Free Rules

One Page Naval

Fast, simple WW2 naval wargaming on a single page. Grab some dice, pick your fleet, and fight it out.

Six-sided dice only. An unmodified 6 always hits. An unmodified 1 always misses.

Crew quality

A ship's crew quality determines the score needed to hit. Better crews hit more often.

Level To hit
Green6+
Seasoned5+
Veteran4+
Elite3+

Ship classes

Class Speed Attack Range Armour Hull Torpedoes
Corvette 6″ 2 16″ 6+ 1 No
Destroyer 14″ 3 24″ 5+ 2 Yes
Cruiser 12″ 4 36″ 4+ 4 Yes
Battleship 10″ 6 48″ 2+ 6 No

How to play

The game is played in turns.

1

Both players roll 1D6 for initiative. Reroll ties. The winner goes second.

2

Starting with the loser, players take turns picking one of their ships. That ship moves, then fires. Keep going back and forth until every ship has gone.

3

Move the ship up to its Speed. You can make one turn of up to 90° at any point during the move.

4

To fire guns, pick one enemy in range and line of sight. Roll dice equal to Attack. Any die that meets or beats your To Hit number scores a hit. The target rolls one die per hit; each die that meets or beats its Armour cancels that hit. Each hit that gets through knocks off one Hull point. A ship at zero Hull is sunk, remove it. If any of your hits came up as an unmodified 6, and the target fails its armour save for that hit, the ship is sunk outright no matter how much Hull it has left (catastrophic hit).

5

A ship with torpedoes can fire them instead of guns. Torpedo range is 16″. Roll 3 dice against To Hit. Torpedo hits ignore Armour, so each one knocks off a Hull point directly. An unmodified 6 to hit still sinks the target outright.

6

Once every ship has gone, start a new turn.

Visibility: Poor conditions (rain, dusk) add +1 to Hit. Terrible conditions (fog, night) add +2. Can never go worse than 6+.

Example turn

Setup

Player A has a Veteran Battleship (To Hit 4+). Player B has two Seasoned Destroyers (To Hit 5+).

A rolls 3 for initiative, B rolls 5. B wins, so A goes first.

Player A — Battleship

A picks their Battleship. It moves 10″ toward the Destroyers and fires at Destroyer 1, sitting 40″ away, well inside the 48″ gun range. A rolls 6 dice needing 4+: gets 2, 4, 5, 1, 6, 3. Three hits, one of which is a 6.

Destroyer 1 rolls Armour (5+) three times: 5, 2, 4. The 5 saves one, but the failed save on the unmodified 6 means a catastrophic hit. Destroyer 1 is gone.

Player B — Destroyer 2

Now B picks Destroyer 2. It burns its full 14″ move closing the gap, ending up 18″ out. Still too far for torpedoes, so it fires guns. 3 dice needing 5+: gets 5, 2, 6. Two hits, and one's a 6.

Battleship rolls Armour (2+): 4, 1. The 1 fails, and since that was against the 6, catastrophic hit. Down goes the Battleship.

Result

Player B wins.

The cardinal rule: if something doesn't work, change it.