From the mind of David Weber has been born a series of books that are a science fiction fans dream. In his Honor Harrington series of books Mr. Weber has created an entire universe that is wholly consistent within it’s self. The Honor Harrington universe is a vast expanse of deep space, filled with grand fleets, huge space battles, heroes and heroines that are not quite larger then life. Mr. Weber has created a space opera with well thought out technology and real feeling stories about people you can believe in. As a fan of all of Mr. Weber’s writing and Honor Harrington specifically, I was inspired to create the rule set you hold in your hands.
The idea behind this game is to model the space warfare of Mr. Weber’s Honor Harrington series of books. Three factors have been foremost in this games design. The primary consideration is to stay as true to Mr. Weber’s original work as possible. The second design factor is to make a fast playing game that allows small sized fleet actions, without burying the player in lots of math and paperwork. The last design issue is clarity of the rules. These rules are meant to be concise and clear enough to allow little room for “rules lawyers” to find unintended advantages.
In Mr. Weber’s later books, he introduces radically superior technology to one star nation. This technology greatly unbalances the field of battle. Due to game balance, for game purposes this technology jumb will not be modeled. Therefore these rules will not address “Ghost Rider” missiles and drones. Nor will it cover LAC Carriers or “super LAC’s. Instead, these rules will only cover vessels and technology in use prior to the outbreak of the Manticore/Havenite war and the early portions of that war.
To simplify play and prevent as many disagreements ass possible between the players, assume these general rules of play throughout. Unless, another rules specifically overrides these general rules.
All ships positions, for movement or combat, are measured from the center of the ships model or token in play.
Movement and Distances are measured in MU’s or “Movement Units”. Each movement unit can be whatever you and you opponent agree on. However one inch is recommended unless you are short of space then it is recommended that you use a scale of one centimeter equals one MU. It’s also a good idea to make sure you ship model of token is no larger then 2 MU’s long and one MU wide.
All angles, be they firing arcs, target arcs or course changes are measured on a 12 point circle (much like a clock face). The smallest angle or course change order is one point (corresponding to one five minute arc on a clock face).
Remember that the angle a target vessel is hit at and the firing arcs of that ship can be very different.
No measuring or checking of angles is allowed prior to writing movement orders or declaring weapons fire.
If there is a disagreement on firing arc, the angle a target is hit at or the angle of collision, roll one six sided die (1D6). On the roll of a 1,2 or 3, the angle is resolved in favor of the ship owner. On the roll of a 4, 5 or six the issue is resolved in the opponents favor.
Some rules in this document are labeled as optional rules. In order for a an optional rule to use, both parties must agree to it’s use prior to the start of the game.
And last, never forget that this is only a game.
Ships in the Harrington universe use a gravimetric wedge to accelerate and maneuver. These types of drive systems are known as impellers. The impeller nodes of a ship provide both in-system thrust and hyperspace propulsion. Hyperspace is another plane of space used as a means to bypass the light speed limit of normal space. The physics for the to types of space differ greatly. For gaming purposes this will effect how much thrust is available and how movement takes place. In any case, most ship combat takes place in normal space, well inside a star systems hyper limit.
Impeller Nodes are divided in to two classes, alpha and beta nodes. Further impeller nodes are only located in bands. One band each, fore and aft, located within 30% of the hull length from each end. Beta nodes provide thrust only and help to create the impeller wedge in normal space and between gravity waves in hyperspace. Alpha nodes provide impeller thrust and can be configured for Warshawski sails. Warshawski sails, fore and aft, are required to translate up or down in hyperspace. And at least one Warshawski sail is required navigate inside a gravity wave. If all the alpha nodes in either or both bands are destroyed, the ship no longer may translate into or out of hyperspace. And if the alpha nodes in both impeller bands are destroyed, the ship may no longer move inside a gravity wave.
In game terms each functional alpha nodes generates one point of thrust. Each beta node generates one half point of thrust. The total thrust available each turn is the total of these points, rounded down. Therefore if a ship had four alpha nodes and four
beta nodes, it would have a total thrust of six. If one alpha node and one beta node were destroyed, the remaining thrust would be four and a half, which would be rounded down to four. The only exception to this rule would be in the case of there being on a single functional beta node left on the ship. In that case the thrust would be rounded up to one.
