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- Kancolle RPG: Kenzou no Sho
- New Ship Classes
- Aviation Battleship
- Supply Affinity Fuel: △, Gunpowder: △, Steel: △, Bauxite: △
- Starting Traits: 5
- Maintenance Cost: 2
- Experience Modifier: 0
- Seaplane Tender
- Supply Affinity Fuel: ◯, Gunpowder: △, Steel: △, Bauxite: ◯
- Starting Traits: 4
- Maintenance Cost: 1
- Experience Modifier: 10
- Aviation Cruiser
- Supply Affinity Fuel: ◯, Gunpowder: ◯, Steel: △, Bauxite: △
- Starting Traits: 4
- Maintenance Cost: 1
- Experience Modifier: 0
- Torpedo Cruiser
- Supply Affinity Fuel: ◯, Gunpowder: △, Steel: ◯, Bauxite: △
- Starting Traits: 3
- Maintenance Cost: 0
- Experience Modifier: 0
- Submarine
- Supply Affinity Fuel: ◯, Gunpowder: ◯, Steel: ◯, Bauxite: ✕
- Starting Traits: 3
- Maintenance Cost: 0
- Experience Modifier: 10
- New Ability Categories
- Sea Control
- These abilities tend to be favored by submarines.
- General
- These abilities may be learned by any shipgirl, regardless of her specialty categories.
- Yamato
- Yamato-class Battleship
- Combat Ratings
- Accuracy 0
- Firepower 5
- Evasion 0
- Armor 13
- Equipment 4
- Energy 6
- Starting Traits
- ◯ Secret Weapon
- ◯ Fashion
- ◯ Hygiene
- ✕ Food
- ✕ Standby
- Specialties
- Offensive, Defensive
- Abilities
- 46cm Triple Gun Mount [Secret Weapon]
- Type 0 Recon Seaplane [None]
- Decisive Battle [None]
- Hope of the Fleet [None]
- Inherent Ability
- Hope of the Fleet
- Type Inherent
- Trait None
- Activation Auto
- Category Yamato
- Effect Whenever you deal damage, all allied ships recover 2 points of Energy.
- Mutsu
- Nagato-class Battleship
- Combat Ratings
- Accuracy 0
- Firepower 4
- Evasion 0
- Armor 12
- Equipment 4
- Energy 7
- Starting Traits
- ◯ Fame
- ◯ Considerate
- ◯ Bold
- ✕ Lucky
- ✕ Standby
- Specialties
- Strategy, Defensive
- Abilities
- Large-calibre Naval Gun [Fame]
- Reconnaissance Aircraft [None]
- Substitution [Lucky]
- Mutsu Steel [None]
- Inherent Ability
- Mutsu Steel
- Type Inherent
- Trait None
- Activation Sub
- Category Mutsu
- Effect You may use this ability whenever you roll on the Accident Table. You gain 2 Steel.
- Ise Kai
- Ise-class Aviation Battleship
- Combat Ratings
- Accuracy 0
- Firepower 3
- Evasion 0
- Armor 12
- Equipment 4
- Energy 7
- Starting Traits
- ◯ Patient
- ◯ Optimistic
- ◯ Anti-Aircraft
- ✕ Protocol
- ✕ Free
- Specialties
- Air Superiority, Offensive
- Abilities
- Large-calibre Naval Gun [Anti-Aircraft]
- Reconnaissance Aircraft [None]
- Recon Spotter [None]
- Not Bad, Right? [None]
- Inherent Ability
- Not Bad, Right?
- Type Inherent
- Trait None
- Activation Auto
- Category Ise Kai
- Effect Whenever you get a Special on an Action Check, you may change one of your Defects into a Merit.
- Hyuuga Kai
- Ise-class Aviation Battleship
- Combat Ratings
- Accuracy 0
- Firepower 3
- Evasion 0
- Armor 12
- Equipment 4
- Energy 7
- Starting Traits
- ◯ Old-Fashioned
- ◯ Serious
- ◯ Reading
- ✕ Funny
- ✕ Free
- Specialties
- Strategy, Air Superiority
- Abilities
- Large-calibre Naval Gun [Old-Fashioned]
- Reconnaissance Aircraft [None]
- Recon in Force [None]
- Command Ship [None]
- Inherent Ability
- Command Ship
- Type Inherent
- Trait None
- Activation Auto
- Category Hyuuga Kai
- Effect Treat other allied ships in the same position as you as if their Armor Rating were 1 point higher.
- Hiei
- Kongou-class Battleship
- Combat Ratings
- Accuracy 0
- Firepower 3
- Evasion 1
- Armor 11
- Equipment 3
- Energy 8
- Starting Traits
- ◯ Fashion
- ◯ Fame
- ◯ Competitive
- ✕ Sleeping
- ✕ Communications
- Specialties
- Strategy, Defensive
- Abilities
- Large-calibre Naval Gun [Fame]
- Secondary Gun [Competitive]
- Escort Vessel [Brave]
- Fighting Spirit! [None]
- Inherent Ability
- Fighting Spirit!
- Type Inherent
- Trait None
- Activation Sub
- Category Hiei
- Effect You may use this ability whenever you make an Action Check. Reduce your Energy by 2 points, and increase the result of the check by 1 (this effect is not cumulative).
- Fusou Kai
- Fusou-class Aviation Battleship
- Combat Ratings
- Accuracy 0
- Firepower 3
- Evasion 0
- Armor 11
- Equipment 4
- Energy 8
- Starting Traits
- ◯ Refined
- ◯ Considerate
- ◯ Standby
- ✕ Lucky
- ✕ Free
- Specialties
- Air Superiority, Utility
- Abilities
- Large-calibre Naval Gun [Refined]
- Reconnaissance Aircraft [None]
- Communications Jamming [Secret Weapon]
- Firepower Aline is Enough [None]
- Inherent Ability
- Firepower Alone is Enough
- Type Inherent
- Trait None
- Activation Sub
- Category Fusou Kai
- Effect You may use this ability whenever you deal damage during Aerial Combat or with an attack. Increase the damage dealt by the number of Defects you have.
- Yamashiro Kai
- Fusou-class Aviation Battleship
- Combat Ratings
- Accuracy 0
- Firepower 3
- Evasion 0
- Armor 11
- Equipment 4
- Energy 8
- Starting Traits
- ◯ Catchphrase
- ◯ Lewd
- ◯ Bathing
- ✕ Lucky
- ✕ Optimistic
- Specialties
- Air Superiority, Defensive
- Abilities
- Large-calibre Naval Gun [Catchphrase]
- Secondary Gun [Lewd]
- Counter Attack [Graceful]
- How Unfortunate [None]
- Inherent Ability
- How Unfortunate
- Type Inherent
- Trait None
- Activation Auto
- Category Yamashiro Kai
- Effect Keep track of how many times you roll on the Accident Table over the course of the session. Once per session, you may add that number to the result of an Action Check you make. If the result is 13 or greater, treat it as a Special.
- Souryuu
- Souryuu-class Standard Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Figure
- ◯ Honest
- ◯ Invigorating
- ✕ Command
- ✕ Free
- Specialties
- Deployment, Air Superiority
- Abilities
- Carrier-based Torpedo Bomber [Honest]
- Carrier-based Bomber [Invigorating]
- Phantom Ship [None]
- Aim Big [None]
- Inherent Ability
- Aim Big
- Type Inherent
- Trait None
- Activation Sub
- Category Souryuu
- Effect You may use this ability when choosing the targets for Aerial Combat. If the target's Energy is 20 or greater, reduce their Energy by 1D6 points and increase your Aerial Combat damage by 2D6 points.
- Hiryuu
- Hiryuu-class Standard Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Lucky
- ◯ Competitive
- ◯ Romance
- ✕ Withdrawal
- ✕ Free
- Specialties
- Air Superiority, Defensive
- Abilities
- Carrier-based Bomber [Competitive]
- Carrier-based Fighter [None]
- Adversity [None]
- The Early Bird Gets The Worm [None]
- Inherent Ability
- The Early Bird Gets The Worm
- Type Inherent
- Trait None
- Activation Sub
- Category Hiryuu
- Effect You may use this ability when determining damage during Aerial Combat. Increase the damage by an amount equal to your position in the formation.
