Frequently Asked Questions

Here, you can find the latest rules errata for the Leviathans Game, along with answers to many frequently asked questions. Each accordion section contains page references, questions, and answers for a specific product or sourcebook.

New changes, additions, and sections will be added as necessary. And for those interested, join the Leviathan’s Discord server for the latest game news and updates.


CORE RULEBOOK FAQ


TORPEDO STACKING 

Leviathans Core Rulebook, pg. 11 

Q: Can multiple torpedo tokens be placed on the same legal hex? 

A: Yes, torpedo tokens can stack.

WHAT IS FORWARD MOVEMENT 

Leviathans Core Rulebook, pg. 13 

Q: What actually constitutes movement? “Entering a new hex” or, “spending MP”? 

A: A unit is considered to have moved if its Pivot Hex changes hexes during that unit’s movement.

Leviathans Core Rulebook, pg. 13 

Q: Assuming it has the MP to do so, could a ship with an HBT value of 2 move forward 1 hex, sideslip, then move forward 1 more hex  and then turn? It has moved forward 2 hexes before making a 1-hexside turn. Or does performing a sideslip reset the count for  HBT, thereby forcing this ship to move forward 1 hex, sideslip, and then move forward 2 hexes before making a 1-hexside turn? 

A:  Sideslipping does not restart the Enter Hexes Before Turn count. Only changing facing restarts the count.

Leviathans Core Rulebook, pg. 13 

Q: On maps with mountains/valley walls, it is possible for a ship to get into a position where it cannot move forward nor turn in place  without one of its hexes overlapping a mountain hex. Are such ships just stuck permanently for the match? 

A: If a unit has no possible movement options because of terrain, it may sideslip once that Movement Phase, following the normal rules, even if it does not have Steering Gear (Improved or standard) or Slip Shaft. This is considered a Full Stop move, even though the Pivot Hex has changed.

OVERLAPPING IMMOBILE SHIPS 

Leviathans Core Rulebook, pg. 15 

Q: Can a ship overlap another ship which is incapable of movement (no functional engine Slots)? Does the Full Stop token an immobile  ship gets at the start of the turn make it “count as” having moved? 

A:  A ship with a Full Stop token from immobility is considered to have moved for overlapping purposes.

Leviathans Core Rulebook, pg. 15 

Q: Can ships that are overlapped fire at each other (both in general, but also particularly the hex(es) which lie atop one another)? 

A: Any weapons located in a hex that is overlapping another ship cannot fire at that overlapping ship.

RAMMING FRIENDLY UNITS 

Leviathans Core Rulebook, pg. 27 

Q: Can you declare rams against your own ships? 

A: You cannot ram your fleets’ ships.

RAMMING AN OVERLAPPING UNIT 

Leviathans Core Rulebook, pg. 27 

If another ship moved before you and overlapped your ship, can you initiate a ram from overlap or are you required to clear the  overlap first?

A: You must first no longer overlap the ship before you may ram it (which can be done in the same Movement Phase, if you have enough available MPs).

Leviathans Core Rulebook, pg. 27 

Q: Can a ship be displaced more than once in a round?

A: No. A ship may not be displaced more than once in a round. If something causes a ship that has already been displaced to be displaced again, this does not occur. The effects of ramming would still occur, but the unit would not change position on the map.

SCREENING WHILE TURNING IN PLACE 

Leviathans Core Rulebook, pg. 28 

Q: Can a ship turn in place and still spend MP for screening? 

A: Yes, a ship can turn in place and screen if it has the MPs available.

SPENDING MP ON SCREENING 

Leviathans Core Rulebook, pg. 28 

Q: At what point during movement is screening MP actually spent? For example, can I Defensively Screen an adjacent ship with my Destroyer before spending any other MP, place the Screening Token and get the benefit, and then elect to use the rest of my MP  to move away? What if the second unit was also a Destroyer, which then moves back into adjacency with my first Destroyer? 