Inside a hyperspace gravity wave, beta nodes don’t function as part of the Warshawski sails. So they are not counted towards the total thrust. In the example above, that would mean the ship had a total thrust of 4 inside the gravity wave. And it would have a thrust of three when it took the damage as stated above.
Drive thrust from alpha nodes may only be directed towards the rear of the ship. Ships may not use thrust from alpha nodes to slow down. In the example above, the ship may use beta nodes to slow down by 2 (except inside a gravity wave). If a ship wishes to apply more thrust then just what the beta nodes provide to slow down, the ship must first face in the opposite direction of travel to apply drive thrust from the alpha nodes.
All units have the same rate of turn. On a circle with twelve points (like a clock face), each unit may turn a total of six points a turn.
Movement is performed using a simple form of vector addition when ships are in normal space or in the expanses between gravity waves in hyperspace. Movement orders must be written during the order phase of the turn. No other actions may be taken until all players have recorded their orders for all ships still in the game. The order in which the orders are written is the order in which they are applied. So, a ship may turn and apply thrust, or it may apply trust and turn, or any combination of those two orders, until the ship has used all it’s turn rating and all its thrust. Once the orders phase is complete the movement phase of the turn begins.
To move a ship, first apply the ships base speed and course from the prior turn (ships start the game with the ships facing matching the ships course and an agreed on starting speed). Once the ship has moved it’s base course and speed, apply the results of the written orders. Once the written orders have been applied, create a line from the starting point and the ending point. The direction of this line is the new base course for the next turn and the length of the line is the base speed. The use of an arrow marker will help in determining movement. Place the arrow next to the ship to record the base course at the end of each turn and the ships starting point while moving the ship the next turn. Prior to moving the arrow at the end of the turn, measure the distance from the starting to the end point and this is new base speed.
Reading the above paragraph should make it plain that a ships facing can be very different the ships course. It should also be noted that the sequence in which the movement orders are written could cause very different results. In executing the movement orders, they must be applied in the sequence in which they are written. To make this easier the following movement order shorthand is suggested. The letter “R” means to rotate. It must always be followed by the letter “P” for port or “S” for starboard, and the number of clock face points to turn (up to a total of 6 maximum). The letter “T” means to apply the number of points of thrust listed right after it. So in the following sample order, RP3T6RS3, would mean the ship would perform a sideslip to the left/port. That is you would (after applying the base course and speed), turn 3 points to port, move the ship six MUs along its facing and then turn back to the starboard 3 points. The ship would end up with the same facing but a new base course.
Because of the vast distances and the incredible velocities involved, combat inside a gravity wave is almost non-existent. However, I know some gamer somewhere is going to want a hyperspace picket ship to engage a convoy at some point. So this section will detail game movement inside a gravity wave. And a latter section of the rules will explain the changes for missile combat and beam weapon use.
When used as Warshawski sails inside a gravity wave, the ships impellers allow the ship to sail the wave, just as the name would imply. All ships in the gravity wave are already moving along at incredible velocities due to the forces of the gravity wave. However for game purposes they are stationary to each other unless drive force is applied. Game movement speeds inside a gravity wave are much slower then in normal space or in a hyperspace expanse. Because the Warshawski sails are only moving the ship relative to the “current” of the gravity wave, the maximum ship speed is equal to the number of remaining alpha nodes on the ship. A ship with four alpha nodes may only move at speed four. A ship with no active alpha nodes can’t move at all. In addition a ship with no functioning alpha nodes may not change it’s facing either. Because the ships sail (using what some games call cinematic movement), you need not record the base speed or course from turn to turn. Instead just apply the movement orders each turn. This will result in very slow sweeping movement. As with normal movement, apply movement orders in the order written.
The gravimetric wedge employed by starships creates two bands of extreme gravimetric forces above and below the ship. In addition these bands extend well beyond the actual vessel size, in both length and width. When the gravimetric wedges from two ships come into contact then those ships have collided. In game terms a collision takes place when two ships end their movement within 1 MU of each other. In addition a collision may take place if the line between the starting and ending points for both ships comes within 1 MU of each other. If two ships do not end their movement in a collision, but did cross within 1 MU during their movement, roll one six sided die (1D6). On a roll of three, four, five or six no collision took place. On a roll of one or two the ships collided. In this case move the course marker arrows to the point of the closest passing of the two courses. Make sure the arrows are pointed inline with the base course and then resolve the collision. Once the collision is resolved, move the arrows to the ending position as normal (assuming either ship survived the collision)
No matter if the collision resulted from the end of ships movement or via a close pass during the course of movement, it is resolved the same. The maximum damage possible is based on the remaining structure blocks of the other ship in the collision. This maximum is reduced based on the angle of impact (did you hit head on, or was it a glancing blow?). The damage taken by each ship is determined independently based on the structure blocks and base course of the other ship.