- Houshou
- Houshou-class Light Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 7
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Graceful
- ◯ Considerate
- ◯ Support
- ✕ Flashy
- Specialties
- Air Superiority, Defensive
- Abilities
- Carrier-based Torpedo Bomber [Graceful]
- Carrier-based Fighter [None]
- Escort Vessel [None]
- Fleet Mother [None]
- Inherent Ability
- Fleet Mother
- Type Inherent
- Trait Food
- Activation Sub
- Category Houshou
- Effect You may use this ability during any Everyday, Recreation, or Social Scene. Choose one character as the target and make a check. If it is successful, change one of the target's Supply Affinities to ◯. This effect lasts until the end of the session.
- Shouhou
- Shouhou-class Light Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 7
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Lewd
- ◯ Fashion
- ◯ Aerial Combat
- ✕ Communications
- Specialties
- Air Superiority, Offensive
- Abilities
- Carrier-based Torpedo Bomber [Aerial Combat]
- Carrier-based Bomber [Fashion]
- Tactical Bombing Raid [Aerial Combat]
- Stripped to the Waist [None]
- Inherent Ability
- Stripped to the Waist
- Type Inherent
- Trait None
- Activation Sub
- Category Shouhou
- Effect You may use this ability any time during battle. For the rest of the battle, reduce your Armor Rating by 2 points, and your Accuracy and Firepower Ratings by 1 point each. This effect is not cumulative
- Zuihou
- Shouhou-class Light Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 7
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Brave
- ◯ Maintenance
- ◯ Free
- ✕ Protocol
- Specialties
- Deployment, Air Superiority
- Abilities
- Carrier-based Torpedo Bomber [Brave]
- Carrier-based Bomber [Maintenance]
- High-speed Maneuverability [Maneuvering]
- State of the Art [None]
- Inherent Ability
- State of the Art
- Type Inherent
- Trait None
- Activation Sub
- Category Zuihou
- Effect You may use this ability when you use Development during a Scene in which you are the Scene Player. You may increase or decrease the result of the roll on the Development Table by 1.
- Hiyou
- Hiyou-class Light Carrier
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 8
- Equipment 3
- Energy 11
- Starting Traits
- ◯ Old-fashioned
- ◯ Refined
- ◯ Airstrike
- ✕ Maintenance
- Specialties
- Strategy, Air Superiority
- Abilities
- Carrier-based Torpedo Bomber [Old-fashioned]
- Carrier-based Bomber [Refined]
- Dive Bombing [Airstrike]
- Izumo Maru [None]
- Inherent Ability
- Izumo Maru
- Type Inherent
- Trait None
- Activation Sub
- Category Hiyou
- Effect You may use this ability after an Event Card is revealed. Reduce your Energy by 1D6 points. Randomly determine the Scene's type.
- Chitose Kou
- Chitose-class Seaplane Tender
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 7
- Equipment 2
- Energy 11
- Starting Traits
- ◯ Enemy Awareness
- ◯ Supply
- ◯ Anti-submarine
- ✕ Free
- Specialties
- Air Superiority, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Anti-submarine]
- Zuiun [None]
- Air Control [Enemy Awareness]
- Refueling Vessel [Supply]
- Inherent Ability
- Refueling Vessel
- Type Inherent
- Trait Supply
- Activation Move
- Category Chitose Kou
- Effect Reduce the amount of Fuel in the base by 1D6. Choose one allied ship and make a check. If it is successful, that ship recovers 1 hit.
- Chiyoda Kou
- Chitose-class Seaplane Tender
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 7
- Equipment 2
- Energy 11
- Starting Traits
- ◯ Bold
- ◯ Conversation
- ◯ Torpedoes
- ✕ Dark Past
- Specialties
- Air Superiority, Offensive, Defensive
- Abilities
- Type A Kou-hyouteki [Torpedoes]
- Reconnaissance Aircraft [None]
- Recon Spotter [None]
- Just a Dream [None]
- Inherent Ability
- Just a Dream
- Type Inherent
- Trait None
- Activation Sub
- Category Chiyoda Kou
- Effect You may use this ability during Everyday Scenes. When rolling on the Everyday Events Table, if you do not like the result, you may reduce your Energy by 2 points and re-roll.
- Mogami Kai
- Mogami-class Aviation Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Brave
- ◯ Reading
- ◯ Free
- ✕ Dark Past
- Specialties
- Deployment, Air Superiority, Utility
- Abilities
- Medium-calibre Naval Gun [Brave]
- Reconnaissance Aircraft [None]
- Phantom Ship [None]
- Gather the Rains of Summer [None]
- Inherent Ability
- Gather the Rains of Summer
- Type Inherent
- Trait None
- Activation Sub
- Category Mogami Kai
- Effect You may use this ability any time. For the next three Action Checks you make, instead of rolling, their results are determined automatically. The result of the first check is 5, the second 7, and the third 5 (any modifiers to the checks still apply, and they cannot be the target of Check Handicaps). This ability may only be used once per session.
- Suzuya Kai
- Mogami-class Aviation Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Free-spirited
- ◯ Conversation
- ◯ Free
- ✕ Serious
- Specialties
- Deployment, Air Superiority, Defensive
- Abilities
- Medium-calibre Naval Gun [Free-spirited]
- Reconnaissance Aircraft [None]
- Recon in Force [None]
- Absolute Territory [None]
- Inherent Ability
- Absolute Territory
- Type Inherent
- Trait None
- Activation Sub
- Category Suzuya Kai
- Effect You may use this ability when determining the Cruisng Formation. All enemy ships in the same position as you take 1 hit.
- Kumano Kai
- Mogami-class Aviation Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Refined
- ◯ Sleeping
- ◯ Fashion
- ✕ Command
- Specialties
- Strategy, Air Superiority, Offensive
- Abilities
- Medium-calibre Naval Gun [Refined]
- Reconnaissance Aircraft [None]
- Recon Spotter [None]
- Very Well [None]
- Inherent Ability
- Very Well
- Type Inherent
- Trait None
- Activation Auto
- Category Kumano Kai
- Effect At the beginning of the session, you may role on the Item Table and receive 1 Item at random.
- Furutaka
- Furutaka-class Heavy Cruiser
- Combat Ratings
- Accuracy 1
- Firepower 1
- Evasion 1
- Armor 8
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Smile
- ◯ Polite
- ◯ Assault
- ✕ Flashy
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Medium-calibre Naval Gun [Assault]
- Machine Gun [None]
- Escort Vessel [Brave]
- Blitz [None]
- Inherent Ability
- Blitz
- Type Inherent
- Trait None
- Activation Sub
- Category Furutaka
- Effect You may use this ability whenever an allied ship takes damage. Reduce your Energy by 1 point and change your position to that of the damaged character.
- Kako
- Furutaka-class Heavy Cruiser
- Combat Ratings
- Accuracy 1
- Firepower 1
- Evasion 1
- Armor 8
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Patient
- ◯ Sleeping
- ◯ Energetic
- ✕ Anti-submarine
- Specialties
- Offensive, Defensive, Utility
- Abilities
- 20.3cm Twin Gun Mount [Energetic]
- Full Volley [Energetic]
- Knockback [None]
- Inherent Ability
- Knockback
- Type Inherent
- Trait None
- Activation Sub
- Category Kako
- Effect You may use this ability whenever you deal a hit to an enemy ship. You may change that ship's position by 1 in either direction.
- Aoba
- Aoba-class Heavy Cruiser
- Combat Ratings
- Accuracy 1
- Firepower 1
- Evasion 1
- Armor 8
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Free-spirited
- ◯ Entertainment
- ◯ Ciphers
- ✕ Enemy Awareness
- Specialties
- Strategy, Defensive, Utility
- Abilities
- Medium-calibre Naval Gun [Free-spirited]
- Machine Gun [None]
- Sixth Sense [Ciphers]
- I Saw It [None]
- Inherent Ability
- I Saw It
- Type Inherent
- Trait None
- Activation Sub
- Category Aoba
- Effect You may use this ability whenever someone other than you rolls on the Accident Table, targeting the character that rolled on the Accident Table. Reduce your Energy by 2 points, and each PC other than you rolls 1D6. Each PC that rolled an odd number increases their Relationship Score towards the target by 1 point. Each PC that rolled an even number places a check in the target's Support Box.
