!ility to resist. ,nsurprisingly, much of this !attle for logistics
played out on the oceans of Ammoriss.
Forces:
Agree to points limits as normal. /or every #-6 points of defenders, the defenders also get #
merchantmen to add to their fleet.
"erhantmen
Crew: 0 Leadership: #
Type/Hits: Li!ht Cruiser/$ Speed: % Turns: $5 Armor: #+
Notes: "erhantmen annot &rae 'or (mpat) "erhantmen an not en!a!e in a *am) "erhantmen
annot +e hosen to ati,ate until all warships ha,e +een ati,ated)
Objectives:
The attacing team is attempting to sin as many merchantmen as possible. The defenders are attempting
to escort them off the board.
The attacing team wins if they sin more than half of the merchant ships. /or e4ample, if the scenario is
using ) merchants, then the attacers win if they sin +. If the scenario is using #, then the attacers win
if they sin both of them.
The oard:
The board should be at least +4+ feet. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by the
attacer before any ships are deployed. Since this scenario involves many ships, it may be wise
to limit the amount of terrain in play.
Attacers are placed first. They can be placed anywhere within & inches of the opposite board
edges, and be set up to face any direction. /or e4ample, Attac ships can be placed on the 2orth
and South board edges, or the .ast and West edges. They cannot be set up in any other
combination.
The 1efenders are then placed on a board edge not occupied by the attacers. The ships can be
placed anywhere within !A inches of the board edge. All ships in the convoy must be facing
towards the opposite board edge. /or e4ample, if the attacers are on the 2orth and South side,
the 1efenders can be placed either on the .ast side facing West or the West side facing .ast.
The attle:
This raid lasts & turns. At the end of the .nd 7hase of the &
th
turn the battle stops. 1etermine
who met their victory conditions.
?eaving the ,oard* If a ship<squadron leaves the board they are removed from play. They are
not allowed to return to play.
attle Scenario 1: Surprise Attack
Surprise is considered an important element in warfare. In the initial stages of the war, the
une)pected nature of the re!ellion allowed the Cult $e!els to launch a surprising num!er of
surprise attacs. Typically, they would attac ships that were at anchor taing on supplies,
new crew, and refitting. As the war progressed, all sides !egan to see opportunities to catch
their opponents unaware.
Forces:
1ecide on a point limit greater than @-6 pts.
Objectives:
The attacers are attempting to sin<cripple as many enemy ships as possible.
The defender is attempting to drive off the attacers.
The attacers win if they inflict more 17 on the defenders then the defenders inflict on them.
The oard:
The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by the
attacer before any ships are deployed
The defender can then choose one board edge to set up a coastline.
The defenders are then placed anywhere within & inches of the coastline. 3owever, all ships
must be facing away from the coastline.
The attacers are deployed anywhere along the opposite board edge.
The attle:
This battle lasts A turns. At the end of the .nd 7hase of the A
th
turn the battle stops. 1etermine
who met their victory conditions.
1efender Activation* Since the defenders are caught unaware, before any ship can activate, they
must roll a )0 on a d&. Activation for the defenders cannot begin until Turn #. If the dice roll is
failed, the ship fails to activate and play returns to the attacers.
attle Scenario !: each Assault
%avies cannot tae ground on their own. -owever, they can support amphi!ious landing
operations. Ammoriss is composed of a num!er of small islands and atolls in addition to the
two larger continents. #uring the $e!ellion and su!sequent .eno wars island hopping
campaigns, and !each assaults were common place.
Forces:
.ach side chooses points as normal. /or every -66 points of attacers, two transports are
provided to the attacing fleet.
Troop Transports
Crew: 0 Leadership: #
Type/Hits: Li!ht Cruiser/$ Speed: % Turns: $5 Armor: #+
Notes: "erhantmen annot &rae 'or (mpat) "erhantmen an not en!a!e in a *am) "erhantmen
annot +e hosen to ati,ate until all warships ha,e +een ati,ated)
Objectives:
The defenders are trying to eep the attacing troop transports from coming in contact with their
coastline. The attacers are trying to protect the transports and land their troops.
The attacers win if half of the transports come in contact with the enemy coastline.
The oard:
The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by the
attacer before any ships are deployed
The defender can then choose one board edge to set up a coastline.
