Surface Battle Group v3.0
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TABLE of CONTENTS:
Table of Contents…………………………………………………………..p.1
Introduction…………………………………………………………………p.2
Combat table updates…………………….………..…..….……………...p.3
New Rules: Mines………………………………………………………….p.4
Combat Fleet Compositions………………………….………………….p.6
Current Indian ship forms……...………..………………………………..p.7
1971 Indian Ship forms…………………………….………….…………p.34
Current Pakistani ship forms………….……………………..…………p.47
1971 Pakistani ship forms………….………………………..…….……p.61
Aircraft forms: current & 1971……………….……..……………….….p.71
Scenarios………………………………………………………..…………p.75
Minefield Markers {NEW}…………………………..……………………p.83
Sam
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Surface Battle Group v3.0
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Welcome to the Indo-Pak Expansion of Surface Battle Group v3.0.
Ever since India and Pakistan gained independence in 1947, (and subsequently Bangladesh in
1971), this region has been a hot spot that could and would erupt into armed conflict at any time.
The navies of each side, though not necessarily large, are quite capable of conducting significant
operations.
Both countries are currently spending money to modernize their fleets; India especially so.
Pakistan is spending what it can to keep abreast of the quality that a modern fleet requires if not
the quantity. The Indian Navy looks to have a ballistic missile submarine operational very soon.
It would be inexcusable to do this expansion and ignore the 40th anniversary of the 1971 Indo-
Pakistani War. The sacrifices made by so many brave souls should not be forgotten.
This expansion contains information for the current fleets (circa 2009) and 3 scenarios for the
current fleets. It also contains combatant ships of the 1971 fleets and 3 historical scenarios plus 1
“what if” game. The result is that this expansion contains the second largest group of ship forms
we’ve ever published. This work contains 63 new individual ship forms, second only to the core
rules with 69 ship forms. Aircraft for 2009 &1971 are within as well.
Beginning with this expansion, we have upgraded the format on the ship forms and aircraft
forms. On the ship forms we have included the number of ships in each class on the form. This
will allow you to create scenarios and campaigns with greater ease and better accuracy. New to
SBG with this expansion are mines; anchored, torpedo and influence mines are the types
included.
For the aircraft forms, we have been able to include the weapon performance data with each
aircraft. The range, the hit probability and the damage are now part of the aircraft specification
form. This should speed up play.
It is doubtful that many of you will have ship models for these vessels. I suggest that you use the
set of SBG ship markers from the core rules. Just print them on card stock and re-label them as
needed.
The 1971 fleets are interesting in their general lack of counter measures for both missiles and
torpedoes. It should make those games real slug fests.
Good gaming to you all,
T. Dziegielewski
President, Tornado Alley Games Corp.
Sam
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Surface Battle Group v3.0
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APPENDIX: B – Weapons Systems {India & Pakistan} (new)
SURFACE TO SURFACE MISSILES:Type Range Acc’y(d20) Damage DP gun mod.
Exocet SM39 7’ 7+ 2/3D6 -1
SSN-27 24’ 7+ 2D6+2 >5’ [ 0 ], <=5’ [ -2 ]
The SSN-27 uses subsonic speed on the approach and Mach 2+ for the attack run. Hence the modifier change at 5 foot distance.
SSN-2D 10’ 9+ 2D6+2 0
SSN-25 25’ 7+ 2/3D6 0
SURFACE TO AIR MISSILES:Type Range Acc’y(d20) Anti-Ship? Ship Dmg. DP gun mod
HQ-7 1.5’ 8+ N - n/a
SAN-11 1’ 8+ N - n/a
Barak-I 15” 7+ N - n/a
Barak-II 9’ 7+ Y 1/6D6 -2
LY-60 1.75’ 10+ Y 1/6D6 -2
AIR TO SURFACE WEAPONSType Range Accuracy Damage DP gun mod.
Exocet AM39 18’ 7+ 2/3D6 -1
TORPEDOES:Type Range Accuracy Damage FunctionF17 mod 2 3 turns @ 10” 7+ 1D6+2 DP, wire guided
SET-65E 2 turns @ 10” 8+ 1D6 ASW, self-homing
MU-90 2 turns @ 15” 8+ 2/3D6 ASW, self-homing
OR 4 turns @ 8”
A244s 1 turn @ 10” 9+ 1/3D6 ASW, self-homing
Mk.VII 1 turn @ 7.5” 13+ 2/3D6 Surface, non-homing
Mk. XI 1 turn @ 7” 13+ 2D6+1 Surface, non-homing
E40-75A 3 turns @ 7.5” 12+ 2/3D6 ASW, self-homing
L5 2 turns @ 8” 9+ 1D6 DP, self-homing
L4 2 turns @ 7.5” 9+ 1D6 ASW, self-homing
Z-13 3 turns @ 7.5” 8+ 2D6 DP, self-homing
SHIP’S GUNSThese guns are capable of anti-aircraft fire and surface combat.