A: Defensive Screening requires adjacency. A ship can move after screening, but if it loses adjacency with the unit, that screening is lost.

OFFENSIVE SCREENING AND LINE OF SIGHT 

Leviathans Core Rulebook, pg. 30 

Q: Is it intended that Offensive Screening only blocks Line of Sight in 1 direction? Defensive screening explicitly breaks Line of Sight  entirely in both directions, but rules-as-written, Offensive Screening lets the screening ship shoot out, while incoming fire is blocked (“…if LOS from an attacking ship to a target ship…is drawn through a hex of a ship of a larger type, LOS is blocked.”). The rules say  nothing about the screening ship not being able to draw LOS back through the ship it’s hiding behind. This is logically incongruous,  does not mirror the way defensive screening works and is quite probably an abusable thing

A: LOS is blocked both ways. Neither ship can shoot the other in this case.

STEERING GEAR IN MULTIPLE LOCATIONS 

Leviathans Core Rulebook, pg. 30 

Q; The rules for performing sideslips with multiple steering gear slots say same that multiple slots stack within the same *location*, not the same side. Given this, do the Italian Vulcano-class BBs get to stack their improved steering gear effects (which are in different  *locations*, albeit on the same side of the vessel), or is one slot effectively only a backup for the other?

A: Steering Gear Slots apply to the same side, not just the same Location. Their effects can stack between the Locations of a Battleship.

TORPEDO ATTACKS 

Leviathans Core Rulebook, pg. 34 

Q: The rulebook does not specify how they should drop torpedoes. Are we to assume fire arcs like a ship and from the front arc? 

A: Torpedoes fire out of the front arc.

TURRET FIGHTERS 

LCR, pg. 34 

Q: What are Turret Fighters?

A: Turret Fighters should have the Machine Gun keyword on them and all associated effects.

TURRET FIGHTERS ATTACKING BROADSIDE ARCS 

LCR, pg. 34 

Q: If a Turret Fighter is adjacent to a Battleship in its broadside arc, which Crew Slots can it attack? Does it have to roll a D6 like a  Leviathan to see if it is attacking the fore-side or rear-side? Or can the Turret Fighter choose? 

A: It may attack either Location of the  ship. It does not need to roll a die.

MACHINE GUNS AND BREAKING THE KEEL CHECKS 

Leviathans Core Rulebook, pg. 34 

Q: Assume a plane with a Machine Gun is attacking an enemy Leviathan which has a Crew Slot in the facing Location, but that Slot is  already damaged. If the plane chooses to attack the damaged Crew Slot, does this qualify as, “hitting a destroyed Slot” for any other  purposes, including creating a Breaking the Keel check? 

A: A Machine Gun’s ability to target a Crew Slot only applies to undamaged Crew Slots, not destroyed Slots.

SPOTTER ABILITY 

Leviathans Core Rulebook, pg. 34 

Q: Regarding Spotter planes, the wording of the Spotter ability is somewhat ambiguous. 

A: One friendly ship may add a DGreen to one of their Breach Rolls. 

SPOTTER LINE OF SIGHT 

Leviathans Core Rulebook, pg. 34 

Q: Regarding Spotter planes, as written, the rules do not require a Spotter plane to have LOS when placing its token. Should mountains  (or defensive screening) block spotter token placement? 

A: The spotter plane needs LOS to the target.

SPOTTERS AND ANTI-LEVIATHAN GUNS 

Leviathans Core Rulebook, pg. 34 

Q: Can an Anti-Leviathan Gun benefit from a spotter token? Also, can a spotter token be placed on an AL Gun? In both cases, the rules  specifically say “ship.”

A: Any friendly plane or ship may use a spotting token. Spotter tokens may be placed on anything other than a plane.

CREW SLOTS 

Leviathans Core Rulebook, pg. 37 

Q: There are a number of cases where various game effects or card will say “Crew Slot,” and it is an open question whether that means  just regular Crew Slots or includes specialty crew slots as well (bracketing, screening, Austro-Hungarian, repair, precision, etc.). How  is this meant to be dealt with? 

