If no special terrain is called for in a scenario or mission then roll 2d6 to determine number of terrain pieces and any special conditions in effect for the game.
To determine number of terrain to be placed and any special conditions roll 2d6: figure the difference between the two results to determine the number of terrain pieces (1-5 pieces) to be placed on the table. The player with the lower point costing fleet list places a piece of terrain first, otherwise players roll d6 each with the highest result to determine first placement, then players alternate terrain placement until the determined number of terrain pieces are placed on the board. Players can choose any of the available terrain to place. If matched “doubles” are rolled, or a “1” or “6” are rolled, then check the following tables for special conditions in addition to the terrain placed. If matched “doubles are rolled then the resulting pair is checked against the Special Conditions Table to determine special terrain placement AND environmental conditions.
Special Conditions
If “doubles” are rolled then match the pair to determine effect on the Special Conditions Table.
If a “1” is rolled on either die then roll on the Above Conditions Table.
If a “6” is rolled on either die then roll on the Below Conditions Table
Special Conditions Table2d6 Condition
1/1 Open Seas Heavy Storm: High Winds (-1 DRM to all gunnery attack dice), Heavy Rain (Halve all Range Bands), and Lightning (Roll d6 for each squadron on the table; result of “6” inflicts lightning damage on one randomly determined ship in the squadron; use d6 to determine which ship is struck in a 2 or 3 ship squadron, and use d8 to determine which ship in a 4 ship squadron).
2/2 Open Seas Night: halve all range bands for obscurement; if a targeted ship has fired in a previous turn then add 1 attack dice to any attack roll.
3/3 Small Islands: each player places 1 small and 1 medium islands.
4/4 Moving Rocks: each player places 3 small islands; at the start of each turn a d8 is rolled for each rock to determine a direction according to the wind direction template and then d6 is rolled to move the island the result number of inches in that direction. If a rock moves into a ship then the ship suffers an attack equal to hitting something hard & pointy.
5/5 Coastline: each player alternates placing 3 islands (one each of small, medium, and large) and 2 shoals. Choppy Seas restrict movement of small and medium models.
6/6 Fog Shrouded Coastline: each player alternates placing 1 shoal and 3 islands (1 each of small, medium, and large); one table edge which is randomly determined to be a shore line. Fog halves all range bands for obscurement only for range bands 1 & 2; ranged attacks at RB 3 & 4 are impossible. Random shoals as per the Below Condition #6.
Above Conditions Table1d6 Condition
1-3 High Winds: -1 DRM to all gunnery attack dice.
4-5 Heavy Rain: halve all range bands for obscurement.
6 Fog: halve all range bands for obscurement only for range bands 1 & 2; ranged attacks at RB 3 & 4 are impossible.
Below Conditions Table1d6 Condition
1-3 Choppy Seas: -2” movement for all small models; -1” movement for all medium models.
4-5 Shoals: 1d4 shoals placed on table like terrain. Shoals do not block LOS, but any model crossing a shoal at any point suffers attack dice rolled against it according to ship class: small=5AD, medium=9AD, large=12AD.
6 Hidden Shoals: roll 2d6 per ship at the end of any particular ship’s activation and movement, but before any ramming or gunnery attacks are made; if the result of the 2d6 rolled is less than the total inches moved by that ship in the activation then a shoal token (1.5” diameter blue poker chip) is placed directly behind the ship as it finishes movement to represent the shoal it just struck and that ship suffers attack dice according to ship class (small=5AD, medium=9AD, large=12AD). Any other ships sailing across the “revealed” hidden shoal suffer attack dice according to ship class.