
8 Sided Squall/Fog Token Rules
Players decide at which end of phase of each turn they will move a Fog or Squall token.
Roll an 8 sided die (included). The squall or Fog moves 1 sector in the direction indicated (a roll of 3 or 7 results in the token remaining in the same sector-see diagram). If the squall or Fog’s movement would carry it off the map, it instead "rebounds" and moves 1 sector in the exact opposite direction. It is important not to rotate the token when placing it in the new sector.
Fog: Carriers may launch aircraft in fog. However aircraft in fog loose their special abilities. All fighters, dive bombers, and torpedo bombers returning to a carrier that is in a sector containing a Fog Token in the Air Return Phase must make an air return recovery check. Roll a die: On a roll of 1, The unit is destroyed and victory points awarded to your opponent.
Squalls: Carriers are unable to launch or recover aircraft while in a squall. All aircraft except Patrol Bombers may not enter a squall. If aircraft other than Patrol Bombers are overtaken by a moving squall they must move out by the shortest route possible.
Fog and Squalls are included in player designed games. Fog and Squalls may move through out the game. Players decide before the game starts if they will have Fog or Squalls and whether or not if they will move or be stationary and/or will appear on certain turn(s) of the game.
Tropical Storm Token Card: The Tropical Storm Token included with this token set has special abilities. Roll for the token using the 8 sided die before the sea movement phase. Move the Tropical Storm Token 1 sector in the direction indicated (a roll of 3 or 7 results in the token remaining in the same sector-see diagram). Any units in the same sector as the Tropical Storm Token are “in a violent storm” and are unable to move or use any of their special abilities. Units outside the sector containing the Tropical Storm Token can not enter or conduct attacks into this sector. In effect, all units in a Tropical Storm Sector are unable to move or conduct attacks this turn. All aircraft are grounded.
Hint: Tropical Storms can create a short term defensive posture for a player wanting to “regroup” for a turn. It can also be a hindrance if your units are overtaken by a Tropical Storm.
Fog, Smoke, Tropical Storms and Squalls: You can trace line of sight into or out of a sector containing fog, smoke screens, or squalls, but not through it. Fog, squalls, Tropical Storms and smoke screens are considered to completely fill the sector that they occupy. A sight line is blocked if it passes through any part of a sector that contains a smoke screen, squall, Tropical Storm or fog. Units in a sector filled with fog, smoke screens, or squalls can fire out of the sector without penalty. Enemy units firing into a sector with fog, smoke screens, or squalls attack with no penalty, but the target is allowed concealment roll to make the attack miss. To make a concealment roll, roll a die. On a 5 or 6, the attack misses the target regardless of how many successes the attacker rolls if attack is made from an adjacent sector containing a smoke screen, fog or squall token. If firing from 2 sectors or more away from a sector containing a smoke screen, fog, or squall Token, concealment succeeds on a roll of 4, 5, or 6. If both the attacker and the target are in the same sector, the concealment roll succeeds only on a roll of 6.
It is possible that as a result of the die roll the Squall/Fog/Tropical Storm token may not be moved. If this happens, ships and aircraft are effected as the turn before in reference to which token is used.
As this is a designed rule, you may use the Tropical Storm and the other tokens however you wish.