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Campaign Play

Each ship and every crew has a long and proud naval tradition. Some ships are considered
cursed with ill-lucky, some Captains are looked upon with favor by the High Command, and
other ships have picked up unique quirks from decades of service. No two ships are exactly the
same even when they are from the same class. These mighty vessels have developed decades of
wear, hundreds crews have been rotated in and out, and various captains have all helmed them
prior to this point. The campaign rules are designed to bring unique flavor to ships as they wage
war against their foes during the Battle for Ammoriss.
Campaign Play represents the high command of any side choosing to allocate forces to a specific
area of Ammoriss in order to maintain control of the region and thwart the enemy. Naval units
are not cheap, and are difficult to replace and refit, therefore rotating them from warzone to
warzone is not always possible. It is not uncommon for them to remain in the same warzone
throughout the war. In such a situation, war can become very personal as rival officers and ships
meet repeatedly in the field of battle.
As the Battle for Ammoriss progressed, what started as Raiding often escalated to larger battles
for control of key areas. The campaign system will attempt to mimic the escalation of the
conflict.
Starting a Campaign
At the outset of the Battle for Ammoriss, the various high commands were left with difficult
choices. They assigned limited numbers of ships and crews to contend the key points around
Ammoriss. They were also left with important decision about what resources would support
what units in the field. Unsurprisingly, there were never enough ships, crews, officers,
armaments, fuel, etc. to go around and support the entire war effort.
Typically, the High Command would assign a set number of ships drawn from the nearby, local
assets to control the surrounding areas. For example, the North Ammoriss Naval PDF created a
special Taskforce to patrol and maintain the areas around Da Deff Islands, there Ork Warboss
Skarbash marshaled his own pirate forces. The two jockeyed for control of the approaches to the
Deff Islands throughout the War.
To start a campaign, two or more players simply choose which factions they wish to play as. A
campaign can have as many or as few fleets as necessary. It is preferrede if all players represent
a different faction, but some of the more anarchic factions (Such as Dark Eldar Slavers, Ork Kill
Fleets, Congregation of the Unfaith, Pirates) may have more than one faction fighting each other,
while more organized factions (such as North Ammoriss) would most likely not fight each other.
The Campaign Rules laid out here are dependent of any maps or other campaign tools.
However, it is entirely possible to integrate these rules with a map or other tools as the players
wish.
Playing a Campaign
Once players have established their factions, it is possible to start creating the fleets that will
oppose each other in the campaign. To start with, each fleet commander can choose up to 1,000
points of ocean going vessels from their respective Line of Battle. This is called the Fleet
Roster. All Cruiser and larger vessels must be suitably named, as well as a Captain appointed.
Escort squadrons and submersibles must also have suitable names and commanders.
If a group wished, they can increase the number of starting points to encourage larger fleets and
bigger battles. This is at the discretion of those playing and organizing the campaign. The 1,000
points is simply a guideline.
Each fleet is required to have a Command Ship. This ship does not have to be a Flagship
purchased as an option form the fleet lists. However, like all vessels in the fleet it will need a
suitable name and named commanding officer assigned as the fleets leader.
As the campaign progresses, the fleet will acquire battle damage, resources, and experience.
These variables will impact the development of the fleet as a fighting unit and shape its progress
in its mission. These variables will be calculated as the fleet engages in missions.
Rating
The fleet rating is a quick short hand to determine the approximate value of the fleet. Here is
how it is calculated:
Rating= Points value + Experience + Resources
The rating will change frequently as the fleet progresses and will need to be recalculated after
every engagement and post-engagement sequence. Typically this is the last step after all other
variables have been dealt with. This will give an approximate idea of which Fleet is the most
successful at any given time.
Ending a Campaign
There are multiple ways to end a campaign and it is up to the players to determine the method
they wish to use. Some examples are listed below:
1. Elimination- The campaign continues until all players have been removed except for one.
