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  • 7/27/2019 Iron & Oak Rulebook

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    R U L E B O O K

    GMT Games, LLC P.O. Bx 1308, H, CA 93232-1308

    .GMG.

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    Iron & Oak Rules Manual2

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    1.0 GAME COMPONENTS ..........................................3

    1.1 G ..................................................................3

    1.2 S & F C ..................................................3

    1.3 C D ..................................................................4

    1.4 G M .............................................................5

    1.5 P A ......................................................................6

    1.6 D ..............................................................................7

    2.0 SETTING UP THE GAME .....................................72.1 P ....................................................................7

    3.0 SEQUENCE OF PLAY .............................................7

    3.1 S P .................................................................7

    3.2 O P .................................................................8

    3.3 A P ................................................................8

    3.4 R C P .....................................................9

    3.5 V P ...............................................................9

    4.0 ORDERS ..................................................................9

    4.1 A .........................................................................9

    4.2 W A .............................................................9

    4.3 R ..........................................................................9

    4.4 U ........................................................................105.0 MOVEMENT......................................................... 10

    5.1 M P ..................................................10

    5.2 D ......................................................................11

    5.3 .......................................................................11

    5.4 Hz ......................................................................12

    5.5 C ..........................................................12

    5.6 R/S A .......................................13

    6.0 GUNNERY COMBAT ............................................14

    6.1 C R ...........................................................14

    6.2 C P .....................................................14

    6.3 C H ...............................................................15

    6.3.1 A (M R) ...................................16

    6.3.2 B .................................................................16

    6.3.3 C ..............................................................16

    6.3.4 C ...........................................................16

    6.3.5 C ..................................................................16

    6.3.6 E-D (M R) ....................................16

    6.3.7 E-S (M R) .....................................16

    6.3.8 Ex...........................................................16

    6.3.9 F ....................................................................17

    6.3.10 J (M R) ............................................17

    6.3.11 Mz ........................................................17

    6.3.12 R ................................................................17

    6.3.13 R (M R) ......................................17

    6.3.14 S ...................................................17

    6.3.15 S ..............................................................17

    6.3.16 S .....................................................17

    6.3.17 S (M R) ....................................17

    7.0 ACTION CARDS ................................................... 177.1 D C [5]G S ....................18

    7.2 G [5]G S ...........................18

    7.3 I S [5]G S .................18

    7.4 M [4]G S .................................18

    7.5 Q M [6]M S ..............18

    7.6 R F [5]G S ...........................18

    7.7 S [3]M S ..............................18

    7.8 S [4]M S ..............................18

    7.9 S A [2]M S ................18

    7.10 S M [6]M S ..............18

    7.11 S [1]M S ...........................18

    7.12 S [4]M S .............................198.0 CAMPAIGN GAME ..............................................19

    8.1 C L ...........................................................19

    8.2 C G Sq P ............................19

    8.3 C S ........................................................19

    8.4 P-B A......................................................20

    8.5 B ..........................................................................20

    8.6 N B ..............................................................20

    8.7 P-B A ....................................................20

    8.8 R R S ....................................21

    8.9 Y C .................................................................21

    8.9.1 C G [4] ..................................................21

    8.9.2 F R [2]....................................................22

    8.9.3 I S S [2] ............................................23

    8.9.4 L A [2] ...................................23

    8.9.5 O M [2] ............................................23

    8.9.6 R [2] ................................................23

    8.9.7 Y F [2] .......................................................23

    9.0 OPTIONAL RULES ..............................................23

    9.1 L F ...........................................................23

    9.2 ......................................................................23

    9.3 A M ..............................................23

    Table o Contents

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    1.0 GAME COMPONENTS

    1.1 GameboardT G U C . I :

    ePlayArea:A 5x 5 -. E 25 x GBx. A z 5 G Bx B. P / /.

    Environment:P B .

    TurnTrack: U . P M . T .

    S C G .

    1.2 Ship & Fort CountersE j ( q - ).

    T C G . ( S/B) S B q .

    ront back

    E I & O : 122x34map 2countersheets(1fulland1half) isrulebooklet 1Playbook 78ShipandFortcards 50Actioncards 16Ordercards 16NavalYardcards 2(identical)PlayerAidcards 10dice(2red,2white,2green,2yellow,2blue)

    Turn Track

    Player Side

    Band

    Grid Box

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    1.3 Card DecksIron & Oak : S F C(78 [1.3.1]), A C (50 [1.3.2]),O C (16 [1.3.3]), N

    Y C (16 [8.9]). W A Y , SmallCaps x. N Y z CG A

    .

    1.3.1 Ship CardsA. Nationality: D C W

    CSA USA.

    B. ShipName:T .

    C. VictoryPoints: T .

    D.ManeuverChart: E M - H . For example, i Atlanta hassuered 8 Hits, it would roll a d8 and a d6. W H , .

    E. CrewFactor:A z . T C F #/ ( -)/# ( ) # ( ). A , .

    F. Draft: A ( ) 1 () 3 ( ). A . I , .

    G.HitLocation: T 5 H L . E

    . E HL .

    H.Specials:T j Grapeshot, - , B- B. T :

    S j .

    M-

    S .

    I. RamRating:A .T R R .

    Sample Ship Card:CSSAtlanta

    A. Nationality H. Specials(none present)

    D. Maneuver ChartE. Crew Factor

    I. Ram Rating

    F. Drat

    J. Spar Torpedo G. Armored Hit Location

    G. Wooden Hit Location

    K. Gunnery

    L. Ship Image

    B. Ship Name C. Victory Points

    CSSAtlanta

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    J. SparTorpedo:I q , hasSparlisted.Itisabletoconductasinglespartorpedo x. N U, USS Spuyten Duyvil, .

    K. Gunnery:T G ,

    .G j . S: B-O F S-O F.

    Bow-On FireGunnery Modifer

    Gunnery Dice:Limited guns have ayellow circle

    Stern-On FireGunnery Modifer

    IfanXisshown,theshipmaynotreatanopposing B S .

    L. ShipImage:A .

    1.3.2 Action CardsU C A C . S

    A C .A C M G, S A P . P required A C. K- A C .

    Card Name

    Card Text

    Decision Dice

    Card Type

    Day/NightSymbol

    1.3.3 Order CardsE O O [4.0] .

    D O P , O O C x SC O . I O ,

    . F x, G D, R.