A: Any special effect asking for Crew Slots may include any Slot that includes the name “Crew”. However, the standard Crew rules of adding to weapons batteries and repairings do not apply to non-standard Crew Slots, unless the Slot rules state otherwise.

REPAIR CREW 

Leviathans Core Rulebook pg. 42 

Q: Can Repair Crew be combined with regular Crew for repair attempts?

A: Repair Crew Slots may not be combined with regular Crew Slots for repairs.

AUSTRO-HUNGARIAN CREW 

LCR, pg. 43 

The rules state A-H crew must, “roll both dice, take the worst” for Breach Rolls. Do they also apply this rule for any other rolls which  Crew are used for (such as repairs)? 

A: All rolls with Austro-Hungarian Crew use the lower of the two dice.

TESLA ELECTRICAL DEVICE 

Leviathans Core Rulebook, pg. 44 

Q: Can bracket-capable TED guns bracket fire with non-TED guns of the same size? If so, is the non-TED’s gun die still applied against  the Beach Value of the impacted Tesla Coil Trim Tank which the TED gun hits?

A: Yes, they bracket together normally.

CLOUD TILE PLACEMENT 

Leviathans Core Rulebook, pg. 47 

Q: For cloud placement, it says, “a cloud tile must be 3 hexes away from another Cloud tile.” Presumably that should be, “3 or more  hexes away”? 

A: Yes, the rules should be “3 or more hexes away”.

STANDARD PLAY PLANE DEPLOYMENT 

Leviathans Core Rulebook, pg. 47 

Q: How should plane deployment be handled? 

A: Planes follow the standard rules of deployment as ships, alternating one token at a time back and forth between the players.

LIGHT CLOUDS 

Leviathans Core Rulebook, pg. 49 

Q: Do Light Clouds use Line of Sight? 

A: Yes, clouds use LOS.

HEAVY CLOUDS 

Leviathans Core Rulebook, pg. 49 

The rules say you only pay +1MP if the bow of a ship enters heavy clouds, then can a vessel like the Vulcano-class sideslip through a  cloud without paying the extra MP, as long as their bow hex always remains outside the cloud? 

A: It should be the Pivot Hex with +1 MP, not the bow hex. You do not pay the extra MP if the pivot hex does not enter the cloud.

AND LINE OF SIGHT 

Leviathans Core Rulebook, pg. 49 

Q: Do clouds in the attacking and the target hexes both count for being in Line of Sight or are things like Battletech where an attacker  can be at the edge of a cloud at no penalty and fire out, while incoming fire is penalized and limited to short range?

A: Cloud effects include intervening hexes as well as hexes with planes and ships in them.

REINFORCEMENT SCENARIO 

Leviathans Core Rulebook, pg. 50 

Q: How is plane deployment handled in this scenario?  

A: Planes enter turn 1, using the same placement rules as ships.

OBJECTIVE PLACEMENT 

Leviathans Core Rulebook, pg. 51 

Q: Multiple scenarios, including Control Points and Invasion (Ragnar), say to place objectives in the middle 4 hex rows of the map, but  map sheets are an odd number of hex rows. Should this value be 3 or 5 hex rows, or perhaps should players remove a hex row from  either edge to make the center 4 actually in the center of the map? 

A: The rules should say the middle 5 hexes, not the middle 4.

TUG OF WAR SCENARIO 

Leviathans Core Rulebook, pg. 52 

Q: Can the neutral ship be rammed to generate displacement (and therefore additional movement)?

A: The neutral ship may not be rammed.


CARD FAQ


GERMAN SHIPS 

Q: All of the 24cm guns on the Kaiser-class have 7/14 range, except the bow gun slot on the Kaiser, Wilhelm I and Friedrich der Grosse,  which are 7/13. Are these slots correctly printed at 7/13, or should they be changed to 7/14? 

A: These Slots are correct.