A fleet is eliminated if all their Resources have been taken, or ships sunk.
2. Time Limit- The Campaign lasts for a set number of days, weeks, months OR number of
engagements. At the end of this time frame, the fleet with the best rating is assumed to
have driven the others from their sector and claimed strategic victory.
3. Rating Break Point- The first fleet to achieve a preset rating will be declared the winner.
4. The Final Battle- The campaign leads up to a Final Battle where all the fleets of the
campaign converge and play as they are. The winner of this big battle is the winner.
Any of these methods can lead to entertaining and exciting campaigns. It is completely up to the
players and organizers of the campaign how they want to end their campaign.
Losing Ships
During games of Aquanautica Imperialis ships are often stricken by critical damage, crippled,
suffer from crew reductions, hulked or sunk. In the context of the game, these can have serious
tactical implications. However, they also can have important implications during campaign play!
A ship that is sunk or explodes during a battle is simply removed from the Fleet Roster. It can
no longer take part in future battles and is deducted from the fleets Rating.
If a ship is Hulked (i.e. reduced to 0DP during the game) it may be salvaged for future use by
fleet tenders and other recovery operations. For a Hulked vessel, roll a d6. On a 4+ the hulk has
been recovered. At this point, it can be sold for scrap, repaired, or scuttled.
If a hulked ship is not recovered, your opponent can attempt to recover it on a roll of 6 on a d6.
If captured in this way it must be sold for scrap.
Permanent Damage
Many engagements will end with ships either damaged, crippled or with critical damage. At the
end of the engagement, any ship that has been damaged may make a Damage Control roll. This
works like a normal Damage Control roll. The controlling player rolls a single D6 for each
Damage Point remaining. A result of 6 allows you to do one of the following; repair a single
Critical Damage or increase the ships Damage Points by 1.
For Example: The Reliable Cruiser, AN Triumphant Angel; ends an engagement with 3 DP and
a Bridge Destroyed result. The Triumphant Angel rolls 3d6 and scores a 3, 6, and 6. Nice work!
The controlling player decides to repair the Bridge Destroyed result and raises the ships DP to 4.
The work crews found the ships Captain and several key officers injured in the Bridge wreckage
and managed to weld together enough plate armor to secure the ship.
If a ship ends an engagement with critical damage it becomes Permanent Damage. This can only
be repaired using the rules for Repairing Permanent Damage. Until it is repaired, the vessel will
suffer from the damage when it first takes damage whether it normally causes critical damage or
not. Unresolved fires will reignite, rudders will jam, screws will foul, etc.
For Example: The Ork Big Dakkaboat, Runtkilla; suffered a Fire in its last engagement that it
was unable to put out. In addition, it was unable to repair it at the end of the engagement. The
fire has become Permanent Damage. The Runtkilla goes into battle next, and everything seems
fine. However, it still has permanent damage. A broadside from the Triumphant Angel scores
two DP on the Runtkilla, but does not cause critical damage. However, because the Runtkilla
has Fire permanent damage, the blaze is reignited in the ships interior thanks to the new
damage.
If a ship ends an engagement as Crippled, it may receive Permanent Damage. Roll a d6 for each
DP remaining, if any of the dice score a 6, then Permanent Damage is avoided. To determine the
type of Permanent Damage roll on the chart below.
For Example: The Triumphant Angel ended the engagement with 4DP, technically leaving her
crippled. Therefore, she may suffer from Permanent Damage. The controlling player rolls 4d6
(1 d6 per DP remaining) and scores a 2, 3, 5, and a 4. The Triumphant Angel will suffer from
permanent damage.
Permanent Damage Table
Roll a 2d6 and consult the chart below. A ship may not have the same Permanent Damage twice.
If a duplicate is rolled, simply roll again on the chart.
2- Leaky
The vessels hull is filled with small micro-cracks and is structurally unsound. The interior of the
ships drips water, and it is only a matter of time before it bursts. The ship is extremely
vulnerable and any critical damage rolls add a +1 to the result.
3- Communications Severed
The key communications network such as vox lines, voice tubes, crystalline matrixes, etc have
been severed in many places all across the ship. As such, communications between the key
stations and the bridge are spotty at best. The ship has a -1 modifier to all Command Checks to
receive Special Orders.
4- Non-responsive Rudder
The directional steering controls are blocked up by debris and loose flotsam. While these