- Kinugasa
- Aoba-class Heavy Cruiser
- Combat Ratings
- Accuracy 1
- Firepower 1
- Evasion 1
- Armor 8
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Invigorating
- ◯ Bold
- ◯ Anti-Aircraft
- ✕ Free
- Specialties
- Deployment, Air Superiority, Offensive
- Abilities
- Medium-calibre Naval Gun [Anti-Aircraft]
- Machine Gun [None]
- Aerial Barrage [None]
- Leave It To Kinugasa [None]
- Inherent Ability
- Leave It To Kinugasa!
- Type Inherent
- Trait None
- Activation Sub
- Category Kinugasa
- Effect You may use this ability whenever you choose the target of an attack. Reduce your Energy by 2 points. You may choose a target in the same position as an allied ship towards whom you have a Relationship Score of 1 or greater.
- Myoukou
- Myoukou-class Heavy Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 12
- Starting Traits
- ◯ Old-fashioned
- ◯ Considerate
- ◯ Polite
- ✕ Flashy
- Specialties
- Strategy, Defensive, Utility
- Abilities
- Medium-calibre Naval Gun [Polite]
- Reconnaissance Aircraft [None]
- Counter Attack [Graceful]
- What Shall I Do? [None]
- Inherent Ability
- What Shall I Do?
- Type Inherent
- Trait None
- Activation Sub
- Category Myoukou
- Effect You may use this ability whenever you take Medium or Heavy Damage. Change your position to any to position of your choice (1-6).
- Ashigara
- Myoukou-class Heavy Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Competitive
- ◯ Shopping
- ◯ Assault
- ✕ Food
- Specialties
- Deployment, Offensive, Utility
- Abilities
- 20.3cm Twin Gun Mount [Assault]
- Vigor [None]
- Starving Wolf [None]
- Inherent Ability
- Starving Wolf
- Type Inherent
- Trait None
- Activation Sub
- Category Ashigara
- Effect You may use this ability whenever you sink an enemy ship. Recover 1 hit.
- Takao
- Takao-class Heavy Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Figure
- ◯ Serious
- ◯ Enemy Awareness
- ✕ Free
- Specialties
- Strategy, Offensive, Defensive
- Abilities
- Medium-calibre Naval Gun [Serious]
- Reconnaissance Aircraft [None]
- Blockade [Patient]
- Splendid Feelings [None]
- Inherent Ability
- Splendid Feelings
- Type Inherent
- Trait None
- Activation Auto
- Category Takao
- Effect Whenever you recover Energy, increase the amount recovered by 1 point.
- Tone
- Tone-class Heavy Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Old-fashioned
- ◯ Hygiene
- ◯ Free
- ✕ Dark Past
- Specialties
- Strategy, Air Superiority, Offensive
- Abilities
- Medium-calibre Naval Gun [Old-fashioned]
- Reconnaissance Aircraft [None]
- Tactical Retreat [Dark Past]
- Sort Of a Big Sister [None]
- Inherent Ability
- Sort Of a Big Sister
- Type Inherent
- Trait None
- Activation Auto
- Category Tone
- Effect You may use Discovery when you possess 6 Traits. The 7th Trait is always a Defect, regardless of how many points of Energy were spent.
- Chikuma
- Tone-class Heavy Cruiser
- Combat Ratings
- Accuracy 0
- Firepower 2
- Evasion 1
- Armor 9
- Equipment 3
- Energy 10
- Starting Traits
- ◯ Smile
- ◯ Mysterious
- ◯ Free
- ✕ Support
- Specialties
- Deployment, Air Superiority, Defensive
- Abilities
- Medium-calibre Naval Gun [Smile]
- Reconnaissance Aircraft [None]
- Phantom Ship [None]
- Fire Correction [None]
- Inherent Ability
- Fire Correction
- Type Inherent
- Trait None
- Activation Auto
- Category Chikuma
- Effect Increase the result of Firing Checks you make during the second Shelling Phase by 1. Increase the result of Firing Checks you make during the Night Battle Phase by 2.
- Kuma
- Kuma-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Catchphrase
- ◯ Supply
- ✕ Free
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Medium-calibre Naval Gun [Catchphrase]
- Reconnaissance Aircraft [None]
- Full Steam Ahead [Food]
- Don't Underestimate Me Kuma! [None]
- Inherent Ability
- Don't Underestimate Me Kuma!
- Type Inherent
- Trait None
- Activation Sub
- Category Kuma
- Effect You may use this skill any time during battle. You may use Discovery.
- Kitakami Kai
- Kuma-class Torpedo Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Cruel
- ◯ Torpedoes
- ✕ Considerate
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Torpedo Tube [Torpedoes]
- Torpedo Tube [Cruel]
- Pursuit [Cruel]
- Super Kitakami-sama [None]
- Inherent Ability
- Super Kitakami-sama
- Type Inherent
- Trait None
- Activation Auto
- Category Kitakami Kai
- Effect Treat the "Torpedo" capability of all of your Equipment Abilities as if it were 1 point greater.
- Ooi Kai
- Kuma-class Torpedo Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Romance
- ◯ Torpedoes
- ✕ Cruel
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Torpedo Tube [Torpedoes]
- Torpedo Tube [Romance]
- Emergency Evasion [Torpedoes]
- False Friendship [None]
- Inherent Ability
- False Friendship
- Type Inherent
- Trait None
- Activation Auto
- Category Ooi Kai
- Effect You may use this ability whenever you make an Action Check using a "Charm" or "Personality" Defect. Instead of rolling on the Accident Table, you may apply the result as if you rolled a 4.
- Kiso
- Kuma-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Bold
- ◯ Assault
- ✕ Graceful
- Specialties
- Deployment, Strategy, Offensive
- Abilities
- Medium-calibre Naval Gun [Assault]
- Torpedo Tube [Bold]
- Close Combat [Assault]
- Thrilling Victory [None]
- Inherent Ability
- Thrilling Victory
- Type Inherent
- Trait None
- Activation Sub
- Category Kiso
- Effect You may use this ability whenever you sink an enemy ship. For the rest of the battle, increase your Firepower Rating by 1 point.
- Nagara
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Invigorating
- ◯ Maneuvering
- ✕ Free
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Medium-calibre Naval Gun [Invigorating]
- Torpedo Tube [Maneuvering]
- Zig-zag Maneuver [Maneuvering]
- Sports Girl [None]
- Inherent Ability
- Sports Girl
- Type Inherent
- Trait None
- Activation Sub
- Category Nagara
- Effect You may use this ability whenever your Energy is reduced to 0. You take 1 hit, and recover 2D6 points of Energy.
- Isuzu
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Serious
- ◯ Anti-submarine
- ✕ Free
- Specialties
- Deployment, Strategy, Offensive
- Abilities
- Medium-calibre Naval Gun [Anti-submarine]
- Radar [None]
- Desperate Gambit [Reading]
- See Everything [Anti-submarine]
- Inherent Ability
- See Everything
- Type Inherent
- Trait Anti-submarine
- Activation Sub
- Category Isuzu
- Effect You may use this ability whenever you make an attack during battle. Choose an enemy ship at position 0 and make a check. If it is successful, move the target to the same position as you.
- Natori
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Night Fighting
- ◯ Free
- ✕ Flashy
- Specialties
- Deployment, Defensive, Utility
- Abilities
- Medium-calibre Naval Gun [Night Fighting]
- Reconnaissance Aircraft [None]
- Protective Fire [None]
- My Cure to Exit... [None]
- Inherent Ability
- My Cue to Exit...
- Type Inherent
- Trait None
- Activation Sub
- Category Natori
- Effect You may use this ability whenever you fail a check for an Event. Reduce your Energy by 6 points and choose another character appearing in the Scene. Remove yourself from the Scene, and the chosen character makes the Action Check for the Event instead. Apply the effects of Success or Failure normally.
- Yura
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Graceful
- ◯ Anti-submarine
- ✕ Communications
- Specialties
- Offensive, Defensive, Utility
- Abilities
- Medium-calibre Naval Gun [Graceful]
- Torpedo Tube [Anti-submarine]
- Rescue Operation [Gentle]
- Fire! [None]
- Inherent Ability
- Fire!
- Type Inherent
- Trait None
- Activation Sub
- Category Yura
- Effect You may use this ability whenever you deal 1 or more hits during battle. Choose a character with a Relationship Score towards you of 1 or greater. That character erases the check in your character's Support Box.
- Kinu
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Catchphrase
- ◯ Protocol
- ✕ Funny
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Medium-calibre Naval Gun [Catchphrase]
- Machine Gun [None]
- Supporting Fire [Idol]
- All You Can Do Is Practice! [None]
- Inherent Ability
- All You Can Do Is Practice!