Type Range Dmg.(Hull pts.) Accuracy(d20)4.7” (114mm) single 1.75’ 1/6D6 12+
ASW WEAPONSType Range Accuracy Damage
Mk.11 Depth Bomb 0” 18+ 2/3D6 Delivered by aircraft
MINES (new addition)Type Range Accuracy(d20) Dmg.(Hull pts.)
Anchored 0” 11+ 1D6
Influence 0” 7+ 1D6
Torpedo 2 turn @ 6” 7+ 2/3D6 3 types available, DP, ASW & Surface.
All self-homing, See rules for target
acquisition
Sam
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Surface Battle Group v3.0
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RULE CHANGES & UPDATESMine Laying & Attacks by Mines: If a sub is laying mines, it has only HALF the torpedoes
listed on the ship form. For every torpedo or fraction of a torpedo removed allow 5 mine
counters to be placed. One marker may be placed per turn, face down. The speed of the sub
must be 1” or less to lay mines. Place up to 3 “no mine” counters with every mine. The accuracy
rating means different things for each type of mine.
For anchored mines it reflects the chance of the ship contacting the mine itself. For anchored
mines, if vessels touch a counter, flip the counter face up. If the word “mine” is followed by a
numeral or letter of the alphabet on the counter, the mine attacks the vessel. If the words “no
mine” appear, no attack is made.
For influence mines the accuracy rating reflects the mine’s ability to detect a nearby ship or sub
without actually making contact. As with the anchored mine the ship must contact the inverted
counter in order for an attack to take place. Again, the words “no mine” means no attack.
The torpedo mine is an extension of the influence mine. Instead of detonation, the mine
launches a torpedo at whatever is detected.
For torpedo mines, consider them as having type “P” sonar. The torpedo mine MUST make a
successful spotting roll AND have a target within range (12” or less) in order to attack. Because
there are three possible torpedo types, the owning player must choose beforehand which type
of mine is in place unless the scenario specifies otherwise. The referee, or the player owning
the minefield, must record which mine counter has what kind of mine. The torpedo from a
torpedo mine may attack other mines or a vessel. If there is more than one possible target, roll
1D6 to determine what the torpedo attacks. On a result of a “1” the torpedo attacks a nearby
mine, either in its own minefield or a minefield that is adjacent.
Minefields may have a combination of all three types of mines; anchored, influence and torpedo.
The referee, or the player owning the minefield, must record which mine counter has what kind
of mine.
It IS possible for a torpedo mine that is next to an influence mine to detonate the influence mine.
Likewise the torpedo from a torpedo mine may attack and anchored mine or an influence mine.
Note that ALL mine attacks occur during the movement phase. All minefield counters can make
up to 3 attacks before being depleted. Keep track of attacks made.
Sam
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Surface Battle Group v3.0
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UPDATED SEQUENCE OF PLAY
1. Bridge
A) Place new speed and status markers face down.
Leave last turn’s markers face up.
B) Weapon directors capable of both “attack” & “defense”
modes must have their mode selected at this time.
2. Search: Air, Surface & Subsurface
A) Locate Aircraft & Off Board Missiles, reacquire stealth aircraft
B) Locate Surface Craft (including surfaced subs)
C) Locate Submarines (all submerged subs must be
reacquired, torpedoes must reacquire targets)
D) Remove last turn’s markers and reveal new
markers
3. Movement
A) Surface Ships, Located Subs & Hovercraft Move, Depth
Charge attacks are made. Check for collisions and
ramming attempts.
B) Move in-flight missiles / immediately resolve hit damage as
per normal combat . Detection by torpedo mines takes place. Make
all minefield attacks as needed.
C) Move detected air units / Conduct anti-aircraft fire / Recover
Aircraft. Recovered aircraft are now on the landing
deck; not below deck or in hangars
D) Move Undetected Subs and Undetected Aircraft.