If the base course of the other ship crosses you ship between clock facings of 11 and 1 or 5 and 7, your ship takes damage equal to one forth (1/4) the remaining structure blocks of the other ship (rounded up). Between 1 and 2, 4 and 5, 7 and 8 or 10 and 11 o’clock, multiply the structure blocks by one half (1/2) (rounded up). Between the clock facings 2 and 4 or 8 and 9, your ship takes damage equal to the total remaining structure blocks of the other ship. Remember to apply these results based on your ending facing and the other ships base course. You base course other the other ships facing does not enter into the calculations.
All damage from collisions must be applied prior to the missile launch or combat phases of the turn.
If the collision resulted from the end of ships movement, you do not need check for a collision based on the start of the next turn’s movement.
In order to streamline the movement process and allow for larger fleets without burying the players in movement calculation (But they still have to deal with many, many missiles), players may use this optional rule. Formation movement works as follows. All ships in a formation “follow” a lead ship. This lead ship performs movement as normal and once movement is complete, all ships in the formation are moved relative to it.
In games terms this works as follows. First all ships in a formation must start the game as part that formation. It is assumed that all ships in a formation have the exact same course and speed (and took great pains to achieve that prior to the start of the game). Any ship that leaves a formation may do so by writing separate movement orders during the orders phase. Any ship that leaves a formation may not return to formation during the course of the game. Formations may only move or accelerate as fast as it’s slowest ship. Write orders for the lead ship as normal. For every other ship in the formation write the orders as “Formation ###” (where “###” is the lead ship ID number). Then move the lead ship as normal. Once the lead ship is done moving, move all the other ships up with the lead. Remember to keep the same relative position and facing to the lead ship as the other ships in formation started with.
The following rules are for combat in normal space or inside a hyperspace expanse. Combat in a hyperspace gravity wave will be detailed latter in these rules.
Do to the mechanics of drive wedges and sidewall shields, it is possible to have very different target and weapons arcs. Also it has never made sense to me to not have weapons with overlapping arcs in a game setting. Therefore please refer to the following arc diagrams while reading these rules. The target arc diagram is used to resolve the location of hits to your ship. And to determine if you receive the benefit of sidewall shield protection, if any. The chase weapons arc diagram is to determine what targets are in the firing arc of your forward and aft weapons. Likewise the broadside weapons arc is to determine if you can hit a target with your port or starboard weapons.
A great deal of the ship-to-ship combat we see in the Honor Harrington novels revolves around the use of missiles. The importance of missile combat will make this the most extensive section of the combat portion of these rules. The types and numbers of missiles and launchers will make for the most record keeping in this game. Players must keep track of missile inventories, what’s in flight and what’s in the launcher. Therefore it is suggested that players be very clear on this section of the rules before beginning play. Two playing aids will help the player keep track of missiles. These are the missile inventory and orders sections of the ship control sheet and missile chits. These playing aids will be explained later.
Ship board missiles in the Honor Harrington universe; use an impeller type drive for movement and maneuvering. These small impeller drives are capable of very high rates of acceleration, but of very limited endurance. The drive endurance is expressed in turns. Unlike starships, a missile impeller will provide a fixed rate of acceleration based on the class of missile. Once the impeller endurance expires, the missile continues to travel in a purely ballistic course at its last speed. If this ballistic course brings the missile into attack range of an enemy unit, then the missile attacks as normal. Missiles on ballistic courses remain in play until they exit the playing area. Un-powered missiles also suffer a defense penalty due the missile A/I’s inability to use the drive to dodge anti-missile weapons.
Missile warheads come in two basic types. They are laser warheads and nuclear warheads. While a nuke will do more damage then a laser warhead, the nuke must detonate closer to its target in order to be effective. Thus, a nuclear missile is more susceptible to anti-missile defenses.