The defenders are then placed anywhere within !# inches of the coastline. 3owever, no
ship<squadrons may be facing the coastline. They can be placed to face away or abeam from the
coastline.
The attacers are deployed anywhere along the opposite board edge up to &B inches in.
The attle:
This battle lasts A turns. At the end of the .nd 7hase of the A
th
turn the battle stops. 1etermine
who met their victory conditions.
attle Scenario ": 'scalating 'ngagement
(ften times, fleets send out escorts and su!s to act as picet ships to find and fi) the location
of the enemy. When a picet ship come in contact with the enemy they vo) the position !ac
to their flagship. The two opposing fleets steam in for the !attle. This is nown as an
escalating engagement as more and more ships from !oth sides arrive to fight.
Forces:
,oth sides choose forces up to their point limits. /rom this limit, a picet force of #-6 points is
then selected. The remaining ships<squadrons are placed in reserve.
Objectives:
.ach side is trying to sin<cripple as many opposing ships as possible.
The fleet that inflicts the most 17 is the winner.
The oard:
The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed
The attacers place their #-6 points of picet units up to !#B in from a random board edge. The
ships<squadrons maybe placed facing in any direction. To determine the board edge the attacers
deploy on you may roll a d&*
!(#8 2orth
+8 .ast
)8 West
-(&8 South
2orth is generally the opposite table edge then the dice roller is standing at.
The defenders picet force is deployed on the opposite board edge within !#B. They defending
ships<squadrons can be placed facing any direction.
Ships coming in from reserve are placed anywhere on their sides board edge. They can then
continue the turn as normal.
The attle:
This battle lasts A turns. At the end of the .nd 7hase of the A
th
turn the battle stops. 1etermine
who met their victory conditions.
%eserves* The attacers: reinforcements begin the game in reserve. 1uring the second =and
subsequent> turn, the attacer may choose to activate a ship in reserve. To successfully do this, a
d& is rolled. 'n a )0 the ship enters play anywhere on the opposite board edge of the defenders,
and may begin their turn as normal. If a )0 is not rolled, the ship cannot be activated, and
activation returns to the opponent.
attle Scenario #: Force the Channel
The Ammoriss %aval &#' wanted to create a clear sea way from the %orth to the South. In
order to do this, they needed to sweep aside the South Ammoriss $e!el ships. The o!/ective of
the %orth was not to destroy the enemy ships, !ut to !atter past them to the enemies coast
line. *attles of this sort too place at many places and many times all over Ammoriss.
Forces:
$hoose forces up to a pre(decided points limit as normal.
Objectives:
The attacers are trying to force their fleet past the defenders fleet and off the board.
The attacers win if more ships<Squadrons mae it off the board then remain on the board.
The oard:
The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed.
The defender is placed anywhere within # feet =or #) inches> of a board edge. They can be
facing any direction the controlling player wishes. The defender may choose the board edge.
The attacers are deployed within & inches of the opposite board edge. They can be placed
facing any direction. 2o ship<squadron should be within !AB inches of an enemy ship<squadron.
The attle:
This battle lasts A turns. At the end of the .nd 7hase of the A
th
turn the battle stops. 1etermine
who met their victory conditions.
?eaving the ,oard* If a ship<squadron leaves the board they are removed from play. They are
not allowed to return to play.
attle Scenario $: Fleet Action
The primary type of !attle all strategos, admirals, and captains focus on is the classic fleet
action. In this scenario, !oth fleets close to com!at range and attac. The o!/ect is simple,
cripple or sin the enemy fleet. The ma/ority of naval engagements in the war fell into this
category.
Forces:
$hoose forces up to the agreed upon points limit.
Objectives:
,oth sides are trying to sin<cripple the enemy fleet.
The winner will inflict more 17 on the opponent.
The oard:
The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.
?arger boards are more entertaining.
"ou may place any terrain you wish on the board for this scenario. It is recommended you place
one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the
attacer before any ships are deployed.
The defender may choose the board edge they wish to deploy on. They may deploy anywhere
within & inches from their edge of the board. Ships<squadrons may be placed facing in any
direction the player wishes.
The attacers are placed within & inches of their edge of the board. Ships<squadrons may be
placed facing in any direction the player wishes.
The attle:
This battle lasts A turns. At the end of the .nd 7hase of the A
th
turn the battle stops. 1etermine
who met their victory conditions.

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