- Type Inherent
- Trait None
- Activation Sub
- Category Kinu
- Effect You may use this ability during Training Scenes. When rolling on the Training Events Table, if you do not like the result, you may reduce your Energy by 2 points and re-roll.
- Abukuma
- Nagara-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 7
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Command
- ◯ Free
- ✕ Fashion
- Specialties
- Deployment, Strategy, Offensive
- Abilities
- Medium-calibre Naval Gun [Command]
- Machine Gun [None]
- Formation Change [Command]
- OK As Far As I'm Concerned [None]
- Inherent Ability
- OK As Far As I'm Concerned
- Type Inherent
- Trait None
- Activation Sub
- Category Abukuma
- Effect You may use this ability whenever another character makes an Action Check using a Defect. Reduce your Energy by 1D6 points. They may use a Defect without having to roll on the Accident Table.
- Jintsuu
- Sendai-class Light Cruiser
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 0
- Armor 8
- Equipment 2
- Energy 14
- Starting Traits
- ◯ Fame
- ◯ Polite
- ✕ Free
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Medium-calibre Naval Gun [Polite]
- Searchlight [None]
- Protective Fire [None]
- Shock Troop Commander [None]
- Inherent Ability
- Shock Troop Commander
- Type Inherent
- Trait None
- Activation Auto
- Category Jintsuu
- Effect During battle, whenever you are are in the highest position out of all of the allied ships, increase your Firepower Rating by 1 (this does not apply when other allied ships are in the same position as you).
- Yahagi
- Agano-class Light Cruiser
- Combat Ratings
- Accuracy 1
- Firepower 1
- Evasion 1
- Armor 7
- Equipment 2
- Energy 13
- Starting Traits
- ◯ Dark Past
- ◯ Brave
- ✕ Free
- Specialties
- Offensive, Defensive, Utility
- Abilities
- 15.2cm Twin Gun Mount [Brave]
- 8cm Twin High-angle Gun Mount [Dark Past]
- Escort Vessel [Brave]
- Unbreakable [None]
- Inherent Ability
- Unbreakable
- Type Inherent
- Trait None
- Activation Auto
- Category Yahagi
- Effect Even if you take enough hits to sink, you do not become inoperable for the rest of the Scene or battle. Reduce your Energy by 1D6 points each time you make an Action Check and for each additional hit you receive.
- Mutsuki
- Mutsuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 6
- Equipment 2
- Energy 18
- Starting Traits
- ◯ Energetic
- ◯ Free
- ✕ Free
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Small-calibre Naval Gun [Energetic]
- Machine Gun [None]
- Volley Fire [Energetic]
- You Can Praise Me! [None]
- Inherent Ability
- You Can Praise Me!
- Type Inherent
- Trait None
- Activation Auto
- Category Mutsuki
- Effect Whenever someone uses Support to boost an Action Check that you make, treat their Relationship Score towards you as if it were 1 point greater.
- Kisaragi
- Mutsuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 1
- Armor 6
- Equipment 2
- Energy 18
- Starting Traits
- ◯ Lewd
- ◯ Romance
- ✕ Anti-Aircraft
- Specialties
- Deployment, Strategy, Defensive
- Abilities
- Small-calibre Naval Gun [Romance]
- Torpedo Tube [Lewd]
- Heading Change [Command]
- Shining Skin [None]
- Inherent Ability
- Shining Skin
- Type Inherent
- Trait None
- Activation Sub
- Category Kisaragi
- Effect You may use this ability whenever you receive a hit and take Medium or Heavy Damage. Choose a character that has a Relationship Score towards you of 1 or greater. That character removes the check from your character's Support Box.
- Shirayuki
- Fubuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Serious
- ◯ Polite
- ✕ Free
- Specialties
- Deployment, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Serious]
- Torpedo Tube [Polite]
- Protective Fire [None]
- Let's Do Our Best [None]
- Inherent Ability
- Let's Do Our Best
- Type Inherent
- Trait None
- Activation Sub
- Category Shirayuki
- Effect You may use this ability whenever another character makes an Action Check. Reduce your Energy by 3 points and increase the result of that check by 1.
- Hatsuyuki
- Fubuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Standby
- ◯ Free
- ✕ Energetic
- Specialties
- Strategy, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Standby]
- Torpedo Tube [Energetic]
- Blockade [Conversation]
- I'm Staying Inside [None]
- Inherent Ability
- I'm Staying Inside
- Type Inherent
- Trait None
- Activation Sub
- Category Hatsuyuki
- Effect You may use this ability whenever you do not appear in a Scene during the Naval Base Phase. At the end of that Scene, recover 1D6 points of Energy.
- Miyuki
- Fubuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Invigorating
- ◯ Energetic
- ✕ Free
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Small-calibre Naval Gun [Invigorating]
- Torpedo Tube [Energetic]
- Concentrated Fire [Serious]
- Miyuki Special [None]
- Inherent Ability
- Miyuki Special
- Type Inherent
- Trait None
- Activation Sub
- Category Miyuki
- Effect You may use this ability whenever you get a Special on a Firing Check or torpedo attack check. Calculate the damage as if the target's Armor Rating were halved (round down).
- Isonami
- Fubuki-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Protocol
- ◯ Free
- ✕ Flashy
- Specialties
- Deployment, Strategy, Defensive
- Abilities
- Small-calibre Naval Gun [Protocol]
- Torpedo Tube [Flashy]
- Guidance [Protocol]
- Patrol Action [None]
- Inherent Ability
- Patrol Action
- Type Inherent
- Trait None
- Activation Sub
- Category Isonami
- Effect You may use this ability at the start of a Scene during the Naval Base Phase. Reduce your Energy by 2 points and look at the top Event Card. You may choose to place that card on either the top or the bottom of the stack.
- Ayanami
- Ayanami-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Gentle
- ◯ Free
- ✕ Standby
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Small-calibre Naval Gun [Gentle]
- Torpedo Tube [Standby]
- Decisive Battle [None]
- Demon God [None]
- Inherent Ability
- Demon God
- Type Inherent
- Trait None
- Activation Auto
- Category Ayanami
- Effect You may use this ability whenever you sink an enemy ship. For the rest of the battle, reduce the Armor Rating of all enemy ships by 1 point (this effect is not cumulative).
- Shikinami
- Ayanami-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Cruel
- ◯ Navigation
- ✕ Free
- Specialties
- Deployment, Strategy, Offensive
- Abilities
- Small-calibre Naval Gun [Navigation]
- Torpedo Tube [Cruel]
- Pursuit [Cruel]
- Not Bad, Right? [None]
- Inherent Ability
- Not Bad, Right?
- Type Inherent
- Trait None
- Activation Sub
- Category Shikinami
- Effect You may use this ability whenever you make an Action Check. Instead of rolling 2D6, roll 4D6, and remove the dice with the highest and lowest numbers. Use the total of the remaining two dice as the result of the check.
- Oboro
- Ayanami-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Brave
- ◯ Animals
- ✕ Free
- Specialties
- Offensive, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Brave]
- Torpedo Tube [Animals]
- Escort Vessel [Brave]
- Crabs and Starfish [None]
- Inherent Ability
- Crabs And Starfish
- Type Inherent
- Trait None
- Activation Sub
- Category Oboro
- Effect You may use this ability whenever you make a check, roll on a table, or roll dice. For each 2 or 5 on the dice face, you receive one Supply of your choice.
- Akebono
- Ayanami-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Cruel
- ◯ Free
- ✕ Dark Past
- Specialties
- Deployment, Offensive, Defensive
- Abilities
- Small-calibre Naval Gun [Cruel]
- Torpedo Tube [Dark Past]
- High-speed Maneuverability [Free-spirited]
- Shitty Admiral! [None]
- Inherent Ability
- Shitty Admiral!
- Type Inherent
- Trait None
- Activation Sub
- Category Akebono
- Effect You may use this ability whenever the Admiral rolls dice. Reduce your Energy by 1D6 points, and make the Admiral re-roll.