obstructions remain, the ship is much harder to steer. As a result, the ship simply will not
comply with Come to New Heading or Evasive Maneuvers special orders.
5- Wonky Fire Control
The normal fire control mechanisms have been destroyed and replacements have not been
sourced. This includes fire controlled masts, observation ports divination stones, etc. Therefore,
the ship treats all targets as being obscured whether they are or not.
6- Screw Malfunctions
The ships propulsion systems have been damaged. This can be in the form of restless machine
spirits, hindered vector thrust fans, or not enough grots to pull the Go Fasta cranks. The vessel
will not respond to All Ahead Full or Reverse Engines Special Orders.
7- Inoperative Blast Doors
Most large warships are comprised of a number of air-tight chambers sealed off by blast doors.
These doors seal in an emergency to isolate damage, minimize crew loss, and keep the ship
afloat. These emergency mechanisms have been rendered inoperative in some cases. As a
result, the ships Brace for Impact save is reduced to 5+
8- Medical Bay Depleted
The medical stores on the ship have been exhausted. Either the basic supplies such as bandages,
anesthetic, and stitches have not be restocked since the last engagement, or the high tech medical
equipment was shredded and no replacements installed. Either way, the crew suffers wanton
casualties during the battle. The controlling player rolls a d6 for each DP inflicted during battle.
On a 6, the Crew rating is reduced by 1. Normal Critical Damage and Crew Rating below 0
rules apply.
9- Arsenal Cranes Jammed
To facilitate the proper loading and preparing of Ordinance, it must be brought from the ships
secure arsenal to the launch deck. This includes torpedoes to the tubes, bombs to the bombers,
depth charges to the launchers etc. However, without the use of automated system, it is purely
muscle and will to move these enormous and heavy weapons from the arsenal to where they need
to be. The ship has a -2 penalty for Command Checks related to Reload Ordinance Special
Orders.
10- Thinned Plate
In order to facilitate rapid repair and ad-hoc fixes to the ship, short cuts had to be used. This
included reducing the thickness of plate used to cover structural damage or simply papering over
more serious damage. As a result, the ship looks whole, but its armor belts have been reduced.
The ship increases its Armor save rating by 1 to a maximum of 6+, if the ship all ready has a 6+
save roll on this chart again.
11- Augurs Destroyed
The ships early warning and detection devices have been rendered useless from previous
damage. These systems provide early warning to PD crews of potential attack and allow them to
react in a timely manner. Therefore, the ships PD only strike successfully on a 5+ instead of the
normal 4+ as the crews have less time to react to oncoming threats.
12- Vox Black-out
The vessels long range communication channels have been shot away, or the receivers destroyed.
It is forced to rely on signal flags, intuition, flash messages, and other primitive methods to
determine its role in the battle. The ship cannot benefit from any fleet re-rolls, and always
activates last in its fleet. It will even activate after Merchant ships in scenarios that use them.
Experience
As vessels take part in engagements, their crews and Captain will gain in confidence and skill.
They will learn various tricks and stratagems to help them overcome their enemies. Vessels gain
experience as they take part in engagements. When a warship has enough experience points, the
ship will gain an advance.
Typically, a ship or squadron will start with d6 experience points to represent their training,
previous time at sea, etc. Players may wish to change this rule and allow ships and squadrons to
begin a campaign with more or less experience. This is up to the Players.
A common solution could be to allow players to purchase experience for their ships. In such a
case, the formula would be the initial d6 is free. Each point up to the first advance would be +5
points, and each point up to the second advance would be +15 pts. No ship should start a
campaign with more than 2 advances. These rules could be a good way to include a particularly
storied ship or commander being reassigned to the fleet.
It is important to note that Escorts gain experience as a Squadron while Submersibles and
Cruisers or larger earn experience by ship.
Earning Experience
The different engagements will earn experience differently. The different objectives of the
engagement will dictate the Experience earned. The following will be some general guidelines
for creating your own scenarios.
Survive without being crippled 2 points
Survive the battle 1 point
Inflict a DP 1point
Inflict a DP to Cripple +1 point beyond normal DP point
Complete Objective 3 points
Win an Engagement 1 point