Missile technology varies from star nation to star nation. This is most reflected in the missile’s A/I and it’s size. In game terms the missile size has little bearing. However, the A/I is represented in the defense ratings of a given missile. This defense rating will be used to determine the effectiveness of anti-missile missiles, electronic warfare and anti-missile laser clusters.
Prior to the game each ship needs to have it’s missile inventory recorded. Select the missile counters you are going to use. Record the counter numbers on the missile inventory sheet. Also specify if each missile uses a laser or nuclear warhead. The missile inventory sheet will be divided into sections if there are multiple magazines. You may only have five missiles per each launcher attached to the magazine. Place the missile counters on the magazine section of the missile load sheet.
Missiles are moved from the magazine area to the launchers during the orders phase of the turn. Each launcher may only have one missile per turn. Missile Launchers may start the game in the loaded state. During the orders phase you may fill an empty launcher or you can exchange a missile in the launcher for one in the magazine. However moving a missile from one launcher to another requires two turns. One turn is required to move the missile to the magazine and another turn to move it into a new launcher. One missile may be moved between magazines each turn. Any missile moved between magazines can not be moved into a launcher until the next turn.
Missiles are launched during the missile movement phase of the turn. After all ships have moved, loaded missile launchers may fire at any enemy ship within it firing arc. In order to fire missiles a ship must have at least one functioning command and control system (CNC). To fire a missile, declare what ship you are firing at. Then move the missile counter from the launcher section of the missile load sheet and place it on the playing surface, 6mu straight out from the side of the ship it was fired from. Then move it a distance equal to its rate of acceleration towards the target vessel. This movement counts as its first turn of endurance. Once you have launched all missiles, then check the firing arcs for the missile launchers used. If the target is not within arc, then the missile launched looses lock and is removed from play. Record the turn number that the missile was launched on the missile inventory sheet. Use this record to track how many turns of endurance the missile has used.
Any missiles already in play are also moved at this time. To move a missile with endurance left on its drive, first turn the missile counter towards its declared target. Then move it based on the number of turns of active endurance and it’s rate of acceleration. As an example, a missile with an acceleration of 10 will move 20mu on it’s second turn and 30mu on it’s third turn.
Moving a missile after its last turn of endurance is a little different. Once the drive burns out the missile continues on a purely ballistic course. Without changing course, move the missile counter the same distance it did on the last turn of its endurance. Ballistic missiles are removed from play once they leave the playing surface.
If at any point during its movement a missile comes within 6mu of it’s target, stop moving the missile and position it for the attack. Place the counter next to the ship based on the direction the missile is coming from. The missile attack will be resolved when the target ship is activated during the ship combat phase of the turn.
Missile
Table
Star Nation/Group |
Missile Type |
Rate of Acceleration |
Defense Bonus |
Turns of Endurance |
Damage Dice |
Manticore Alliance |
Laser Head |
10 |
4 |
3 |
3D6 |
Manticore Alliance |
Nuclear |
10 |
2 |
3 |
2D6 |
Haven |
Laser Head |
10 |
3 |
3 |
3D6 |
Haven |
Nuclear |
10 |
1 |
3 |
2D6 |
Silesian Confederacy |
Laser Head |
9 |
3 |
2 |
3D6 |
Silesian Confederacy |
Nuclear |
9 |
1 |
2 |
2D6 |
Silesian Pirates |
Laser Head |
8 |
1 |
2 |
2D6 |
Silesian Pirates |
Nuclear |
8 |
-1 |
2 |
2D6 |
Anderman Empire |
Laser Head |
10 |
4 |
3 |
3D6 |
Anderman Empire |
Nuclear |
10 |
2 |
3 |
2D6 |
LAC’s or light auxiliary cruisers have insufficient space for a missile magazine and my not use a standard missile launcher. Instead they use a one-shot missile tube attached to the outside of the hull, called a box launcher to save cost and space. Therefore LAC’s start the game with a total missile inventory equal to the number of launchers. When starting the game choose your missiles, record the counter numbers on the missile inventory sheet and place the counters on the box launcher portion of the control sheet. During the game firing a missile box launcher is like firing any other missile.