    E O C .

    1.4 Game MarkersV ; .., H, C H

    -M G.

    ProtectionDamage(Shields): I 1to4.eyareusedtomarkprotectiondamage H L .

    Hits:Includesvaluesfrom1to10.MarkstotalH . U 10+ H.

    Fouled: M , , .

    Grappled: M -.

    Anchored:M .

    Slipped:M .

    Grounded: M .

    Opposed: M .

    Light/HeavySmoke: M .

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    RepairParty:M R P.

    Elite:M / EG.

    Crack: M / CG.

    Green: M / GG.

    Draft+1:M D -.

    Fire:Includesvaluesfrom1to5.Marksreson .

    CrewLoss:Includesvaluesfrom1to6.Marks . U - 7+ .

    EngineDamaged: M E DC H .

    EngineStopped:M E S CH .

    Speed1andSpeed2: M SC H .

    Steering: M S C H .

    Jam: M J C H .

    Captain:M C C H .

    Smokestack: M S C H .

    Ram:M R C H .

    Spar: M S C H .

    Boiler: M B C H .

    Rudder: M R C H .

    Armament: M AC H .

    Torpedo-Mine: P G Bx .

    HeavyObstruction:P G Bx H O.

    Obstructions:P G Bx O.

    Hulk: P G Bx z .

    Bank:P P A B .

    Wind: P E .

    ShoalDepth:Includesvaluesfrom0,1,3,4.P P A B.

    Current: I C ( ) P A.

    Gunre:M .

    Turn: I (D N) G.

    1.5 Play Aids 2- P A - -q . T x .

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    1.6 Dicee ten dice (two red four/eight-sidedcalled a d4; twowhite six-sidedd6; two green eight-sidedd8; twoyellow eight-sidedd8; and two blue ten-sidedd10) are . N 10 numbered0-9.Inthosecases,treatthe0as10.Asetofve , . W

    , . W , highest .

    Example:I a red 4 and a green 2 are rolled, the number usedis the 4.

    Ex: S D S R [1.6.1C].

    1.6.1 Rules or Dice RollsM, C, A C q . S , j - . M,, - . T S, A C . Oplayersrolltheindicateddice(listedintheformatdXdY), , . O singlehighest .

    A.MovementandCombatResolution

    I / x / , .

    B.DecisionResolution

    I C x R , -. I C q R , . I , -.

    C.DiceSumRolls

    S A C C H added. W , intheformatdX+dY.

    Example: I a red 4 and a green 2 are rolled, the resultused is 6.

    D.DiceRollModiers(DRMs)

    S A C . Ex S [6.2.1], DRM . A .

    2.0 SETTING UP THE GAMEP P B . S A C . S S C S C , E GM ,

    . G [1.6].

    2.1 Team PlayMIron & Oak .

    W , . P AC not . , .

    3.0 SEQUENCE OF PLAYIron & Oak , .

    T .E .

    First Sides Turn

    1.StatusPhase:

    a.A Repair Party ().

    b.C .

    c.C Smoke .

    d.P Repair Party.

    2.OrderPhase: T .

    3.ActionPhase:T .

    4.ReplaceCardPhase:T .

    Second Sides Turn: Complete the same four phases.

    5.VictoryPhase:D - . I , q . W ,

    j .

    3.1 Status PhaseE / Heavy Light Smok must . C , x L 5 F . S RepairParties C H.

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    3.1.1 RepairsA S P, Repair Party - Repair Party Captured. A Repair Party q S P.

    A x Repair Party C H:

    eactiveplayerrollstheChallenged10d4witha+1DRM E G C; 1 DRM G C.

    AnyopposingplayerrollstheResponsed10.

    IftheChallengeis successful, removetheCriticalHit (Exception: Flip an Armament 4/2 marker to its

    Armament 2/1 side).

    A Repair Party F F S . W , 2 DRM G Repair Party.

    3.1.2 Fire StatusA . R 10 Fire F S , :

    +2:T / Repair Party

    +1:T / E

    1: T / G

    1: T C (/#)

    2:T C

    A Ex, 1 , -, 1 2 . L 3, 4 5 F

    H . A , F H.

    N () .

    I L 5 F x S P, Ex C H.R L 5 .S C H [6.3.8] .

    3.1.3 Smoke StatusR Heavy Light Smoke . T Smoke 10 DRM :

    IfthescenariostipulatesFreshWind:+1

    IfthescenariostipulatesCalm: 1

    Ifafortortheshipisimmobile[4.0]: 1I 7 10, Light Smoke Heavy Smoke Light. I 11, Smoke.

    Important Note:A ship also removes anyS marker i it movesinto a new Grid Box during the Movement Segment.

    3.2 Order PhaseT O O x S , , O x S .

    3.3 Action PhaseT ( ) x / . P / , x all ships subject to driting (voluntary orun-powered) must movebefore any others.

    3.3.1 Movement Segment(skip for Forts)

    A.OrdertheShip

    I , O , M. S , j A .

    B.PlayMovementCards

    T Actioncards(withMovementlistedonthebottomedge) .

    C.PlayOpposingMovementCards

    T () Actioncards(withMovementlistedonthebottomedge) .

    R A x M . N

    A M S

    M. Example:An opposing player may play aSlippedAnchor

    Action card on a ship even though it cannot attempt to move.

    D.MovetheShip

    R O , M , . I M, .

    Fort Morgan, Mobile Bay

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    3.3.2 Gunnery SegmentS q , N C ( ), .

    A.RemoveGunreMarkers

    (N C ; 6.2.4)

    B.AnnounceTarget

    I .C.PlayGunneryCards

    T desiredActioncards(withGunnerylistedonthebottom) .

    D.PlayOpposingGunneryCard

    T Misire .

    E.ResolveGunnery

    R . P Gunfre [6.2.4].

    3.4 Replace Card PhaseP . H, A q z, one A C ( ). I x, A C .

    Setthecardtobereplacedfacedownotoonesidenot . T x ; .

    isservestwopurposes.First,itdoesnotrevealthecard

    . S, .

    3.5 Victory PhaseI , .

    3.5.1 Victory ConditionsE . U q - / x . A L D f H ()

    M C. I H D f H () M C.