- Ushio
- Ayanami-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Figure
- ◯ Gentle
- ✕ Free
- Specialties
- Strategy, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Figure]
- Torpedo Tube [Gentle]
- Rescue Operation [Gentle]
- Concealing Outfit [None]
- Inherent Ability
- Concealing Outfit
- Type Inherent
- Trait None
- Activation Sub
- Category Ushio
- Effect You may use this ability whenever you receive a hit and take Medium or Heavy Damage. Choose a Trait at random from the "Charm" category. If it is within 5 spaces of a Trait that you possess, you may gain it as a Merit.
- Shiratsuyu
- Shiratsuyu-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Catchphrase
- ◯ Entertainment
- ✕ Competitive
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Small-calibre Naval Gun [Catchphrase]
- Torpedo Tube [Entertainment]
- Desperate Gambit [Entertainment]
- Number One! [None]
- Inherent Ability
- Number One!
- Type Inherent
- Trait None
- Activation Sub
- Category Shiratsuyu
- Effect You may use this ability at the start of the first Shelling Phase. Reduce your Energy by 1D6 points. You may make the first attack, regardless of range or position.
- Shigure
- Shiratsuyu-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Lucky
- ◯ Invigorating
- ✕ Dark Past
- Specialties
- Deployment, Strategy, Defensive
- Abilities
- Small-calibre Naval Gun [Invigorating]
- Torpedo Tube [Lucky]
- Substitution [Lucky]
- Rain Shower [None]
- Inherent Ability
- Rain Shower
- Type Inherent
- Trait None
- Activation Sub
- Category Shigure
- Effect You may use this ability whenever someone fails a check. That character increases the result of their next check by 1.
- Murasame
- Shiratsuyu-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Idol
- ◯ Imagination
- ✕ Serious
- Specialties
- Deployment, Strategy, Utility
- Abilities
- Small-calibre Naval Gun [Idol]
- Torpedo Tube [Imagination]
- Full Steam Ahead [Foolish]
- Pretty Good [None]
- Inherent Ability
- Pretty Good
- Type Inherent
- Trait None
- Activation Sub
- Category Murasame
- Effect You may use this ability whenever you use Discovery. Instead of choosing a Trait, choose a category and randomly determine a Trait from that category. Instead of spending 1D6 points of Energy, spend 3 points of Energy, and gain the Trait as a Merit.
- Yuudachi
- Shiratsuyu-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Catchphrase
- ◯ Shelling
- ✕ Competitive
- Specialties
- Offensive, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Shelling]
- Torpedo Tube [Competitive]
- Volley Fire [Shelling]
- Nightmare of Solomon [None]
- Inherent Ability
- Nightmare of Solomon
- Type Inherent
- Trait None
- Activation Auto
- Category Yuudachi
- Effect You score a Special on Firing Checks on a result of 11 or great. During the Night Battle Phase, you score a Special on Firing Checks on a result of 9 or greater.
- Suzukaze
- Shiratsuyu-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Invigorating
- ◯ Free
- ✕ Lived Abroad
- Specialties
- Offensive, Defensive, Sea Control
- Abilities
- Small-calibre Naval Gun [Invigorating]
- Torpedo Tube [Lived Abroad]
- Protective Fire [None]
- Understood! [None]
- Inherent Ability
- Understood!
- Type Inherent
- Trait None
- Activation Sub
- Category Suzukaze
- Effect You may use this ability whenever another character uses Support to aid you. The character using Support recovers 2 points of Energy.
- Arare
- Asashio-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Catchphrase
- ◯ Imagination
- ✕ Free
- Specialties
- Offensive, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Imagination]
- Torpedo Tube [Catchphrase]
- Emergency Evasion [Imagination]
- 'ncha... [None]
- Inherent Ability
- 'ncha...
- Type Inherent
- Trait None
- Activation Auto
- Category Arare
- Effect Whenever you use Discovery, if your Energy is reduced by an even number of points, if there are no other allied ships that possess that Trait, you gain the Trait as a Merit.
- Kasumi
- Asashio-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Dark Past
- ◯ Free
- ✕ Gentle
- Specialties
- Offensive, Defensive, Utility
- Abilities
- Small-calibre Naval Gun [Dark Past]
- Torpedo Tube [Gentle]
- Close Combat [Old-fashioned]
- How Pathetic! [None]
- Inherent Ability
- How Pathetic!
- Type Inherent
- Trait None
- Activation Sub
- Category Kasumi
- Effect You may use this ability whenever you inflict a hit on an enemy ship. Choose one enemy ship that you inflicted a hit upon and an Equipment Ability possessed by that ship. Reduce your Energy by 1D6 points, and for the rest of the battle that Equipment Ability is unusable. This effect is not cumulative.
- Kagerou
- Kagerou-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Reading
- ◯ Command
- ✕ Competitive
- Specialties
- Deployment, Offensive, Utility
- Abilities
- Small-calibre Naval Gun [Command]
- Torpedo Tube [Reading]
- Desperate Gambit [Reading]
- We Finally Meet! [None]
- Inherent Ability
- We Finally Meet!
- Type Inherent
- Trait None
- Activation Sub
- Category Kagerou
- Effect You may use this ability during the Introduction Phase when determining starting Relationship Scores. Choose one additional character and increase your Relationship Score towards that character by 1 point (you may choose the same character twice).
- Shiranui
- Kagerou-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Old-fashioned
- ◯ Cool
- ✕ Free
- Specialties
- Strategy, Offensive, Defensive
- Abilities
- Small-calibre Naval Gun [Old-fashioned]
- Torpedo Tube [Cool]
- Blockade [Patient]
- Even Shiranui Makes Mistakes? [None]
- Inherent Ability
- Even Shiranui Makes Mistakes?
- Type Inherent
- Trait None
- Activation Auto
- Category Shiranui
- Effect Whenever you re-roll a check, increase the result by 1.
- Kuroshio
- Kagerou-class Destroyer
- Combat Ratings
- Accuracy 2
- Firepower 0
- Evasion 2
- Armor 6
- Equipment 2
- Energy 17
- Starting Traits
- ◯ Smile
- ◯ Conversation
- ✕ Free
- Specialties
- Deployment, Strategy, Defensive
- Abilities
- Small-calibre Naval Gun [Smile]
- Torpedo Tube [Conversation]
- Pursuit [Smile]
- Surprise [None]
- Inherent Ability
- Surprise
- Type Inherent
- Trait None
- Activation Sub
- Category Kuroshio
- Effect You may use this ability when determining the Cruising Formation before the positions are revealed. Choose a single enemy ship. If you and the chosen ship are in the same position, you may deal 1 hit to it. If you and the chosen ship are in different positions, you may change your position to that of the chosen ship.
- I-19
- B1 Type Submarine
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 1
- Armor 5
- Equipment 1
- Energy 17
- Starting Traits
- ◯ Sleeping
- ◯ Torpedoes
- ✕ Free
- Specialties
- Defensive, Sea Control
- Abilities
- Torpedo Tube [Torpedoes]
- Ocean Sniper [None]
- Sniper Spirit [None]
- Inherent Ability
- Sniper Spirit
- Type Inherent
- Trait None
- Activation Sub
- Category I-19
- Effect You may use this ability whenever you deal damage to an enemy ship. Even if the amount of damage is less than the target's Armor Rating, you still inflict 1 hit on the target.
- I-168
- KD6 Type Submarine
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 1
- Armor 5
- Equipment 1
- Energy 17
- Starting Traits
- ◯ Bold
- ◯ Free
- ✕ Standby
- Specialties
- Strategy, Sea Control
- Abilities
- Torpedo Tube [Bold]
- Change of Battlefield [Bold]
- Big Catch, Big Catch! [None]
- Inherent Ability
- Big Catch, Big Catch!
- Type Inherent
- Trait None
- Activation Sub
- Category I-168
- Effect You may use this ability whenever an allied ship receives Supplies. Choose one of the received types of Supplies, and receive 1 additional Supply of that type.
- I-58
- B3 Type Submarine
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 1
- Armor 5
- Equipment 1
- Energy 17
- Starting Traits
- ◯ Catchphrase
- ◯ Fashion
- ✕ Free
- Specialties
- Offensive, Sea Control
- Abilities
- Torpedo Tube [Catchphrase]
- Sound of the Ocean [None]
- Admiral's Favorite Swimsuit [None]
- Inherent Ability
- Admiral's Favorite Swimsuit
- Type Inherent
- Trait None
- Activation Auto
- Category I-58
- Effect Whenever you take damage, you cannot take 4 or more hits at one time (if the amount of damage is greater than 4 times your Armor Rating, you only suffer 3 hits instead).