4. Combat (Fire is not simultaneous in this phase)
A) Each fire still burning does damage.
B) Initiative for Offensive Fire
C) Initiative for strike A/C attacks when both sides
have strike A/C
D) Move previously fired torpedoes / resolve hit damage.
E) Offensive fire for individual ships or groups of aircraft.
Fire is NOT simultaneous in this phase. Resolve Special
Damage rolls as they are needed.
5. Launch Aircraft / Stow recovered aircraft below deck or in hangar.6. Damage Control
A) Damage Control Checks
B) Extinguish Fires
7. MoraleA) Rally & Morale Checks
Sam
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Surface Battle Group v3.0
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Combat Fleet Compositions by Class:
INDIA: 2009+SSBN: ArihantSSN: ChakraSSK: Shishumar(3), SindhughoshCVM: Vikrant, ViraatDDGHM: Delhi(3), Rajput(5), Kolkata(3)FFGHM: Brahmaputra(3), Nilgiri(3), Kamorta(2), Shivalik(3), Talwar(6), Godavari(3)FSM: Abhay(4)FSGM: Veer(10), Pralaya(2)FSGHM: Khukri(4), Kora(4)PBF: Super Dvora(7), Sukanya(6), Seaward(6), Bangaram(6), Car Nicobar(6)OPV: Sankalp(6)
INDIA: 1971SSK: Kalvari(4)CV: VikrantCA: Mysore, DehliDD: Rana(2), Badr(2)FF: Godavari(2), Brahmaputra(3), Talwar(3), Khukri(3), Kistna(2), Petya-I(5)FFG: NilgiriPTG: Osa-I(6)
Pakistan: 2009+SSK: Hashmat(2), Khalid(3)SSW: Midget(3)FFHM: Tariq(2), Tippu SultanFFGH: Babur, Badr, Shah Jahan, Zulfiquar(4)PTG: Jalalat(2), Jurrat(2), Karrar(2)PT: Town, Larkana
Pakistan: 1971SSK: Ghazi, Hangor(3)CL: BaburDD: Shah Jahan, Jahangir(2), Khaibar(2)FF: Tippu Sultan(2), ZulfiquarMSI: Mahmood(8)PT: Rajhahi
Sam
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Surface Battle Group v3.0
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Ship Name:______________________Ship Class: Arihant Class (SSBN) {India} 1 in class
Hull Pts.: (1)4 DCC: 1 Crew:____________
Engine Str.: 1 Max. Spd.: (6”) 3.5”/4” Radar: B
ECM Str.: 0 ECM mod.: 0 Sonar: P
TCM Str.: 1 TCM mod.: -3
EMP resistance mod when submerged: -6
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [intercept mod ]
(2) (2)
A (B) Torp Tubes (rof:2) 2 ET-80A torps 2 turns @ 10” ( 9+ ) 2D6 DP/wire
3 turns @ 8”
2 SSN-15A nuke 5’ ( 0+ ) 1 @ 200kt / submerged
OR
1 SSN-15 AND
1 SSN-15 msl 5’ +2 turns @ 8” (10+) 1/2D6
OR
2 SSN-15 msls
________________________________________________________________________________________________________________
A (M) VLS lnchr (rof:2) 1 1900’ ( 3+ ) 1 by 100kt / airburst { -4 / -2 }
K-4 SLBM
Rules from the Boomer Collection:
There is a new rule to cover MIRV’s and single warheads. The MIRV nukes have their capabilities displayed as
follows:
Rng ( Acc ) Dmg {intercept mod}
1000’ ( 3+ ) 6 @ 350kt ea. / airburst { -4 / -2 }
This shows a 1000’ range, an accuracy of 3 or more to hit with 1D20, 6 MIRV at 350kt each, and an intercept die roll
modifier of -4 on turn 2 of flight and -2 on turn 3.
If a ballistic missile is used, it takes 4 TURNS to reach its target and it has a base accuracy of (3+). The same
accuracy applies to MIRV’s. If a ballistic missile or any of the MIRV’s are not intercepted by SAM’s, a roll of (3+) on
1D20 is needed to be on target. If that roll is failed, roll 2D12+10 to find out by how far off in inches the warhead
missed its target. How you randomize direction is up to you. You might still hit something.
If a MIRV missile is intercepted on turn two it is destroyed before the MIRV units are deployed; one hit destroys all of
the warheads. By turn three the multiple warheads are deployed and each warhead must be attacked individually.