    4.0 ORDERSD M S, x O:

    Anchor

    WeighAnchor

    Reoat

    Unfoul Drift

    Maneuver

    S , , -, immobile D M. A - (.., Boiler

    Engine-SC H) M must .

    T D M O [5.0]. I O, O D ( , ).

    4.1 AnchorP Anchored G Bx S 4 . T .

    4.2 Weigh AnchorR Anchored. T -q M S.

    4.3 ReoatA Grounded .

    4.3.1 Powered ShipsI Engine-DamagedC- H:

    econtrollingplayerrollstheChallenged10d8.Applya+2 DRM - Engine-Damaged, Rudder, Speed, Smokestack SteeringC H .

    AnyopposingplayerrollsaResponsed10.

    I C , . I C- , Grounded ,

    q .

    H, , Engine-DamagedC H:

    T C 108.

    A R 8.

    I C , . I , Engine-Damaged CH . I , R C applyaWLCriticalHit[6.3].Ineithercase,donotapply H .

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    I Engine-DamagedC H:

    econtrolling playerrollsa Challenged8. Apply a+2DRM Engine-Damaged, Rudder, Speed,Smokestack SteeringC H.

    AnyopposingplayerrollstheResponsed10d8.

    I C , Grounded

    , -q . I C , Engine-DamagedC H Engine-StoppedC H. I , R ormorethantheChallengerollalsoapplyaWLCriticalHit( H ).

    4.3.2 Un-powered ShipsI BoilerEngine-StoppedC H:

    econtrolling playerrollsa Challenged6. Applya+2DRM Engine-Damaged, Rudder, Speed, Smokestack SteeringC H

    . AnyopposingplayerrollstheResponsed10d8.

    I C , Grounded . I C , . I, R C-lengerollalsoapplyaWLCriticalHit(butdonotapplyanyH ).

    4.4 UnoulA , :

    econtrollingplayerrollstheChallenged10,applyinga2 DRM H O.

    AnyopposingplayerrollsaResponsed10d4.I C , Fouled (), - .

    I C F x O , [5.2].

    5.0 MOVEMENTD M S, U C D M-

    ( M 0 [5.1.3]). S M G Bx ; G Bx ; G Bx ; j G Bx; -j GBx G Bx . S G Bx G Bx .

    S , z . T x , one , .

    Note: Tere is no acing in I & O. Ships may never move a Grid Box containing one or more opposing ships. Teymay move into such a Grid Box but not through it on the samemove.

    5.1 Maneuver ProcedureC -

    , M C M R C . T C H, R M C.

    Example: Undamaged CSS A attempts to move to anadjacent Grid Box. Te Conederate player rolls a d10, and theUnion player rolls a d8d6.

    T - x - M. I , G Bx , -j G Bx. I, . W , G Bx j - .

    A M - .

    A , but the net DRM cannotexceed +/5.

    5.1.1 CurrentsA DRM M , DRM M M F C :

    Directionof Current

    Directionof Current

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    5.1.2 Opposing ManeuverU M G Bx. T :

    Anchored;

    Fouled;

    Grounded;

    Towingorundertow;or

    Acrosstheboworsternofanyship.

    D 1 DRM M x MS R S C

    . P Opposed .

    Play Note:In a large battle, players may wish to place the opposingship across the bow o its target with the Opposed marker betweenthem as an aid to recall which is the opposing ship.

    5.1.3 Maneuver 0

    U O B-O S-O G Bx[5.5.3], Screen A [7.7], . I , M , Hz [5.4].

    5.1.4 Maneuver 0: Crossing the TU .

    5.1.5 Maneuver 0: Spar and/or Ram AttackU R / S .

    5.1.6 Maneuver 1U O j G Bx [5.1], B-O S-O [5.5.3]. I , Smoke .

    5.1.7 Maneuver 2U O -jG Bx G Bx [5.1], B-O S-O [5.5.3]. W , G Bx , not [5.0], . I , Smoke .

    Maneuver 2not possible

    5.2 DritingI - (.., Boiler Engine-StoppedC H), , D, 10 D M . T (, ) , .

    I , only frst M S . I D , .

    S x ( ) - ( ). I , G Bx Grounded.

    5.3 TowingA - G Bx G Bx, . B

    Grappled . T M . G M 2 O, . A DRM C:

    Subtractthetowedshipsoriginal(undamaged)Hitsvalue H .

    ApplythatresultintheCharttodeterminethemodier,if, -.

    Example: USSZ is towing USSM. Te Maneuverdice roll modifer is 4 (3 17 = 14).USSBrooklyn ater the battle o Mobile Bay.

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    T / O P. R G; .

    5.3.1 Crossing the T ManeuversA A B M - . A A S M .

    5.4 HazardsI G Bx G Bx, G BxS D D H, O, -M ( -lectivelyknownasHazards),theshipmustchecktoseeifit z. I z , . I z, z ( ).

    5.4.1 ShoalsI S D G Bx D, :

    econtrollingplayerrollsaChallengedie

    10 1 SD;

    8 2 SD;

    6 3 S D.

    AnyopposingplayerrollsaResponsed10d6.

    I C , Grounded .

    5.4.2 Hulks and ObstructionsI G Bx H O :

    econtrollingplayerrollstheChallenged10d4,apply- 2 DRM H O 1 H.

    AnyopposingplayerrollstheResponsed10.

    I C , Fouled .

    5.4.3 Torpedo-Mines

    F -M G Bx: econtrollingplayerrollstheChallenged10d6.

    AnyopposingplayerrollstheResponsed10.

    I C , x. R 8 M D H .

    IncreasethetargetsWLShielddamageto4.

    E , Mine.

    5.5 Crossing the TW O P G Bx , M - . U M 0 (C ) O, M S, G Bx .

    SincetheattackingshipismovingwithinaGridBox,the z [5.4].

    eattackingplayerand the opposingplayermayplayQuick Maneuver / Slow Maneuver A C / , , .

    Noteanyapplicablemovementdice-rollmodiersforboth . I x O M [5.1.2], Opposed.

    AutomaticallyapplyaDRMof1tothemovingship.

    Note:Tis isin addition to a potentialO maneuver-ing DRM.