FRENCH SHIPS 

Q: The Dunkerque and Louvois have Yellow torpedo slots. Is this a misprint and these should be HE torpedoes? Or are they actually  intended as dYellow “standard” torpedoes? 

A: These Slots are correct.

ITALIAN SHIPS 

Q: The Sicilia and Sardegna cards list their bow gun slots as 203cm. Should these be changed to 203mm instead?

A: These slots should be in mm, not cm.

AUSTRO-HUNGARIAN SHIPS 

Q: The SML Hapsburg appears to have British-style sniper guns on its side 10cm guns. The dBlue is at Long Range and the dGreen is at  short.

A: These Slots are correct.

TESLA SUPPORT 

Q: This card reads, “Twice per turn you may ignore a ship’s damaged Tesla Coil effect when firing.” Does this mean two ships can  ignore the effect for all their shots or that you can ignore the effect for any two individual attacks? 

A: Should say “Twice per turn, you may ignore a ship’s damaged Tesla Coil effect for a single attack”.

RAPID REPAIR 

Q: This card reads, “Once per game you may repair a Slot that was destroyed that turn.” When may this effect be used? Only during  the Repair Phase, or can a player effectively undo a torpedo hit immediately after it happens? Is this effect a free repair, or it is  intended to merely let you make a repair attempt against a slot damaged the same turn?

A: Card should say “Once per game, during the Repair Phase, you may automatically repair a Slot without making a roll or using a Crew Slot, even if the Slot being repaired was damaged or destroyed this turn”.

REAR ADMIRAL 

Q: This card reads, “Once per turn, choose one Ship Type at start of turn. They all gain +1 max weapon range that turn.” Does this  apply to torpedoes as well as guns? 

A: This applies only to gun batteries, not torpedo Slots.

ENGINEERING EXPERT 

Q: This card reads, “The first destroyed Engine Slot for every ship does not reduce that ship’s MP value.” How should this interact with  repairs?

A: Repairing the Slot and having it destroyed again, or losing another Engine Slot, will not gain this effect.

DOUBLE SHIFTS 

Q: This card reads, “You may make an additional attempt to repair a single slot.” Does this additional attempt have to be from a  different crew? 

A: This attempt needs to be from a different Crew Slot.

FRENCH CAPTAIN 

Q: René Fonck’s card reads “…add or subtract 1 to the slot die result.” Does this allow you to change the number on the Slot Die to a 0  or 7, effectively causing the shot to miss?

A: No, you may not change the value to 0 or 7.


OPERATION RAGNAR FAQ 


RAGNAR, pgs. 15, 18 

Q: The August 2025 FAQ says “Outposts and Forts may not be built on Eteroid Mines and Shipping Lanes.” However, RAGNAR page 15  generates eteroid or supplies for controlling those Nodes, and RAGNAR page 18 states, “If over a friendly Outpost or Fort, gain a  Strategic Resource of that node.” How are we to interpret this? If outposts/forts cannot be placed on mines/lanes, then eteroid and  supplies cannot be gained over strategic resource nodes, and there is no reason to place fleets there during the Fleet Phase. How  are players meant to control these Nodes? 

A: This is an error. Control of these nodes is only applied when a fleet is in control of the node at the end of the round. They then receive the indicated resource. 

RAGNAR, pg. 17 

Q: The Choose a Scenario section mentions scenarios which don’t exist (Blockade Run and Protect Ship). Are these intended to be  Breakthrough and Tug of War from the Core Rulebook? 

A: Yes, those names should be Breakthrough and Tug of War.

RAGNAR, pg. 19 

Q:Under Gather Resources, do teams generate eteroid and supply for each mine they control, or for each mine in play in total?

A: You generate eteroid for each mine you control. You gain supply for each shipping lane you control.

RAGNAR, pg. 18 

Q: How should destroyed planes be treated between turns? Are they replaced for free? 

A: Yes, planes are replaced for free between turns.