Sam
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Surface Battle Group v3.0
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Ship Name:______Chakra__________
Ship Class: Chakra Class (SSN) {ex-CIS Akula} 1 in class
Hull Pts.: (2)5 DCC: 1 Crew:____________
Engine Str.: 1 Max. Spd.: (10.5”)5”/4” Radar: C
ECM Str.: 0 ECM mod.: 0 Sonar: P
TCM Str.: 1 TCM mod.: -4
EMP resistance mod when submerged: -7
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod]
A (1)
(B) TT (rof:2) 3 ET-80A torp 2 turns @ 10” ( 9+ ) 2D6
DP/wire 3 turns @ 8”
1 SSN-25 25’ ( 7+ ) 2/3D6 [ 0 ]
__________________________________________________________________________________________________
Extra quiet design. Attempts to locate by type P sonar get an additional -1 modifier
Sam
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Surface Battle Group v3.0
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Ship Name:______________________Ship Class: Shishumar Class (SSK) {India} 3 in class
Hull Pts.: (1)3 DCC: 1 Crew:____________
Engine Str.: 1 Max. Spd.: (5.5”) 2.5”/4” Radar: B
ECM Str.: 0 ECM mod.: 0 Sonar: P
TCM Str.: 1 TCM mod.: -3
EMP resistance mod when submerged: -6
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [intercept mod ]
(1) (1)
A (B) Torp Tubes (rof:2) 4- AEG SUT torps 2 turns @ 9” ( 7+ ) 1D6+2 DP/wire
OR 7 turns @ 6”
1 Exocet SM39 7’ ( 7+ ) 2/3D6 [ -1 ]
Sam
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Surface Battle Group v3.0
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Ship Name:______________________Ship Class: Sindhughosh [Kilo] Class (SSK) {India} 1 in class
Hull Pts.: (1)4 DCC: 1 Crew:____________
Engine Str.: 1 Max. Spd.: (4”) 2.5”/4” Radar: B
ECM Str.: 0 ECM mod.: 0 Sonar: P
TCM Str.: 1 TCM mod.: -4
EMP resistance mod when submerged: -6
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [intercept mod ]
(2) (2)
A (B) Torp Tubes (rof:2) 3 AEG SUT torps 2 turns @ 9” ( 7+ ) 1D6+2 DP/wire
OR 7 turns @ 6”
1 SSN-27 7’ ( 7+ ) 2/3D6 >5’ [ 0 ], <5’ [ -2 ]
______________________________________________________________________________________________________
A (M) SA-8 lnchr (rof:1) 1 SA-8 1’ (13+) kills aircraft
Sam
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Surface Battle Group v3.0
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Ship Name:______________________
Ship Class: Vikrant Class (CVM) {India} (ex-Gorshkov) 1 in class
Hull Pts.: 70 DCC: 3 Crew:____________Engine Str.: 4 Max. Spd.: 7”/2” Radar: AECM Str.: 2 ECM mod.: -6 Sonar: ATCM Str.: 2 TCM mod.: -6
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod]
(8) (12)
D (PB) 30mm(r)CIWS(rof:1) 3 bursts 1”( 13+ ) v msl & str a/c
D (SB) 30mm(r)CIWS 3 bursts ( 7+ ) v other a/c
D (PA) 30mm(r)CIWS 3 bursts
D (SA) 30mm(r)CIWS 3 bursts
____________________________________________________________________________________________________
D (SM)SAN-11 (rof:2) 2 SAN-11 1’ ( 8+ ) kills aircraft
D (SM)SAN-11 (rof:2) 2 SAN-11
__________________________________________________________________________________________
A or D (PB) Auto76mm (rof:1) plenty 1’ ( 12+ ) 1/3D6
(SB) Auto76mm (rof:1) ( 19+ ) v msl & str a/c
(PA) Auto76mm (rof:1) ( 13+ ) v other a/c
(SA) Auto76mm (rof:1)
___________________________________________________________________________________________
D (SM) Barak-I lnchr (rof:2) 2 Barak 15” ( 7+ ) kills aircraft
(SM) Barak-I lnchr (rof:2) 2 Barak
___________________________________________________________________________________________
(X) 8 MiG-29 (see aircraft sheet for details)
(X) 6 ASW Helos 1 A244s ASW torp 1 turn @ 10” ( 9+ ) 1/3D6
ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5
feet/turn. Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns
of fuel.