    Afterdeterminingthenalmodiers,bothshipsrolltheir M . A M - DRM [5.3]. Exception: I the target ship is anchored,aground, or ouled, roll one d10 or its Response instead andapply a 5 DRM. T .

    I , x .

    5.5.1 Across the Bow

    I , - .

    etargetshipisnowBow-Ontotheshipacrossitsbow j ( ). I X - .

    AshipmayonlybeBow-Ontooneshipata time,and any.

    etargetshipaddsa +1DRMtoitsManeuverrollif R S A . W M,

    1 DRM .5.5.2 Across the SternI , - .

    etargetshipisnowStern-Ontotheshipacrossitsstern j ( ). I X - .

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    AshipmayonlybeStern-Ontooneshipatatime,and R S

    A .

    5.5.3 Escape B-O S-O , / M G Bx. T G Bx R S A.

    5.6 Ram/Spar Torpedo AttacksW O P G Bx , R / S AM . U M 0 (S / R A) O , M S, G Bx () . R R S A

    - :

    . D Hz

    G Bx [5.4];. D

    ;

    . I , ().

    . I , .

    A S A - . T . I , ; . A , , - . I , .

    5.6.1 Making ContactI Hz G Bx, .

    eattackingandtheopposingplayersmayplayQuickManeuver / Slow Maneuver A C / , , .

    NoteanyapplicableManeuverdice-rollmodiersforboth , 2DRM +1 DRM . I x O M [5.1.2], Opposed.

    Afterdeterminingthenalmodiers,bothshipsrolltheir M . A M - DRM [5.3]. Exception: I the target ship is anchored,aground, or ouled, roll a d10 or its Response and apply a 5DRM.T .

    Ifcontactismade,resolvetheattack(s).Otherwise,discard A () x .

    Example: CSSA is attempting to ram USSN. USSW is also present in the same Grid Box and she playedan Opposing Maneuver against CSSA. Te Conederate

    player plays a QuickMAneuver+3 card onA and she isbow-on to the monitor, whileN has a Captain Critical Hit.Te Conederate fnal modifer is +1 ( 2 + 1 + 3 1) due to theBOW ON status, theQuickMAneuver card, and the Opposed

    Maneuver rom W. Te Union fnal modifer is 1due to the Captains injuries.A rolls a d10 with a result o6 which is modifed to 7 (6 + 1). N rolls a d10 with aresult o 6 which becomes 5 (6 1). Te maneuver is successul.

    5.6.2 Resolving a Spar Torpedo AttackF x:

    eattackingplayerrollstheChallenged10d8.

    etargetplayerrollstheResponsed4.

    I C , C :

    eattackingplayerrollsa d8andappliestheresulting H S

    . IncreasethetargetsWLShielddamageto4.

    eattackingplayerrollsad8asecondtimeandapplies H S S .

    PlaceorincreasetheattackingshipsWLShielddamage H .

    PlaceaSparCH , H .

    Example: CSSA is attacking USSN with her Sparorpedo. Te Conederate player rolls a d8 with a result o 3; USSN receives 7 Hits and also applies aS 4 on her WL.

    Te Conederate player rolls the d8 again with a result o 5; CSSA incurs 1 Hit and also applies aS 4 on her WL.

    5.6.3 Resolving a Ram AttackR R . R WL . C - .

    Iftheresultispositive,applytheresultingnumberofHits .

    Iftheresultisnegative,applytheresultingnumberofHits .

    Iftheresultis0,bothshipsreceiveanumberofHitsequal

    ( ) of1Hit.

    Oneachship, applyWLShield damage equalto the H ( 4) .

    Example: CSSA is ramming USSN. Te Conederateplayer rolls a d10d6 with a result o 8. N has aS 2marker on her WL and the Union player rolls a d10d6d4 with aresult o 8 which is modifed to 6 (8 2). N receives 2Hits and also replaces theS 2 on her WL with a S4 marker.

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    Example: Using the same ships as above,As result is 5.Ns modifed result is also 5.A incurs 2 Hits (1/2o 5 rounded down to 2) and also applies aS 2 on herWL. N also receives 2 Hits and replaces theS 2 onher WL with aS 4 marker.

    A , :

    eattackerrollsd10d8Challengedice.

    etargetrollsad8Responsedie.

    I C , Ram CH ( H ).

    5.6.4 Check or FoulingI ( x) , :

    eattackerrollsd10d8Challengedice.

    etargetrollsa d8(iframmed)ord6 (ifspartorpedo) R .

    I , Fouled . U [4.4], q M S .

    5.6.5 ConsequencesW , q :

    eattackingshipcannotattempteitheraRamorSpar ( ) x.

    Iftheattackingshipattemptsto reon thetarget ship x G S, B-OC .

    Ifthetargetshipisgivena Maneuver0Orderandres x G S, P B R.

    6.0 GUNNERY COMBATD G S, . A /. E .

    6.1 Combat RangeT :

    Long:T -j G Bx G Bx .

    Medium: T ( -) j G Bx .

    Short: T G Bx .

    PointBlank: T R S A P F .

    S G Bx G Bx . W , j GBx() .

    6.2 Gunnery Combat ProcedureW , , .

    W , G S 8 - . T 8 H L ( , ). O H L- ,

    S- . E , butis never less than1.

    A C R (CR) .D R (DR) :

    CRlessthanorequaltoDR:N

    CRgreaterthanbutnotdoubleDR:P E H

    I H L S .

    I H L W S presentplace1Hit.

    I H L A S 2, 3

    or4markerpresentplace1Hit. CRdoublebutnottripleDR: E H

    I H L W S presentplace2Hits.

    I H L A S 2, 3or4markerpresentplace2Hits.

    Inallcases,increasetheShieldmarkerby1(placing Shield 1 ).

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    CRtripleormorethanDR:C H.

    I S 2(placingaShield 2 ) place2Hits.

    I , 6 C H .

    IftheHitLocationisWL,add1additionalHit.

    6.2.1 Gunnery ModiersA - -. A situationsarecumulative,buttheresultisneverlessthan1.

    OShield - q S . T x S DRM -tionis4,andthemodiedresultisneverreducedtolessthan1.

    6.2.2 Hit LocationW ( ), H L 8 H L . T

    .I B-O S- , S B B S , . H F R j , ( J C H).

    N j P F H L (*) D() .

    6.2.3 Special Considerations

    A.LimitedGuns

    S j 4 6 L G.