- I-8
- Type J1 Submarine
- Combat Ratings
- Accuracy 0
- Firepower 0
- Evasion 1
- Armor 6
- Equipment 1
- Energy 17
- Starting Traits
- ◯ Lived Abroad
- ◯ Reading
- ✕ Free
- Specialties
- Defensive, Sea Control
- Abilities
- Torpedo Tube [Lived Abroad]
- Adversity [None]
- Long-distance Ocean Voyage [None]
- Inherent Ability
- Long-distance Ocean Voyage
- Type Inherent
- Trait None
- Activation Sub
- Category I-8
- Effect You may use this ability during Expedition Scenes. When rolling on the Expedition Events Table, if you do not like the result, you may reduce your Energy by 2 points and re-roll.
- New Rules
- Submersion
- Submarines and Aircraft Carrying Submarines may submerge during battle. In order to submerge, when determining the Cruising Formation, the player or admiral controlling the shipgirl does not hide a die with their hand. When all of the dice are revealed, if there is no die for that character, the shipgirl dives and is considered submerged.
- Remove a submerged character's marker from the Fleet Sheet. Treat a submerged character as if she were in position 0 on the sheet.
- A submerged character cannot make attacks duing the Shelling Phase, but may make torpedo attacks.
- A submerged character may make attacks during the Night Battle Phase. During the Night Battle Phase, a submerged character may choose to attack any ship, regardless of her position in the formation.
- Attacks Against Submerged Characters
- A submerged character may not be chosen as a target during the Aerial Combat Phase, Opening Torpedo Phase, or the Torpedo Phase. Certain classes of ships may choose to target submerged characters during the Shelling Phase (including during the Night Battle Phase).
- Destroyer, Light Cruiser, Torpedo Cruiser, Light Carrier, Aviation Cruiser, Aviation Battleship, and Seaplane Tender characters may choose to target a submerged character. They may target a single submerged character irrespective of their position in the formation. However, you may not use Sustained Fire against a submerged target.
- When an Aviation Cruiser, Aviation Battleship, or Seaplane Tender makes a successful attack against a submerged character, the combined Firepower is not calculated in the usual manner. Regardless of which Equipment Ability was used to make the attack, instead treat the combined Firepower of the attack as if it were equal to the total of all "Anti-submarine" scores of your Equipment Abilities. This number is not modified by your Firepower Combat Rating. If the result of the Firing Check was a Special, add 2 to the total Firepower of the attack as usual.
- Aerial Combat Phase and Torpedo Phase
- A submerged character may make attacks during the during the Aerial Combat Phase and Torpedo Phase.
- Surfacing
- A submerged character may surface when determining the Cruising Formation. Determing the position using a six-sided die as usual, and the character is considered to have surfaced.
- Surfaced Submarines and Aircraft Carrying Submarines
- During battle, treat a surfaced character as if it were the same as any other class of ship.
- Opening Torpedo Phase
- The Opening Torpedo Phase is a new combat phase that takes place between the Aerial Combat Phase and the Shelling Phase.
- Only characters with the "Ocean Sniper" ability or the "Opening Torpedo" equipment capability may make opening torpedo attacks. If there are multiple characters that may make opening torpedo attacks, resolve them in the order of the Cruising Formation.
- When making an opening torpedo attack, choose one target for each equipment ability you have with the "Torpedo" capability and make a check using the Torpedoes trait.
- If the check is successful, deal an amount of D6 worth of damage to the target equal to the "Torpedo" rating of the ability used.
- Development Recipes
- Artillery Development Table - 4D6 (Fuel: 3, Gunpowder: 6, Steel: 6, Bauxite: 3)
- 4 Failure! You receive no equipment ability, but the materials spent are still lost.
- 5 Failure! You receive no equipment ability, but the materials spent are still lost.
- 6 Type 3 Shell
- 7 25mm Twin Autocannon
- 8 41cm Twin Gun Mount
- 9 8cm Twin High-angle Gun Mount
- 10 15.2cm Twin Gun Mount
- 11 Torpedo Tube
- 12 Machine Gun
- 13 Small-caliber Naval Gun
- 14 Medium-caliber Naval Gun
- 15 Small-caliber Naval Gun
- 16 Medium-caliber Naval Gun
- 17 10cm Twin High-angle Gun Mount
- 18 20.3cm Twin Gun Mount
- 19 61cm Quad O2 Torpedo Tube
- 20 46cm Triple Gun Mount
- 21 15.5cm Triple Gun Mount (Secondary)
- 22 61cm Quint O2 Torpedo Tube
- 23 53cm Hull-mount O2 Torpedo Tube
- 24 Type 91 Armor-piercing Shell
- Aircraft Development Table - 4D6 (Fuel: 3, Gunpowder: 6, Steel: 3, Bauxite: 6)
- 4 Failure! You receive no equipment ability, but the materials spent are still lost.
- 5 Failure! You receive no equipment ability, but the materials spent are still lost.
- 6 Failure! You receive no equipment ability, but the materials spent are still lost.
- 7 Failure! You receive no equipment ability, but the materials spent are still lost.
- 8 Failure! You receive no equipment ability, but the materials spent are still lost.
- 9 Ju87C Kai
- 10 Ryuusei
- 11 Shiden Kai 2
- 12 Type 52 Zero Fighter
- 13 Carrier-based Fighter
- 14 Reconnaissance Aircraft
- 15 Carrier-based Bomber
- 16 Carrier-based Torpedo Bomber
- 17 Saiun
- 18 Suisei
- 19 Tenzan
- 20 Zuiun
- 21 Suisei Model 12A
- 22 Ryuusei Kai
- 23 Reppuu
- 24 Type 0 Recon Seaplane
- Special Development Table - 2D6 (Fuel: 6, Gunpowder: 3, Steel: 6, Bauxite: 3)
- 2 Failure! You receive no equipment ability, but the materials spent are still lost.
- 3 Failure! You receive no equipment ability, but the materials spent are still lost.
- 4 Failure! You receive no equipment ability, but the materials spent are still lost.
- 5 Failure! You receive no equipment ability, but the materials spent are still lost.
- 6 Searchlight
- 7 Radar
- 8 Improved Steam Turbine
- 9 Type 94 Depth Charge
- 10 Type A Kou-hyouteki
- 11 Type 33 Surface Radar
- 12 Anti-torpedo Bulge (Medium)
- New Equipment Capabilities
- Opening Torpedo
- Auto
- Allows opening torpedo attacks.
- Accuracy
- Auto
- Added the Accuracy Rating as a modifier to Firing Checks.
- Anti-submarine
- Auto
- Added to the combined Firepower when making attacks against submerged characters.
- Armor-piercing
- Auto
- When making a Firing Check with a "Main Gun" type equipment ability, a result of 11 or higher will result in a Special. In addition, when dealing damage using a "Main Gun" type equipment ability, treat the target's Armor rating as if it were reduced by an amount equal to the Armor-piercing rating when calculating the number of hits taken.
- Armor
- Auto
- Increase your Armor Rating by an amount equal to the Capability rating, and reduce your Evasion by the same amount.
- Illumination
- Sub
- You may use this ability during the Night Battle Phase. Increase the result of all allied characters' Firing Checks by 1. If you do, all enemy ships may choose to target the ship using Illumination, regardless of their position.