Missile pods are a cost effective way to dramatically increase the volume of missiles a ship can fire, normally in the opening phases of a battle. This is because missile pods are extremely easy to kill and are not likely to survive beyond the opening exchange of fire. Missile pods are nothing more then a combined group of one-shot Missile Box Launchers. They have no drive systems, no command and control (CNC) systems, no other weapons systems and no defensive systems at all. They are totally dependent on their towing vessel for movement, defense and fire control. Use the following rules to simulate missile pod use in the game.
Each missile pod has it’s own control sheet. This sheet must be attached or marked with its owning ships ID. A vessel may tow a number of pods equal to its repair capacity. To simulate the effects of towing pods, reduce the vessels thrust to only that provided by the alpha nodes. Load the missile pods in the same fashion as the box launchers explained above. Missile pods do not need a marker or mini. Like drones, a missile pod moves automatically with its owning vessel. Missile pods may be targeted directly with missiles or energy weapons, but they are protected by their owning ships, EW drones. Missile pods are susceptible to soft kills. Meaning, that any nuclear missile that survives to attack the owning ship, or is fooled into attacking the ships EW drone, also makes a damage roll and applies that result to all missile pods the target ship is towing. Missile pods are free to rotate in space and have a 360-degree firing arc. They also only have one target arc. To fire missiles from a pod, the owning vessel must have one functional command and control icon. Missile pods may flushed (all missiles fired at once) or fire single or groups of missiles. Missiles fired from missile pods are fired like any other missile.
Missiles may be defended against by three different systems. The first line of defense is an anti-missile, missile. These are small fast impeller drive missiles without a warhead. The impeller field is what takes out the target missile. In game terms these will be treated as direct file weapons, so no counter is required. Anti-missile, missiles are fired at the end of the missile movement phase of the turn. Each anti-missile, missile launcher holds four missiles and may fire once per turn. Anti-missile, missiles may be fired at any missile that is range and within the firing arc of the anti-missile, missile launcher. To fire an anti-missile, missile, cross one missile from the launchers inventory, indicate the target missile and roll 1D6 and add the offensive bonus listed below. Have the player owning the target missile roll 1D6 and add the defensive bonus listed for that missile type. If the anti-missile, missile score is higher or equal to the score of the target missile, the target missile is destroyed.
Star Nation/Group |
Offensive Bonus |
Range |
Manticore Alliance |
4 |
40 |
Haven |
3 |
35 |
Silesian Confederacy |
3 |
30 |
Silesian Pirates |
2 |
30 |
Anderman Empire |
3 |
35 |
Star Nation/Group |
Offensive Bonus |
Turns of Endurance |
Manticore Alliance |
3 |
6 |
Haven |
2 |
6 |
Silesian Confederacy |
2 |
5 |
Silesian Pirates |
1 |
4 |
Anderman Empire |
3 |
6 |
The third and final line of defense is also the weakest. These defensive systems are the anti-missile laser clusters. Anti-missile laser clusters are rapid firing point defense lasers that try to hit and destroy a missile in the final moments before the missile detonates. In game terms, the anti-missile laser cluster icons represent several laser clusters spread over the entire ship. Anti-missile laser clusters only protect the ship they are mounted on. Each anti-missile laser cluster icon may only target one missile per turn. In addition, each missile attacking a ship may only be the target of one anti-missile cluster icon. Anti-missile cluster icons have a 360-degree area of coverage. To use an anti-missile cluster icon, choose an attacking missile and roll 1D6. If the dice score equals 6 then the attacking missile is destroyed. This is one of the only two examples where a dice score of six is not re-rolled in these rules.
Once all the defensive measures are complete, its time for the missile to attack the active ship. The two types of missile warheads (laser and nuke) apply their damage dice differently. Nuclear missiles roll the number of dice indicated and apply the total score against the target ship. Any die that scores a six is re-rolled and that result is added to the total score. Repeat sixes are re-rolled as well. Laser warheads roll the number of dice indicated and apply the following results to each die rolled. On a roll of one the shot misses and no damage is done. A roll of two or three causes one point of damage. A roll of four or five causes 2 points of damage. A die roll of six causes three points of damage and is re-rolled the score is applied in the same way. Repeat sixes are re-rolled as well.
Energy weapons are the knife-fighting weapons of the Honor Harrington universe. The range for energy weapons is much shorter then that of missiles. Energy weapons come in four types, Lasers, Grasers, Grav Lance and Energy Torpedoes. Grasers and Lasers make up the vast majority of energy weapons in use. In game terms, these energy weapons have a range of 12mu.