    B.FouledShips

    F . T PB R, WL A S . A F x M G - .

    C.Smoke

    W B-O S-O ArmamentCH, Light Smoke unmodifed 8 10. I x Light Smoke , HeavySmoke . A j Smoke. A G DRM /.

    D.PlungingFire

    F L R * D G .

    E.GroundedShips

    A , and any non-Monitor ouled withit or grappled to it, DRM . A

    j DRM.

    F.Draft

    AshipsDraftincreasesby1onceitsuersheavydamage(/#). I .

    G.CrewCasualties

    A (#/)

    2 DRM M . O (/#) , [6.2.3H]. O (#), .

    H.Retirement

    A q x - M 1 G Bx ( ) . I A C .

    I.CapturedShips

    I Strike , ( ) . F , z G . . I q , VP .

    J.SunkenShips

    A H q H . I F G , . I

    itsinksinaGridBoxwithashoaldepthof2orlessor G, Hulk G Bx.

    6.2.4 Night CombatS - . P Gunfre DRM N C M .

    Play Note: You may not fre at night at a target at Long Rangeunless it is on fre or it fred its guns during its last Action Phase.

    I a ship fres, it may be targeted at Long Range or the reducedcombat modifer at Medium Range applies or the next opposing

    Action Phase only.

    6.3 Critical HitsW , 6 C H . N . O W (WL) , WL B-O, S-O .U S H L

    WL. I , .

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    A C H oneortwoyellowhitsymbols .

    6.3.1 Armament (May Repair)FortherstCriticalHit,placeanArmament 2marker(Armament1forLimitedGuns[6.2.3A]);forthesecond,placeanArmament 4marker(Arma-

    ment 2forLimitedGuns).Forathirdhit,Mark2Hitsontheshiporfortsectioninstead.

    A DRM .

    S Armament 4CH Armament 2 CH ; Armament 2 CH, ( L G, Armament1 ); A 1 CH, .

    6.3.2 Boiler x ; j . P Boiler x :

    Hits:R 10+8

    H. Rollad10gunneryattackvs.anyshipsgrappledorfouled

    .

    I , :

    CrewCasualties:A :

    I C F 10 8

    I C F 9 10 6

    I C F 8 4

    Fire:P L 3 Fire

    I Boiler

    TorRamorSparTorpedoattack,applya 5DRMtoitsResponseroll.ForasubsequentBoilerhit,mark2Hitson .

    6.3.3 Captain . P Captainmarkerontheship.Forasubsequenthit,mark2H .

    AllGunneryandManeuverappliesa1DRMtotheroll.

    Ifitisthetargetofa crossingtheT orRamorSpar , 1 DRM R .

    6.3.4 Collateral

    Protectiondamageextendstoanadjacentlocation.Add1S :

    HitLocationBorSplaceonA

    HitLocationTForTRplaceonTS

    HitLocationAplaceonBorSattargetedplayers

    HitLocationTSplaceonTForTRattargeted

    HitLocationWLorDplaceonanylocationofthe

    I S 4, 2 H .

    6.3.5 Crew

    R :

    IftheCrewFactorisgreaterthan10rollad8

    IftheCrewFactoris8,9or10rollad6

    IftheCrewFactoris7orlessrollad4

    A z ( ,minimum1casualty).Iftheshiphascasualtiesequaltoits , q .

    6.3.6 Engine-Damaged (May Repair) . P Engine-Damaged . F -q , Engine-Damaged Engine-Stopped.

    Shipappliesa2DRMtoallManeuverrolls.

    Ifitisthetargetofa crossingtheTorRamorSpar , 2 DRM R .

    6.3.7 Engine-Stopped (May Repair) ; j . P Engine-Stopped ( Engine-Damaged-er,ifany).Forasubsequenthit,mark2Hitsonthe

    .

    Ifitisthetargetofa crossingtheTor Ram orSpar, 5 DRM R .

    6.3.8 Explosion

    / x: Foraship,resolvetheexplosionby:

    Hits:R 10+6 - H.

    Rollad10d6gunneryattackvs.anyshipsgrappledor .

    Rollad10gunneryattackvs. anyotherships inthe G Bx.

    I , .

    CrewCasualties:A - :

    IftheCrewFactorisgreaterthan10rollad8

    IftheCrewFactoris8,9or10rollad6

    IftheCrewFactoris7orlessrollad4

    Fire:P L 3 Fire

    Forafort,resolvetheexplosionby:

    Hits:R 10+6, - H.

    I , .

    CrewCasualties:R 4 .

    Fire: P L 3 Fire .

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    6.3.9 FireA . R 10 , , Fire:

    1-4:L 2

    5-8:L 3

    9-10:L 4

    6.3.10 Jam (May Repair)A () j. S 2DRM . P Jam ship.Forasubsequenthit,mark2Hitsontheship. F - , C-

    C H .

    6.3.11 Magazine / x:

    Foraship,resolvetheexplosionby:

    Hits: R 10+8+6 H.

    R 1086 .

    . R 104 .

    G Bx.

    I , .

    CrewCasualties:A - :

    I C F 10 8

    I C F 8, 9 10 6

    C F 7 4

    Fire:P L 3 Fire

    Forafort,thesectionisdestroyed.

    6.3.12 Ram . A 5 DRM ( ). P Rammarkerontheship.Forasubsequenthit,mark2

    H .

    6.3.13 Rudder (May Repair) 4 DRM M .ItmaynotattemptanycrossingtheTorRamorS . P Rudder ship.Forasubsequenthit,mark2Hitsontheship

    .

    IfitisthenthetargetofacrossingtheTorRamorSpar , 4 DRM R .

    6.3.14 Spar Torpedo . P Sparmarkerontheship.Forasubsequenthit,mark2H . I q

    x , C H .

    6.3.15 SpeedF C H, Speed 1 ; , Speed2side.Forathirdhit,mark2Hitsonthe .

    Applya1or2DRMtoallManeuverrollsasappropriate.

    Ifitisthetargetofa crossingtheTorRamorSpar

    , 1 2 DRM R .

    6.3.16 SmokestackS , . P Smokestack . F subsequenthit,mark2Hitsontheshipinstead.For , C C H

    .

    Applya2DRMtoallManeuverrolls.