A ship or squadron does not add any experience to its totals until the end of the engagement.
Experience Advances
As a ship or squadron earns experience they can earn Experience Advances. An advance
represents their improvement in skills as they have gained skills, abilities, and tricks during their
previous engagements. The following table indicates when the vessel will have an advance.
This advance should be determined after the Engagement and once the vessel or squadrons
experience total meets the required threshold. This should be done when both players in the
engagement are present.
Experience Advance
0-10 None
11-20 Level 1
21-30 Level 2
31-50 Level 3
51-70 Level 4
71-100 Level 5
101-130 Level 6
131+ Level 7
No additional advances

Squadrons
Squadrons of Escorts gain experience just as the big ships do. As long as the Squadron isnt
wiped out, it is assumed the survivors teach the new skills, tips, and tricks to the replacement
vessels and crews that fill the squadron.
Advance Rolls
Once a vessel or squadron has achieved the threshold of points needed to make the next level,
they can roll on the following table. Roll a d6 and consult the chart below:
2- Cross Trained
The Crew has cross trained so that they can perform more than one duty onboard. This
allows a level of redundancy in key systems. In addition, more ratings have been trained
to act as armsmen to repel boarders. (The Crew rating can never be double the starting
rating. In the case of Crew rating 0 the max is 2. If the max has been reached, re-roll the
result.)
3- Skilled Shipmasters
The ships officers have gained a subtle ability to handle their craft. The ship has a +1
modifier to the Command Check for Evasive Manuever and Come to New Heading
special orders. (LD can never be higher than 10, if all ready at 10, re-roll the result.)
4-Jury-rigging
The crew are especially skilled at repairing damage and jury-rigging equipment. The
crew gains a +1 to the results for repairing critical damage. This applies to the final post
engagement check for Permanent Damage. (The modifier cannot be greater than +3. If
the max has been met, re-roll the result.)
5-Drilled Gunners
The ships crew has been drilled on gunnery and has put their methods to the test of
battle. They have a sharp eye for distance, speed, trajectory, etc. The gunners can ignore
the modifier for Moving Abeam. (This may only be taken once. If the max has been
reached, re-roll the results.)

6-Veteran Seamen
The crew of this vessel is particularly good at navigating the waters of Ammoriss. They
have a +1 modifier for avoiding grounding in shallow water, refloating their ship, or to
disentangle from collisions. (This modifier cannot exceed +2. A 1 will always fail not
matter the roll. If the max has been reached, re-roll the result.)

7- Marksman
The ships crew have been training in identifying the crucial targets in enemy ships and
to try to bring their fire to bear on these areas. As such, they are more likely to inflict
critical damage on their foes. This ship will inflict critical damage on a 5+ instead of the
normal 6+. (This may only be taken once. If the max has been reached, re-roll the
results.)