Sam
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Surface Battle Group v3.0
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Ship Name:______________________
Ship Class: Viraat Class (CVM) {India} (ex-Hermes) 1 in class
Hull Pts.:37 DCC: 3 Crew:____________Engine Str.: 4 Max. Spd.: 7”/2” Radar: AECM Str.: 2 ECM mod.: -6 Sonar: ATCM Str.: 0 TCM mod.: 0
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod]
(2) (4)
Local (PB) 40mm (rof:1) plenty 3”( 15+ ) 1/6D6
Local (PA) 40mm (rof:1) ( 19+ ) v msl & str a/c
( 13+ ) v other a/c
____________________________________________________________________________________________________
D (SM) Barak-I lnchr (rof:2) 2 Barak 15” ( 7+ ) kills aircraft
D (SM) Barak-I lnchr (rof:2) 2 Barak
___________________________________________________________________________________________
(X) 3 MiG-29 (see aircraft sheet for details)
(X) 6 ASW Helos 1 A244s ASW torp 1 turn @ 10” ( 9+ ) 1/3D6
ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5
feet/turn. Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns
of fuel.
Sam
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Surface Battle Group v3.0
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Ship Name:______________________
Ship Class: Delhi Class (DDGHM) {India} 3 in class
Hull Pts.:10 DCC: 1 Crew:____________Engine Str.: 2 Max. Spd.: 8”/4” Radar: AECM Str.: 2 ECM mod.: -6 Sonar: ATCM Str.: 2+{RBU} TCM mod.: -6 & {RBU}
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod]
(11) (22)
A (PF)VLS SSN-25 (rof:2) 2 SSN-25 25’ ( 7+ ) 2/3D6 [ 0 ]
(PF)VLS SSN-25 (rof:2) 2 SSN-25
(SF)VLS SSN-25 (rof:2) 2 SSN-25
(SF)VLS SSN-25 (rof:2) 2 SSN-25
__________________________________________________________________________________________
A or D (F) SAN-7 (rof:1) 2 SAN-7 4’ ( 7+ ) 1/3D6 [ -2 ]
(A) SAN-7 (rof:1) 2 SAN-7
____________________________________________________________________________________________________
D (M) Barak-I (rof:2) 2 Barak SAM 15” ( 7+ ) kills aircraft
(M) Barak-I (rof:2) 2 Barak SAM
(M) Barak-I (rof:2) 2 Barak SAM
(M) Barak-I (rof:2) 2 Barak SAM
A (M) Torp Tube (rof:2) 2 SET-65E ASW torp 2 turns @ 10” ( 8+ ) 1D6
trains to either side
__________________________________________________________________________________________
D (PM) 30mm (r)CIWS(rof:1) 3 bursts CIWS 1” ( 13+ ) v msl & str a/c
D (PM) 30mm (r) CIWS 3 bursts CIWS ( 7+ ) v other a/c
D (SM) 30mm (r) CIWS 3 bursts CIWS
D (SM) 30mm (r) CIWS 3 bursts CIWS
__________________________________________________________________________________________
A (PA) DC rail (rof:2) 5 DC salvoes 1” ( 20+ ) 1D6
(SA) DC rail (rof:2) 5 DC salvoes
____________________________________________________________________________________________________
A (& D) (F) RBU 6000 (rof:1) 1 ASW mortar 9” ( 15+ ) 1/3D6
(F) RBU 6000 (rof:1) 1 ASW mortar ( 19+ ) as TCM
trainable
__________________________________________________________________________________________
A or D (B) 100mm auto single (rof:1) plenty 1.5’ ( 12+ ) 1/2D6
( 19+ ) v msl & str a/c
( 13+ ) v other a/c
__________________________________________________________________________________________
(A) 1- Lynx Helo 1 A244s ASW torp 1 turn @ 10” ( 9+ ) 1/3D6
(A) 1- Lynx Helo 1 A244s ASW torp
ASW Helicopters carry 1 torpedo (at scale) and have an ECM value of -2 and move up to 2.5
feet/turn. Dipping sonar can only be used when the helicopter is stationary. Helos have 24 turns
of fuel.
The RBU mounts can theoretically be used as a torpedo counter measure. The range stays the
same but they hit the torpedo on a “19+” for an average crew. The weapons director is labeled
A (& D) because the RBU’s can fire defensively as a Torpedo Counter Measure any time they
are available to fire subject to the limits of the ROF. If the RBU mount is used up for this turn
then it may not fire.
Sam
ple
file
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