The Grav lance and Energy Torpedoes are special cases and have only been found in one unit to date.
Using energy weapons is a fairly simple procedure in game terms. Energy weapons may only be used by the active ship. Energy weapons are fired after missile combat is resolved and damage (if any this turn) is applied to the active ship. To fire energy weapons, the owner of the active ship must declare what target each energy weapon will fire at. A ship may only target as many other units as it has functioning CNC Icons. Once targets are declared, then range and firing arc are determined. Any unit out of range or out of arc of the weapon assigned to it is missed. No pre-measuring or pre checking of firing arcs are allowed in the game.
Once it is determined that the energy weapon has fired at an allowable target, dice are rolled to determine hits and any damage done. For Lasers roll one six side die (1D6) for each weapon. For Grasers use 2 six sided dice (2D6). Determine hits and apply damage for Lasers and Grasers as follows. Any die that scores a one or a two misses and does no damage. A score of a three or a four is a hit and does one point of damage. A score of five or six is a hit, which does two points of damage. In addition any die that scores a six is re-rolled and the score is applied in the same way. Repeat sixes are re-rolled as well.
The Grav lance and Energy Torpedoes are special cases and have only been found in one modern ship to date. The Grav lance and Energy Torpedo are a one two punch that need each other to work in modern ship actions. This is because an Energy Torpedo can do no damage what-so-ever to a ship with an intact sidewall. While a Grav Lance has but one purpose, to knock down a sidewall. But a Grav Lance by its self does no damage to a target other then overloading the sidewall. Beyond this Grav Lances and Energy Torpedos are further limited by range. These weapons only have a range of six MU.
In terms of game play Grav Lances and Energy Torpedoes are used as follows. A Grav Lance and Energy Torpedoes may be fired in the same turn. The Grav Lance results are always applied first, prior to determining the results of the Energy Torpedoes. If when Energy Torpedoes hit a target, it has any remaining sidewall boxes at all, then the Energy Torpedoes have no effect at all.
Once the firing arc and target distance are measured and found to be within range, resolve a Grav Lance hit as follows. Roll one, six sided dice (1D6). One the roll of one or two, the Grav Lance has no effect. On the roll of 3 or 4, mark out half the total sidewall boxes in that arc. If this results in the sidewall going down, then the shield generator is burnt out and all sidewalls on the target ship go down and may not be restored during the game. If the dice roll scores a 5 or a 6 then the shield generator is burnt out regardless of prior damage and the above results apply.
Once the Grav Lance or other weapons take down a sidewall, apply Energy Torpedo damage as follows. For each Energy Torpedo, fired in arc and within range, roll three, six sided dice (3D6). Any die that scores a one or a two misses and does no damage. A score of a three or a four is a hit and does one point of damage. A score of five or six is a hit, which does two points of damage. In addition any die that scores a six is re-rolled and the score is applied in the same way. Repeat sixes are re-rolled as well.
Ships of the line are protected by sidewalls. Sidewall shields are an out growth of gravimetric drive technology. However a sidewall is much weaker then a gravimetric wedge, because it needs to be to not interfere (disastrously) with the gravimetric wedge. The gravity band that is a sidewall is; however, strong enough to turn aside or blunt attacks that hit it. But this protection is only available on the sides of a ship. Because of how a ship moves a sidewall may not be generated in front of (down the throat) or behind (up the kilt) of a ship. Fortunately these narrow openings are hard to hit.
In game terms a sidewall is shown on the ship control sheet as a group circular systems blocks on the sides of the ship. A functioning sidewall takes one point of damage from any weapons dice that hit and applies it to the sidewall. If a dice only does one point of damage, then the attack stops there. If a dice has more then one point of damage it then applies the remaining points to the structure blocks. If on any turn, all the sidewall blocks on a side are marked off, then the sidewall generator is over loaded and the sidewall is down for the rest of that turn and the next. Any ship that still has half its structure block remaining (rounded down(this structure block icon will be marked with a gray dot)) may repair up to half its total sidewall blocks on each side, at the beginning of each turn. So long as the sidewall generator is not over loaded for that turn. If a ship has less then half it’s structure blocks remaining, it may no longer repair sidewall blocks.