    Ifitisthetargetofa crossingtheT orRamorSpar , 2 DRM R .

    6.3.17 Steering (May Repair)S . P Steer-ing . T

    z B. I notattemptanycrossingtheTorRamorSpar

    Torpedoattacks.Fora subsequent hit,mark 2Hits on the .

    Rollad6andontheresult:

    1-3:S . P S- .

    4-6:S z . P S z .

    Ifitisthetargetofa crossingtheT orRamorSpar

    , 3 DRM R .

    7.0 ACTION CARDST 12 A C ; z . T [#] 50- . E GS M S. U , A C dierent , .

    Example:doublechArgeandgrApeShot Action Cards couldbe played in the same combat, but two grApeShotcards could not.

    W , - x A- C . S - . O , .

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    7.1 Double Charge [5]Gunnery SegmentC Rapid Fire. A , Smoke . A , Light Smoke : C, ArmamentC H . D H Arma-

    mentC H .

    7.2 Grapeshot [5]Gunnery SegmentGrapeshot IncendiaryShells, S P B R.I - -WL Shield 4P D .

    I ( S ) , .

    R G . C-

    ( DRM) , ,

    1) I j G -WL Shield 4, q ( ) shipsremainingcrewfactorwithaminimumof1Hit.

    Example:Te attack die-roll result is an 8 and the deensiveresult is a 2; the dierence is 6. Te target ship has a CrewFactor o 8, so 4 crew casualties are applied (1/2 o 8). Teremaining 2 casualties are ignored.

    2) I , S

    C H H L q3,4,5,or6.IfadamagedsmokestackishitagainbyG, . D H Smokestack C H .

    N S . G C H ( S (2)).

    7.3 Incendiary Shells [5]Gunnery SegmentC Grapeshot. A 1DRM . T (.., H ).

    A .

    Ifthedecisiondierollis:

    G : L 1 Fire

    D: L 2 Fire

    : L 3 Fire

    7.4 Misre [4]Gunnery SegmentP . A 2 . A , : C , ArmamentC H . T

    C . D H ArmamentC H .

    I Rapid Fire, .

    7.5 Quick Maneuver [6]Movement SegmentP Mattemptbyapplyingapositivemodierof+1,+2or+3to .

    T Slow Maneuver .

    7.6 Rapid Fire [5]Gunnery SegmentC Double Charge. P . I Grapeshot Incen-diary Shells , . R , .

    A . A , Light Smoke

    .

    7.7 Screen [3]Movement SegmentP x M 0 O G Bx. I -

    , .D x A P:

    eopposingshiporfortcannotreuponthedesignated (Exception: A battery using Plunging Fire [6.2.3D]).

    eopposingshipcannotattempttomakea Ram/Spar A C .

    7.8 Scuttle [4]Movement SegmentP - . I G Bx S D 2 , H [6.2.3J]. I , . A V P.

    7.9 Slipped Anchor [2]Movement SegmentP Anchored .

    T .

    7.10 Slow Maneuver [6]Movement SegmentP Mattemptbyapplyinganegativemodierof1,2or3to

    .T Quick Maneuver .

    7.11 Springs [1]Movement SegmentP

    . I j . P , . R Anchored .

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    7.12 Strike [4]Movement SegmentP ,-, , , . C VP G Bx ( ).I x (always ), ; - . P Captured

    V P. C .

    8.0 CAMPAIGN GAMETIron & Oak C G - . A , x x . T 5 . P

    .P q , , , .

    8.0.1 Campaign Scenarios:D A C W , ..,Iron & Oak S 8. N, j , , . T C G .

    T q , A , q -

    C G P B.

    8.1 Campaign LogT C U C L , , . P- C L , .

    List allstartingshipsby name, their individualVictoryP, , Replacements Y .

    OntheBattle#line,listthescenariotypeandwhethertheA D. F E, x V P . I Crew Grade Y , (+)

    (). I 10 q, .

    ListallshipscommittedtoabattleandtheirCrewgrades.C Out o he

    Mist Y , Limited Ammunition .

    Useeachscenariosblankmapsectiontonotebanks,shoal, /.

    IfthescenarioisaNightAction[8.6],circletheNon .

    Ifyouwinthebattle,circletheW onthescenarioline.I , .

    Attheconclusionofthecampaign,summarizetheresults .

    See page 22 or a sample Campaign Log.

    8.2 Campaign Game Sequence o Play1.CampaignSetup

    A.S F (U C)

    S S

    A C G

    B. G F B S

    C.A S F B2.Pre-BattleActions

    A. G Nx B S

    B.A S Nx B

    3.Battle

    A.S U B

    B. P B

    4.Post-BattleActions

    A. A V

    B.R S

    C.D C S DD.D P Y C

    E.R & R S

    F.R E C

    8.3 Campaign Setup

    8.3.1 Select Initial ForcesU C :

    Each side secretly selects andnotes ontheirrespectiveC L 6 10 - 3,200 V P . A

    , . Each side receives 2CrackGradeand 2GreenGrade .

    A A G.

    8.3.2 Generate the First BattleR CG P B. T .

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    8.4 Pre-Battle Actions

    8.4.1 Generate Next Battle ScenarioI , 10 x .

    Ifthisisthestartofthecampaignandtherstbattlehas ,

    . Determine Attacker/Defender, ForceS izes,Current,

    S, W, [8.6], C L.

    8.4.2 Assign Ships to the Next BattleS , .., . C . Y , .

    Unlessasidehasnouncommittedshipsremaining,atleast ,

    , (1) V P , ,

    (2) (/#) .

    Ifnoshipsarecommitted,theopposingsidewinsthebattle .

    Ifneithersideisable tocommitanyships,theDefender .

    8.5 BattleS . R , , Out o he

    Mist Limited Ammunition Y , - A , .

    8.6 Night BattlesC .U 6.2.4 .

    8.6.1 IdenticationI -, FC ( ). A .

    F C,

    ( F C) F C G Bx MS. A , 10:

    1-6: S

    7-10:

    A C [5.1.4], S , R M[5.1.5].

    O , ; F C . O

    , , .

    8.6.2 MovementS G Bx . H M . T

    . F C () .

    8.6.3 HazardsW S, H, O, 2 DRM C - [5.4].

    8.7 Post-Battle Actions

    8.7.1 Assess VictoryI [8.7.6],

    .I , Crew Grade Y .

