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Black Water Navies


The Black Water universe is a series of three rules sets designed to be played alone or together as part of a campaign. Each covers a different aspect of warfare. Each includes a point system for those who desire equal battles. Each game is designed to allow players to use figures from other systems. While any size and time length is possible, a typical game will be about three hours long on a 4’x4’ table for two players or 4’ x 8’ for four players.

BLACK WATER NAVIES was designed by a naval officer to cover all aspects of sailing into combat: various types of ships, 3D combat, ECM/ECCM, cloak units, fighters, landing on planets, etc. 816 different ship classes are included, each can be modified to suit the player’s personal taste. The size of the battle can range from one ship each to what ever the players can control. This volume includes the campaign rules.

– catalog listing


Designer
R.C. Campbell
Publisher
CSS Chicora Productions
Status
In Print
Contents
Available online 106-page (PDF)

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 2 November 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 2 November 2016.

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Black Water Navies

Rules for Combat in Deep Space using Miniatures.

Supplements

Black Water Navies: Campaign #1: Where Are We?

Where Are We?
You must have the Black Water Navies and Singles rules to play. You and your squadron have accidentally gone through a Worm Hole. At the other end you find yourself in a part of space unknown to the fleet. As there does not appear to be a way home it's time to create a new world. But you are not alone. New rules for boarding actions are included.
– catalog listing

77-page PDF

Black Water Navies: Campaign #2: The Worm Hole

Where Are We?

77-page PDF

Black Water Navies: The Other Side

Where Are We?
An advanced sequel for Black Water Navies. New aliens, weapons and tactics. This can be played by itself or with the other rules.
– catalog listing