RAGNAR, pg. 18 

Q: Alter the Campaign Map references HQ nodes, but none are visible on the campaign map.  

A:  There are no HQ nodes, this is a mistake.

RAGNAR, pg. 10 

Q: Is there supposed to be a relationship between outskirts and cities? The Outskirts Node texts indicates there is one, but nothing  seems to appear in the rules. Is the intent to control a certain number of outskirts before building in the city or something? If not,  why wouldn’t players go directly for the city whenever possible? 

A: Forts in outskirts provide their AL guns to their associated Cities.  

RAGNAR, pg. 7 

Q: Only gun battery attacks from enemy Leviathans are mentioned. Can torpedoes (and HE torpedoes) be used against AL guns? 

A: Torpedoes may not be used against AL guns.

RAGNAR, pg. 7 

Q: Only bombs are mentioned under attacks from enemy planes. Can AL guns be attacked by any other plane types, such as fighters or  torpedo bombers? 

A: Only bomber planes may attack AL guns, not other types of planes.

RAGNAR, pg. 17 

Q: How does the map choose veto work?

A: The veto should say “may veto a map type if more than two is available to be chosen from”.

RAGNAR, pg. 17 

Q: Under, “Choose a Map”, the Eteroid Mine location says “Valley.” Is this supposed to be the Narrow map type? If not, then the maps  included in the campaign box would never get used.

A: Yes, it should say Narrow map.


OPERATION HANNIBAL FAQ 


HANNIBAL, pg. 5 

Q: Do Fortresses count as ships? In many places the rules reference, “ship” as in, “ships apply this rule, but not planes”. 

A: Fortresses count as ships when abilities and other effects call for ships.

HANNIBAL, pg. 6 

The rules say fortresses do not have an Enter Hexes Before Turn requirement, but the fort cards say HBT 1. 

A: This is an error, Fortresses do not have an HBT.

HANNIBAL, pg. 9 

Q: Do mines damage every ship in adjacent hexes? They are triggered by a ship entering an adjacent hex, but the mines themselves can  be laid adjacent to multiple ships, which may or may not have moved. 

A: Mines explode when a ship enters an adjacent Hex. They do not explode when a ship starts adjacent to them. THey damage every ship in an adjacent hex.

HANNIBAL, pg. 16 

Q: Under Start of Game Strategic Resources – Coal, it says “1 per player on a team.” Should this be “1 per fleet on a team?” 

A: Yes, this should be “1 per fleet”.

HANNIBAL, pg. 25 

Q: Under “Allied Fleets & Admiral Cards”, an all-hands battle is all considered to be one single fleet, where each player has a 1,000 point build limit. The only exception to this is, “Admiral Cards and Fleet Upgrades.” So does that mean that players have to build a  new fleet list under certain conditions? 

A: Fleets do not need to change composition for fleet building rules during all-hands battles. They may break fleet building rules during these engagements

HANNIBAL, pg. 27 

Q: For 24-Hour Watch, can *every* Crew that makes a successful repair make another attempt? Can the same Crew keep going if they  keep rolling 20+ until they fail or run out of slots to repair? 

A: Every Crew Slot can attempt another repair roll. A Crew Slot may only make two Repair Rolls with this ability.

HANNIBAL, pg. 27 

Q: How does 24-Hour Watch interact with the Russian admiral Quick Crew Deployment and/or ? Would the extra repair attempts stay  at 20 or go down to 15? 

A: The repair would be at 15with the Russian admiral Quirk, not at 20.

HANNIBAL, pg. 28 

Q:For Rapid Torpedo Deployment, what kind of torpedoes should be used, particularly if deployed from ships without any torpedo  slots? 

A: They use a torpedo they have. If they do not have a torpedo they use the standard 3DRed.

HANNIBAL, pg. 29 

Q: For Improved Anti-Air Armament, what should happen if a ship already has DBlack AA? Should they then get DBlack+DGreen?

A: Yes, they would get a DBlack+DGreen.