    8.7.2 Return ShipsR , - - . W x F (x), , C H( C H) .

    8.7.3 Discard and Shufe CardsD Crew Grade ( ), Out c he Mist, Limited Ammunition Y . R A ( ) .

    8.7.4 Draw and Play Yard CardsB Y j .

    Deal2newYardcardstothewinningside.

    Deal1newYardcardtothelosingside.Ifthelosingside , .

    Ifneithersidecommittedanyshipstothescenario,donot Y .

    B Fast Repair, Replacements, YardFire In Short Supply Y , j

    , N Y. B Crew Grade, Out o he Mist, Limited AmmunitionY ; .T . A , Y C .

    8.7.5 Ret and RepairB , [8.8]. D Fast Repair, Replacements,

    Yard Fire In Short Supply Y - .

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    8.7.6 Campaign EndS B 4, even ,

    j- next- . R 10:

    C B 4: 1-3, B 5;

    C B 6: 1-5, B 7;

    C B 8: 1-7, B 9;

    C B 10 - : 1-9, x- .

    8.8 Repairing and Retting ShipsO . P N Y . T

    x . B , . T .

    P x , . T q x ;, not . S , . I .

    Note:AnyFAStrepAirandYArdFireCards played modiy thechance or both repair pointsandcritical hit points.

    8.8.1 Repair PointsEachsidereceivesabaseof10repairpointstoremoveHits . R 1 H S x.

    Rolloned10,applyinganymodiersfromFast Repair Yard Fire C. O :

    1orless:5repairpoints

    2-9: N

    10ormore:+5repairpoints

    8.8.2 Critical Hit PointsEachsidereceivesabaseof3criticalhitpointstorepair

    . R 1 C H x.

    Rolloned10,applyinganymodiersfromFast Repair Yard Fire . O :

    1orless:2criticalhitpoints

    2-9: N

    10ormore:+2criticalhitpoints

    eEngine-Stopped C H D .

    8.8.3 Crew Replacement PointsEachsidereceivesabaseof5crewreplacementpointsto . R 1 - x.

    Rolloned10,applyinganymodiersfromReplacements In Short Supply . O :

    Lessthan1:3crewreplacementpoints

    1through9: N 10ormore:+3crewreplacementpoints

    Ifashipreceivesreplacementsequaltomorethanhalfof ( ), E, C AG . G G .

    Elite,CrackandAverageGradecrewsmaytransferfrom-- .

    eentiretyofthe remainingcrewon a captured ship . A , .., E,C A, . T G.

    Ashipmaysailwithoutafullcrew,aslongasithasless (/#) .

    8.9 Yard CardsT Y ; z . T [#] 16- . U , Y , .

    S Y C P-B A Crew Grade, Out o he Mist, Limited

    Ammunition Y j- [8.7.3]. T x z Y . A x

    x z .T - N Y. T N Y.Fast Repair Replacements - Yard Fire In Short Supply , .

    8.9.1 Crew Grade [4]A , - . A

    , , .W , :

    DonotincludeanyBargeorSteamer;

    Ifthebattlewaswon,donotincludeanyshipthatsuered (#/) C C H [6.3.3]. For example, USSH may not be included i it has incurred 9 or more crewcasualties;

    Ifthebattlewaslost,ashipwithaCaptainCriticalHit .

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    A . I A G.

    A . D A G.

    A E G.

    8.9.2 Fast Repair [2]P N Y. I / . R , +2 [8.8.1-2]. Y +4 . D .

    Y Yard FireC. D .

    Circle Side

    List Ships

    Ships Total Points

    Replacementsadditional ship

    OutOfthemist

    additional ship

    Night Action

    Battle Type

    cRewGRadeincrease

    Battle won

    Map confgurationwith shorelines,

    current, shoal,depths, wind and

    obstructions

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    9.0 OPTIONAL RULESP . T .

    9.1 Low FreeboardW WL (1 8) USS Spuyten Duyvil, 8 , .

    9.2 TendersW [5.3], CSS Bombshell USSZouave H M DRM.

    9.3 Alternating MovementI P , .B 1, O : 1, 3, 5, 7, 9, 11, 13, 15 2, 4, 6, 8, 10, 12,

    14, 16. T ( A ) .

    9.3.1 Status PhaseB -. E L 5 F .

    9.3.2 Order PhaseB 3.2.

    A O # , q S # . A O.

    Example: Te Conederate side has two ships and goes second inScenario 2, Hampton Roads, so the Conederates will use sets 2 and4 in this battle. When assigning orders on urn 1, the Conederate

    player chooses to use Set 2 or CSSV and Set 4 orPHOn urn 2, he may (but need not) decide to switch this orderand use Set 2 orP Hand Set 4 orV.

    9.3.3 Action PhaseS #1 x , #2, .

    9.3.4 Replace Card PhaseT

    A [3.4], .

    8.9.3 In Short Supply [2]P N Y. I 2 [8.8.3]. A 4 . D .

    Y Replace-ments . D .

    8.9.4 Limited Ammunition [2]A (- Out o he Mist), ( B S). A . T 1 DRM [6.2.1].

    8.9.5 Out o the Mist [2]P - . I 500 V P, - 500 V P.

    A ,

    .D .

    8.9.6 Replacements [2]P N Y. I , , +2 [8.8.3]. A , +2 , +2 , +4 . D .

    I , . A .

    A V P . T A G.

    Y In ShortSupply C. D .

    8.9.7 Yard Fire [2]P N Y .I / . R , 2 [8.8.1-2]. Y -4 . D .

    Y Fast Repair .D .

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    Note:W , bold .