Once you determine how may dice hit a target vessel for how many points then you need to apply damage. First determine at what angle the target ship is hit at. Ships hit in the forward (down the throat) or rear (up the kilt) arc, do not gain the protection of a sidewall. In this case mark off structure blocks for each point of damage scored. If damage scored on an arc protected by a sidewall, score damage as follows. If any sidewall blocks remain, Subtract one point of damage from each die that score and apply it to a sidewall block. If a die only scores one point of damage, then that die has been applied and move on to the next one. If a die scores any additional points of damage, then score the remaining points to the structure blocks. Continue doing this until all the sidewall blocks are destroyed or until you are out of damage dice for this attack.
Once the sidewalls are down or on die rolls that do more then one point of damage, you will be marking off structure blocks. Mark off the structure blocks going first, left to right and then top to bottom. This is damage done to the physical body of the vessel. Armour is penetrated, support bulkheads are cut and compartments are opened to space. This damage may not be repaired during the course of the game. Once you mark off the last structure block on a ships system display, then that ship is completely destroyed and removed from play. Also as you mark off structure blocks other things happen to the ship. As noted in the Sidewall shield rules, If a ship has less then half it’s structure blocks remaining, it may no longer repair sidewall blocks. Plus once you mark off the last structure block in a row on the ships systems display, you must check for damage to ships systems.
Once you completely mark off a row of damage in the structure block of the ships system display, you must check the ships systems for damage. This is done by rolling a six sided dice (1D6) for each undamaged system on the ships systems display. Compare this score against the system check number and the end of the structure block row you just marked off. If the dice score meets or exceeds the system check number, then the ships system is marked as destroyed and may no longer be used. I an attack completes the destruction of more then one row of structure blocks, then you must roll for each non-damaged system at each system check number.
As the use of missiles requires extensive rules, so does damage to missile systems require special consideration. Modern missile are extremely powerful weapons. And as such having one go off inside a magazine or launcher would be extremely devastating. Therefore modern weapons designers have taken great pains to prevent this from happening. So it may not happen within the scope of these rules. However there are special effects that do take place when a missile system is damaged. Please use these rules when a missile system is damaged.
If a Missile Box Launcher is damaged, it may not be repaired. Any missile still in such a launcher is removed from play.
If a standard missile launcher is damaged, any missile loaded in it is destroyed. Even if the launcher is later repaired, the missile it contained is still gone. So when a launcher is damaged, remove any loaded missile from play.
If a missile magazine is damaged, then owning player must remove one tenth (rounded up) of the remaining missiles in the magazine from play (owners choice). In addition while a magazine is marked as damaged, it may not be used to load any of it’s missile launchers.
If an Anti-Missile, Missile Launcher is damaged and it still has any missiles remaining, mark off one missile from its inventory.
Each ships systems display has a repair icon near the area where you record damage to structure blocks. This icon is in the form of a circle with a letter “R” followed by a number. This number represents the number of ships systems the owning player may attempt to repair of any given turn. This number is divided in half (rounded down) once you reached the half damage point on the ships system display (the structure block icon marked with the gray dot).
To repair a ships system you must write orders to that effect during the orders phase of the turn. Once the turn is complete you resolve repair orders as follows. First determine the repair score required. This is done by applying the systems check number in the opposite order that they appear on the ships systems display. For example, if you have marked off one row of damage your repair score required is a three. Whereas if you are on the very last structure block roll, your repair score required is a 6. Once you have determined your repair scored required, roll one six sided dice for each system you ordered repaired. If the dice score meets or exceeds the required score, you may mark the system as repaired and use it the next turn.
It may come to pass that you can not repair the number of systems that you wrote orders for, due to damage taken over the course of the turn. In this case you may choose which of your orders to execute, up to the new total allowable repair attempts.
Last there may be some cases where you will want to assign more then one repair team to a systems system to insure a better chance of be repaired (most likely in the case of a missile magazine or your last command and control system). You may assign multiple repair units to a ships system during the orders phase (up to the maximum repair capacity of the ship). When checking the repair status roll one dice for each repair unit assigned. If any single dice score a success, then the system is repaired.