- Equipment Abilities
- 15.5cm Triple Gun Mount (Secondary)
- Type Secondary Gun
- Range Medium
- Accuracy 1
- Firepower 2
- Class CL, CLT, CA, CAV, CVL, CV, AV, BB, BBV
- Capability -
- Ju87C Kai
- Type Aircraft
- Range Short
- Accuracy 0
- Firepower 5
- Class CVL, CV
- Capability Aerial Attack 3
- Suisei Model 12A
- Type Aircraft
- Range Short
- Accuracy 0
- Firepower 5
- Class CVL, CV
- Capability Aerial Attack 4
- Ryuusei
- Type Aircraft
- Range Short
- Accuracy 0
- Firepower 4
- Class CVL, CV
- Capability Aerial Attack 4
- Ryuusei Kai
- Type Aircraft
- Range Short
- Accuracy 1
- Firepower 4
- Class CVL, CV
- Capability Aerial Attack 5
- Shiden Kai 2
- Type Aircraft
- Range -
- Accuracy -
- Firepower -
- Class CVL, CV
- Capability Extended AA 4
- Reppuu
- Type Aircraft
- Range -
- Accuracy -
- Firepower -
- Class CVL, CV
- Capability Extended AA 5
- Zuiun
- Type Aircraft
- Range -
- Accuracy -
- Firepower -
- Class CAV, AV, BBV, SSV
- Capability Aerial Attack 2, Reconnaissance 8, Anti-submarine 2
- Type 0 Recon Seaplane
- Type Aircraft
- Range -
- Accuracy -
- Firepower -
- Class CL, CA, CAV, AV, BB, BBV, SSV
- Capability Reconnaissance 12, Anti-submarine 2
- 61cm Quint O2 Torpedo Tube
- Type Torpedo
- Range Short
- Accuracy 1
- Firepower 3
- Class DD, CL, CLT, CA, CAV, SS, SSV
- Capability Torpedo 4
- 53cm Hull-mount O2 Torpedo Tube
- Type Torpedo
- Range Short
- Accuracy 1
- Firepower 4
- Class DD, CL, CLT, CA, CAV, SS, SSV
- Capability Torpedo 5
- Type A Kou-hyouteki
- Type Torpedo
- Range Short
- Accuracy 0
- Firepower 2
- Class CLT, AV, SS, SSV
- Capability Torpedo 4, Opening Torpedo
- Type 33 Surface Radar
- Type Radar
- Range -
- Accuracy -
- Firepower -
- Class DD, CL, CA, CVL, CV, AV, BB, BBV
- Capability Reconnaissance -, Accuracy 1, Stabilization
- Type 94 Depth Charge
- Type Depth Charge
- Range -
- Accuracy -
- Firepower -
- Class DD, CL, CLT, AV
- Capability Anti-submarine 1
- Type 3 Shell
- Type Anti-aircraft Shell
- Range -
- Accuracy -
- Firepower -
- Class CA, BB, BBV
- Capability Extended AA 2
- Type 91 Armor-piercing Shell
- Type Anti-ship Shell
- Range -
- Accuracy -
- Firepower -
- Class BB*, BBV *-not available to Kongou-class
- Capability Armor-piercing 1
- Searchlight
- Type Searchlight
- Range -
- Accuracy -
- Firepower -
- Class DD, CL, CLT, CA, CAV, AV, BB* *-Kongou-class only
- Capability Illumination
- Anti-torpedo Bulge (Medium)
- Type Armor Plating
- Range -
- Accuracy -
- Firepower -
- Class CA, CAV, CVL, AV
- Capability Armor 1
- Combat Abilities
- Deployment Abilities
- Zig-zag Maneuver
- Category Deployment
- Activation Sub
- Traits Maneuvering, Figure
- You may use this ability at the beginning of the round. If the check is successful, for the rest of the round, reduce all damage you take by 2 points.
- Full Steam Ahead
- Category Deployment
- Activation Sub
- Traits Foolish, Food
- You may use this ability at the beginning of the round. Spend 2 points of Energy and make a check. If it is successful, for the rest of the round, during the Aerial Combat Phase, Shelling Phase, and Torpedo Phase, treat your position in the formation as if it were 2 higher when determining the order in which you act.
- Phantom Ship
- Category Deployment
- Activation Sub
- Traits None
- You may use this ability after everybody has revealed their position in the formation. Roll 1D6. Reduce your Energy by that many points, and change your position to the number rolled.
- Strategy Abilities
- Tactical Retreat
- Category Strategy
- Activation Sub
- Traits Dark Past, Withdrawal
- You may use this ability whenever an allied ship takes damage. Make a check. If it is successful, prevent that damage and end the current battle. Treat the battle as a loss.
- Blockade
- Category Strategy
- Activation Sub
- Traits Patient, Conversation
- You may use this ability at the beginning of the Crusing Formation step of battle. If the check is successful, choose a number between 1 and 6. No character may choose that position in the formation. This effect is not cumulative.
- Heading Change
- Category Strategy
- Activation Sub
- Traits Communications, Command
- You may use this ability at the end of the round. If the check is successful, increase or decrease the position of all allied ships by 1 (a ship's position cannot become 7 or 0).
- Air Superiority Abilities
- Recon Spotter
- Category Air Superiority
- Activation Sub
- Traits None
- You may use this ability whenever you you succeed at using the Reconnaissance equipment capability. For the rest of the battle, increase the combined Firepower of all attacks against the targeted ship made by allied ships by 1.
- Recon in Force
- Category Air Superiority
- Activation Sub
- Traits None
- You may use this ability whenever you succeed at using the Reconnaissance equipment capability. For the rest of the battle, add a +1 modifier to all Firing Checks made against the targeted ship by allied ships.
- Aerial Barrage
- Category Air Superiority
- Activation Sub
- Traits None
- You may use each Equipment Ability's "Anti-aircraft" and "Extended AA" equipment capabilities twice in a single round.
- Offensive Abilities
- Decisive Battle
- Category Offensive
- Activation Auto
- Traits None
- During the Decisive Battle Phase, increase your Firepower rating by 1.
- Close Combat
- Category Offensive
- Activation Move
- Traits Old-fashioned, Assault
- You may use this ability during the Short Range Shelling Phase. Choose a single enemy ship in the same position as you. If the check is successful, the chosen ship takes 1D6 / 3 hits (round down). If the check fails, you suffer 1 hit.
- Desperate Gambit
- Category Offensive
- Activation Sub
- Traits Reading, Entertainment
- You may use this ability when choosing the target of an attack with a "Main Gun" equipment ability. If the check is successful, you may choose to target an enemy ship in any position that contains no allied ships.
- Defensive Abilities
- Emergency Evasion
- Category Defensive
- Activation Sub
- Traits Imagination, Torpedoes
- You may use this ability whenever you take damage from a torpedo attack. If the check is successful, prevent that damage. Reduce the result of the check by an amount equal to the attacker's "Torpedo" rating.
- Counter Attack
- Category Defensive
- Activation Sub
- Traits Graceful, Anti-aircraft
- You may use this ability whenever you take damage from an attack. If the check is successful, deal (Total Firepower Rating of all equipped "Secondary Gun" Equipment Abilities + 1)D6 points of damage to the character that attacked you.
- Protective Fire
- Category Defensive
- Activation Sub
- Traits None
- You may use this ability whenever someone else makes an Evasion Check. Reduce your Energy by 1, and increase the result of that Evasion Check by 1.
- Utility Abilities
- Supporting Fire
- Category Utility
- Activation Sub
- Traits Connections, Idol
- You may use this ability when the Aerial Attack Phase ends. Choose one NPC that has a Relationship Score towards you of 1 or greater and one enemy ship. If the check is successful, deal [NPC's Relationship Score Towards You + 1]D6 points of damage to the target.
- Vigor
- Category Utility
- Activation Sub
- Traits None
- You may use this ability whenever you use Sustained Fire and deal damage to the target. Recover a number of points of Energy equal to the number of Firing Checks you made.
- Preparedness
- Category Utility
- Activation Move
- Traits Invigorating, Standby
- Choose one equipped Equipment Ability or one Item you are holding, and one allied ship. If the check is successful, transfer that Equipment Ability or Item to the target (you cannot transfer an Equipment Ability to a ship that is unable to equip it or an Item to a ship that is unable to hold it). If transferring an Equipment Ability, the target chooses a new Trait for that ability.
- Sea Control Abilities
- Sound of the Ocean
- Category Sea Control
- Activation Move
- Traits None
- You may use this ability during the Short Range Shelling Phase while you are submerged. Reduce your Energy by 1D6 points. You may make an attack against a single submerged enemy ship.
- Distraction Tactics
- Category Sea Control
- Activation Sub
- Traits Cruel, Support
- You may use this ability whenever an enemy ship uses a Check Handicap. Reduce your Energy by 1D6 points and make a check. If it is successful, the Check Handicap has no effect.
- Ocean Sniper
- Category Sea Control
- Activation Auto
- Traits None
- You may make opening torpedo attacks.
- General Abilities
- Training Ship
- Category General
- Activation Sub
- Traits Considerate, Romance
- You may use this ability whenever you wish. Choose 1 PC other than yourself. Reduce your Energy by 1D6 points and make a check. If it is successful, remove one of the target's Traits and replace it with any Trait that is located within 1 space of it (ignore gaps). If you reduced your Energy by an odd number of points, the new Trait is a Merit. If you reduced your Energy by an even number of points, the new Trait is a Defect.