    A C 1.3.2, 3.3.1B-C, 3.4, 5.5.6, 7.0; R 3.4, 9.3.4

    A G

    A 4.1, 5.1.2, 5.5; S 7.9; S 7.11;

    W 4.2B 1.1, 6.3.17

    B1.1, 5.2

    B B S 1.3.1H

    B H 4.0, 4.3.2, 5.2, 6.3.2

    B-O 5.1.6, 5.5.1, 6.2.2; E 5.1.3, 5.1.6-7, 5.5.3; GDRM 1.3.1K, 5.6.5, 6.2.3C

    C 8.0; B G 8.2.2, 8.4.1-2; E 8.7.1, 8.7.6;R 8.7.5, 8.8, 8.9.2, 8.9.7; S 8.3; V 8.7.1

    C 6.2.3I, 7.12; R 3.1.1

    C 1.3; (.., A C)

    C 6.2.3G, 6.3.5, 6.3.8, 6.3.11, 7.2, 8.4.2; H1.3.1E, 3.1.2,6.2.3G, 8.4.2, 8.8.3; L 1.3.1E, 6.2.3G, 8.9.1

    C R 1.6.1BC H 6.3.4, 6.3.10

    C 1.3.1E; C 6.2.3G, 6.3.5, 6.3.8, 6.3.11, 7.2, 8.4.2; G3.1.1-2, 6.2.3I, 8.1, 8.3.1, 8.9.1; R 8.8.3, 8.9.3, 8.9.6

    C H (CH) 6.2, 6.2.2, 6.3; R 3.1.1, 8.8.2

    C 5.1.4, 5.3.1, 5.5; A B 5.1.2, 5.3.1, 5.5.1,5.6.1; A S 5.1.2, 5.3.1, 5.5.2

    C 5.1.1, 5.2

    D 3.5.1; H 6.2.3F

    D 1.6; C-R 1.6.1B; G 6.2;

    R 1.6.1; S 1.6.1C

    D 1.3.1F, 5.4, 5.4.1; W D 6.2.3F

    D 3.3, 4.0, 5.0, 5.2, 5.4, 5.5.3E-D H 4.3.1, 6.3.6

    E-S H 4.0, 4.3.2, 5.2, 6.3.7

    E 1.1

    F C 8.6.1

    F 3.1.2, 6.3.8-9, 6.3.11, 7.3; R P 3.1.1, 3.1.2

    F C 1.2; G 6.0, 6.2, 6.2.3D, 7.1;

    R / 6.1; S 6.0, 6.2

    F 5.1.2, 5.4-5, 5.5.3, 5.6, 5.6.1, 6.3.2, 7.12; B 5.4.2,5.6.4; D 5.2; S 6.2.3J, 7.8

    G 1.1; E 5.1, 5.1.6; Ex 5.1, 5.1.6, 5.2

    G 7.2; S 1.3.1H

    G 4.3.1-2, 5.3, 5.4, 5.6.1, 6.3.2; D 5.2; S

    6.2.3J, 7.8G Bx 1.1; G C 6.1; M I/W

    5.0, 5.1-3

    G 4.3, 5.1.2, 5.2, 5.4.1, 5.5, 5.6.1, 7.12; G 6.2.3E;S 6.2.3J, 7.8

    G M 6.2.4; P 3.3.2E; R 3.3.2A

    G 3.3.2C-D, 5.6.5, 6.0, 7.1-4, 7.6-7, 8.6.1; D 1.3.1K; DRM6.2.1, 6.2.3E, 6.2.3G, 6.2.4, 6.3.1, 6.3.3, 6.3.10, 7.3-4, 7.11, 8.9.4;P 6.2; R P 3.1.1; S 6.2.3C

    Hz 5.1.3, 5.4-5, 5.6; N 8.6.3

    H 5.6.2-3, 6.2; C 6.3; L 1.3.1G, 6.2, 6.2.2; S6.2.3J

    H 4.4, 5.4, 5.4.2; P 6.2.3J, 7.8, 7.12, 8.6.3

    I S 4.0, 5.3

    L G 1.3.1K, 6.2.3A

    L F 9.1M 3.3.1D, 4.0, 5.0, 5.1, 5.3-6, 5.6.5, 6.3.3, 6.3.15-16, 7.5, 7.7,7.10; C 1.3.1D; D 1.3.1D, 5.1, 5.5; N 8.6.2-3; O- 5.1.2, 5.5, 8.6.2

    M 1.4

    M -M

    M 3.3.2D, 7.4

    M 1.3.1H, 7.2, 9.1; G 6.2.3B; J 6.3.10

    M 1.6.1A, 3.1.3, 3.3.1, 5.0; C 3.3.1B-C, 7.0; Hz5.4, 8.6.3; D, M

    N I 8.6.1; C 6.2.4, 8.6.1; M 8.6.2-3

    O 4.4, 5.4, 5.4.2, 7.12, 8.6.3; H 4.4, 5.4.2

    O 3.2, 3.3.1A,4.0; C 1.3.3, 3.2, 9.3

    P F 6.2.3DP S 4.0, 4.3.1

    R 5.1.2, 5.1.5, 5.5.1, 5.6, 6.2.3H, 6.3.2, 6.3.6-7; A R5.6.3; CH 6.3.12; G 6.1; R 1.3.1I

    R 5.6.5, 6.1, 6.2.4, 7.2; P B6.1, 6.2.3B

    R 4.3

    R 3.1.1; C 8.7.5, 8.8, 8.9.2, 8.9.7; P 3.1.1

    R 6.2.3G, 6.2.3H

    S 5.1.3, 7.7

    S 7.8

    S 5.6.2-3, 6.2, 6.2.1, 6.3.4, 7.2

    S C 6.2.3I; C 1.3.1, 7.2; C 1.2;

    G 6.0S 5.6, 6.2.3I, 6.2.3J, 7.8

    S 3.1, 3.1.3; P 6.2.3C, 7.1, 7.6; R 3.1.3, 5.1.6-7

    S 7.2; CH 6.3.16

    S 1.3.1J, 5.1.5, 5.5.2, 5.6, 6.2.3H, 6.3.6-7, 6.3.13, 6.3.15-17; CH 6.3.14; A R 5.6.2

    S-O 5.1.6, 5.5.2, 6.2.2; E 5.1.3, 5.1.6-7, 5.5.3; GDRM 1.3.1K, 6.2.3C

    S C

    -M 5.4, 5.4.3

    5.1.2, 5.3, 9.2

    1.1

    U 4.4

    U- S 4.0, 4.3.2, 7.8, 7.12V 3.5.1; C 8.7.1; P 3.5; P 1.3.1C, 6.2.3I, 7.8,

    7.12

    W 3.1.3

    Y C 8.1, 8.7.3-4, 8.9

    INDEX

    GMT Games, LLCP.O. Bx 1308, H, CA 93232-1308