The ships mass is equal to the sum of its systems. The ship has a number of structure blocks equal to 30% of its mass (rounded down). Silesian pirates and civilian vessels have a number of structure blocks equal to 20% of its mass (rounded down). The structure blocks are laid out in five equal rows, with any remainder being added to the first row. After you layout the structure blocks mark which block constitutes the halfway point (rounded up). For example, on a ship with 21structure blocks, you will mark the eleventh block. Mark this block with a gray dot. Next determine the repair capacity of the ship and place it near the structure blocks on the ships systems display. Record the repair capacity as a circle containing the letter “R” and the repair capacity number. This number is determined by dividing the number of structure blocks by twenty and rounding down. Sidewall shield blocks equal to the first row of structure blocks are added to each side of the ship representation of the ships systems display. The Mass rating of each ships system is listed in the table below.
System Name |
Mass |
Points |
Impeller Alpha Node |
2 |
2 plus 2 times the structure |
Impeller Beta Node |
1 |
1 plus 1 times the structure |
CnC |
1 |
10 |
Anti-Missile Laser Cluster |
1 |
6 |
Electronic Warfare Drone |
1 |
8 |
Missile Launcher |
1 |
15 |
Missile Magazine |
3 per launcher |
1 times the mass |
Missile Box Launcher |
1 |
16 |
Anti-Missile, Missile Launcher |
1 |
4 |
Laser |
1 |
10 |
Graser |
2 |
15 |
Grav Lance |
6 |
5 |
Energy Torpedo |
4 |
5 |
Cargo Hold |
10 per cargo icon |
1 times the mass |
Different star nations have different combat bonuses. Plus Civilians and pirates get fewer structure points for the same mass. Therefore, a ships cost needs to be adjusted by a tech factor for proper game balance. The table below was arrived at by taking all the differences in combat capabilities and any differences in structure and creating an average use the Royal Manticore Navy as a base line. As you can see however, a Manticore Q-Ship is a special case, given Manticore weapons technology mounted on a civilian hull (vs. a Havenite Q-ship special built from the keel up as a war ship). To use the table below, design your ship and calculate it’s cost. Then apply the discount percentage below to the total cost (rounded down).
Star Nation |
Tech Discount |
Manticore Alliance |
Full Cost |
Royal Manticore Q-Ship |
- 16% |
Haven |
-6% |
Silesian Confederacy |
-10% |
Silesian Pirates/Civilians |
-35% |
Anderman Empire |
-2% |
LAC or light auxiliary cruisers are a ship specifically designed as an inexpensive system defense vessel. Their drive system is composed solely of B-nodes and the ship my not transition to hyperspace. In addition their life expectancy is not very great. They are designed to advance on an enemy invading force, fire their weapons and escape as best they can. So they do not posses any broadside weapons. The majority of their weapons and all their missiles are to be found in their forward chase armament. Tradition Weapons for an LAC are Missile Box Launchers and a single spinal mounted Grasser or several lasers. An LAC may or may not have a single Anti-Missile, Missile launcher and a single Anti-Missile, Laser Cluster. LAC’s do not carry drones of their own.
Missile pods are nothing more then a combined group of one-shot Missile Box Launchers. They have no drive systems, no command and control (CNC) systems, no other weapons systems and no defensive systems at all. They are totally dependent on their towing vessel for movement, defense and fire control. They have structure equal to 30% of their systems mass.
Orders Phase
Write movement orders
Load missile launchers
Record instructions to launch EW drones
Write repair orders
Ship Movement Phase
Launch any EW drones that were recorded during the orders phase
Move ships according to written movement orders
Missile Movement Phase
Launch Missiles
Move missiles with active drives
Move missiles with expired drives
Resolve Anti-missile, missile fire
Ship Combat Phase
Select active ship
Resolve missile attacks
Apply EW drone results on attacking missiles
Fire Anti-missile laser clusters at attacking missiles
Determine damage caused by attacking missile and apply it to the ship
Declare energy weapon targets
Determine and apply damage from energy weapons to target ships
(Repeat this phase as needed until all ships have been activated)
Turn End Phase
Remove any destroyed or expire EW drone counters
Determine the results of repair orders
Honor Harrington is a proprietary character of David Weber. The Honor Harrington Series of books is published be Baen Books. Currently this rule set is published as a not-for-profit project for my own enjoyment and that of other fans of Mr. Weber’s work. At a future date I may try to license this project to publish as complete game. In the mean time however, this is not intended as a challenge to the copyrights of Mr. Weber or Baen Books. So please do not distribute this work in any form for profit. Also if you use or distribute these rules please credit me as the author.