Patrol Boats (2k)

Patrol boats fall outside the normal command structure. This is because patrol boats are designed to operate independantly on scouting missions. In fleet actions, patrol boats are expected to form hunter killer squadrons with their captains displaying a lot of initiative. Patrol boats are not expected to last long in combat, so their crews are allowed to be a little bit more lax in how their operate.
Because of this patrol boats are never disrupted and they move and fire in the non-disrupted squadron segment of the turn.

Each counter represents three patrol boats which operate together. The statistics listed represent all three patrol boats and they do not get three times the amount of attacks. When the patrol boats takes damage, it is handled slightly differently.
Light damage signifies that one ship has been destroyed, heavy damage means that two ships are gone, and when all hull is destroyed, all three boats are lost.

Damage Effects:

Move: This is never effected by damage and will remain at it is original value at all times.

Sec: Reduce as follows:

RatingLight DamageHeavy Damage
211L
11L1R

Primary: Lose 1 attack.

TypeMoveHullSecPrimaryMslFightersCommandPoints
PF Pegasi9/02/4/61--3019+6
PF Gryphon9/02/4/62--2020+4
PG Hippogriff8/02/4/613x (fwd: 1/1/0)--021

The statistics listed above are for a counter of 3 patrol boats.

For example, a counter of PG Hippogrifs represents three ships. If attacking enemy ships, the Hippogrifs have 1 Secondary battery and three primary attacks they can make per turn. If the Hippogrifs recieved light damage, then the Seconday battery is reduced to 1L and the ship will now only have 2 Primary batteries. Other abilities are not affected. Pegasi and Gryphon patrol boats taking damage will have their fighters reduced as well.

Converting to FCS:

Patrol boats are converted as normal ships with the following special cases.
Move: Work out for one boat as normal, and use this value for the counter.
Hull: Work out for one boat, and then multiply by three for the maximum hull value. All hull values should be equal.
Sec: This is the total for all three boats.
Primary: This is the value for one boat, and then made into three attacks of this value.
Fighters: This is the combined total for all three boats.
Command: This is equal to zero.
Points: As normal from the completed total, +1 point for the special rules.