- Apply Yourself
- Category General
- Activation Auto
- Traits None
- Fill in any 5 gaps on your Trait table (they do not have to be adjacent to each other).
- Combined Attack
- Category General
- Activation Sub
- Traits Variable
- You may not use this ability when you are Fatigued, and you become Fatigued when you use it. You may use this ability whenever you use Support to increase damage. Choose one of your Equipment Abilities and make a check using that Ability's designated Trait. If it is successful, increase the damage by [Equipment Ability's Firepower Modifer]D6 points. If the check fails, reduce the damage to 0.
- Furniture
- Whenever you increase the Naval Base Level, you can receive a Furniture Coin. Keep track of the number of Furniture Coins using the Naval Base Record Sheet.
- The players can spend Furniture Coins to purchase Furniture for the Naval Base.
- Furniture may be purchased during the End Phase of the game. By spending a number of Furniture Coins equal to the Furniture's price, you may add that piece of Furniture to the Naval Base Record Sheet.
- You cannot purchase more than one of the same piece of Furniture.
- Once you have purchased a piece of Furniture, you may use it during sessions that take place at that Naval Base.
- Using Furniture
- Furniture may be used as an Auxiliar Action during the Scenes in the Naval Base Phase.
- Furniture may be used by the Scene Player during Everyday Scenes, Social Scenes, and Recreation Scenes.
- In order to use Furniture, first choose from the Naval Base Record Sheet the piece of Furniture that you wish to use. Then, place a check mark in the box next to that piece of Furniture. Spend the Cost listed for the piece of Furniture, and then resolve its effect.
- If you are unable to pay the listed Cost, you may not use the Furniture. You also may not use a piece of Furniture whose box hsa already been checked.
- Any checked boxes are reset during the End Phase at the same time as other stats are reset.
- Elegant Shelf
- Price 1
- Cost None
- Make Reading check. If it is successful, choose one unused Keyword from an Event Card that was used this cycle. For the rest of the session, you may add a +1 modifier to one check related to that Keyword. If the check fails, roll once on the Accident Table.
- Kotatsu
- Price 1
- Cost 1D6 Energy
- Make a Conversation check. If it is successful, randomly choose one PC appearing in the scene and increase your Relationship Score towards that character by 1 point. If the check fails, each PC with a Relationship Score towards you of 1 or greater places a check in your character's Support Box and randomly changes their Relationship type towards you (it must be a negative one).
- Dining Room Set
- Price 1
- Cost [Number of Ships] x 2 Gunpowder
- Make a Food check. If it is successful, each PC appearing in the scene recovers 1D6 points of Energy. If the check fails, each PC appearing in the scene loses 1 point of Energy.
- Expensive Sewing Machine
- Price 2
- Cost 4 Steel
- Make a Fashion check. If it is successful, you receive one Memento. This item cannot be used by you. It takes the shape of some sort of costume. If the check fails, you lose 1D6 points of Energy.
- Flight Deck
- Price 2
- Cost 3 Bauxite
- Make an Airstrike check. If it is successful, each PC appearing in the scene may re-roll a target during the Aerial Combat Phase one time. If the check fails, each PC appearing in the scene loses 1 point of Energy.
- Kongou's Tea Set
- Price 3
- Cost 4 Fuel
- Make a Shopping check. If it is successful, you receive 1 Sweet Bean Paste. If the check fails, you lose 1 point of Energy.
- The Abyssal Fleet
- Recovering Hits and Energy
- If the PCs encounter the same Abyssal Fleet more than once in a single session, the remaining Abyssal ships may have recovered from the hits they took, or the Energy that they spent.
- Any Abyssal ship that was not sunk recovers 1 hit and 3 points of Energy at the beginning of each cycle.
- Special Handicaps and Repulse Checks
- When Abyssal ships appears outside of Sortie Events, they may use the Firing Handicap rules against checks made by the PCs. This is called a Special Handicap.
- Any PC appearing in the scene may spend 3 points of Energy and make a check using a randomly determined Trait from the Warfare category. This is called a Repulse Check. Making a Repulse Check is an auxiliary action. A PC may only make one Repulse Check per scene.
- If the Repulse Check is successful, you may force the Abyssal ship to retreat from the scene.
- Abyssal Ship Classes
- Abyssal ships have the following special capabilities based on their class.
- Submarine
- Abyssal submarines may submerge and surface like shipgirl submarines. Elite and Flagship class Abyssal submarines may make opening torpedo attacks.
- Transport
- Abyssal transports that are not at Heavy Damage may recover another unsunk allied ship's hits and Energy at the end of each round.
- Regular transports recover 1 hit and 3 points of Energy, Elite transports recover 2 hits and 6 points of Energy, and Flagship class transports recover all hits and all Energy.
- Float
- Abyssal floats may change their position by 1 in either direction at the end of each round.
- Flagship
- If the Admiral wishes, Abyssal flagships may be given one Combat Ability.
- Wa-class Transport
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 6
- Energy 20
- Abilities
- 5 Inch Single Gun Mount
- Type Main Gun
- Range Short
- Firepower 2
- Trait [9]
- Ka-class Submarine
- Accuracy 0
- Firepower 0
- Evasion 0
- Armor 5
- Energy 10
- Abilities
- 21 Inch Torpedo Tube (Early Model)
- Type Torpedo
- Range Short
- Firepower 2
- Capability Torpedo 2
- Trait [8]
- 21 Inch Torpedo Tube (Early Model)
- Type Torpedo
- Range Short
- Firepower 2
- Capability Torpedo 2
- Trait [2]
- Yo-class Submarine
- Accuracy 0
- Firepower 1
- Evasion 0
- Armor 6
- Energy 12
- Abilities
- 21 Inch Torpedo Tube (Late Model)
- Type Torpedo
- Range Short
- Firepower 2
- Capability Torpedo 3
- Trait [6]
- 21 Inch Torpedo Tube (Late Model)
- Type Torpedo
- Range Short
- Firepower 2
- Capability Torpedo 3
- Trait [12]
- Ta-class Battleship
- Accuracy 2
- Firepower 3
- Evasion 1
- Armor 15
- Energy 23
- Abilities
- 16 Inch Twin Gun Mount
- Type Main Gun
- Range Long
- Firepower 2
- Trait [3]
- 16 Inch Twin Gun Mount
- Type Main Gun
- Range Long
- Firepower 2
- Trait [7]
- 12.5 Inch Secondary Gun
- Type Secondary Gun
- Range Long
- Firepower 2
- Trait [11]
- Floating Fortress (Float)
- Accuracy 0
- Firepower 3
- Evasion 3
- Armor 8
- Energy 25
- Abilities
- 8 Inch Triple Gun Mount
- Type Main Gun
- Range Medium
- Firepower 2
- Trait [10]
- Torpedo Bomber
- Type Aircraft
- Range Short
- Firepower 3
- Capability Aerial Attack 2, Reconnaissance 7
- Trait [4]
- Fighter
- Type Aircraft
- Capability Extended AA 2
- Escort Fortress (Float)
- Accuracy 2
- Firepower 3
- Evasion 2
- Armor 9
- Energy 20
- Abilities
- 8 Inch Triple Gun Mount
- Type Main Gun
- Range Medium
- Firepower 2
- Trait [12]
- Torpedo Bomber
- Type Aircraft
- Range Short
- Firepower 3
- Capability Aerial Attack 2, Reconnaissance 7
- Trait [5]
- Bomber
- Type Aircraft
- Range Short
- Firepower 4
- Capability Aerial Attack 2
- Trait [7]
- Fighter
- Type Aircraft
- Capability Extended AA 2
- Anchorage Demon
- Accuracy 2
- Firepower 4
- Evasion 2
- Armor 16
- Energy 40
- Equipment Abilities
- Bomber
- Type Aircraft
- Range Long
- Firepower 4
- Capability Aerial Attack 4
- Trait Competitive
- 21 Inch Torpedo Tube (Late Model)
- Type Torpedo
- Range Long
- Firepower 2
- Capability Torpedo 5
- Trait Torpedoes
- Fighter
- Type Aircraft
- Capability Extended AA 4
- Special Abilities
- Sink
- Increase your Equipment Abilities' "Aerial Attack" and "Torpedo" capabilities by 2 points. All of your Equipment Abilities' ranges are increased to Long (these increases are already factored into the ability descriptions).
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