8- Fire Control
The gunners on this ship have strong faith in their officers ability to determine the
greatest threat to the ship. They have a +1 to Command Checks for target priority. (This
modifier cannot exceed LD 10, if it is all ready at 10 re-roll the result.)
9- Lock-on!
The ships crew have a steady aim, and gain a +1 LD modifier for their Command Check
when they receive the Lock-On Special Oder. (This modifier cannot exceed LD 10, if it
is all ready at 10 re-roll the result.)
10- Stoke the Boilers
The engine room is especially skilled at tweaking their reactors or power plants at a
moments notice to coax more speed out of the ship. The ship has a +1 modifier to the
Command Check for All Ahead Full and Reverse Engines special orders. (LD can never
be higher than 10, if all ready at 10, re-roll the result.)
11- Rapid Fire
The crew have been trained to ram home and fire their shells faster than normal practice
allows. As a result, they can pour a torrent of fire at a target. In essence, this ship can
ignore the modifier for Obscured targets as the weight of shells is bound to hit something
in the area. (This may only be taken once. If the max has been reached, re-roll the
results.)

12- Skilled Boarders
The crew has been trained to strike at the weak point sin enemy ships. If they
successfully board an enemy vessel, the boarders can choose to add +1 to the results of
the Critical Damage to the ship. (This modifier can be a maximum of +3. Once the
maximum has been reached, re-roll the results)
Strategic Points
Strategic Points represent the key areas that your fleet is defending and protecting from the
enemy. In addition, it is from these Strategic Points that High Command decides how many
resources to allocate tot eh fleet. The larger the number and the more valuable the Strategic
Points your fleet protects or controls the more Resource your fleet will secure from their
superiors.
Every fleet begins a campaign with 5 Strategic Points they are tasked with controlling. These
Strategic Points will change hands throughout the campaign and impact the number of resources
the fleet has access to. Be sure to record the Strategic Points your fleet is defending on your
Fleet Roster.
Resources
At the end of an Engagement, the fleet will gather resources based on the Strategic Points they
command. Keep in mind, these resources must be collected from each Strategic Point. This
represents them either conscripting crewmen, picking up currency from high command, extorting
manufactured goods, stealing promethium, etc. Resources are just the generic term for all those
things needed to keep a fleet in good order and operational.
Each Cruiser that ends and Engagement not crippled can choose to visit a Strategic Point. An
escort squadron may do the same, provided at least two escorts remain in the Squadron.
Submersibles need to be multi-hit models to collect Resources and have more than 1 DP
remaining.
Each eligible vessel collects a number of Resources from each Strategic Point. If the controlling
player does not have enough ships to visit all Strategic Points, they can choose which points they
will be collecting from.
The fleet will always need to spend a certain amount of Resources of things like, food,
ammunition, fuel etc. These costs are deducted from the overall number of resources collected
based on the size of the fleet. Ships and Escort Squadrons count as 1 unit for purposes of
determining fleet size.
Units
1-3 4-6 7-9 10-12 13-15 16-18 19-21
Resources
0-299 150 100 50 0 0 0 0
300-499 250 200 150 50 0 0 0
500-799 350 300 250 150 50 0 0
800-1,199 500 450 400 300 200 50 0
1,200-1,699 650 600 550 450 350 150 50
1,700-2,299 850 800 750 650 550 350 150
2,300-2,999 1,050 1,000 950 850 750 550 350
3,000-3,799 1,200 1,150 1,100 1,000 900 650 450
3,800-4,599 1,350 1,300 1,250 1,150 1,050 850 650
4,600+ 1,450 1,400 1,350 1,250 1,150 900 650

Strategic Points
Use the following charts to determine which Strategic Points your fleet starts with at the
beginning of the Campaign. Remember, each fleet begins with five random Strategic Points.
Roll a d66 and consult the chart below:
Roll Resources Name Description
11 2d6 x10 Toxic Dump This area is a dumping ground for industrial waste and
Other toxic materials. Sometimes the waste can
provide valuable by products. On a roll of doubles, an
accident has occurred and no Resources are gained.

12-16 100 Fishing Village This is a small fishing village. The fisherman can
provide delicious fresh fish for your crews tables. This
is a boost for morale, but provides little in the way of
war fighting.

21-25 150 Common Mine A small mine head is present in the area. From here,
common ores are worked. Some of them help make
wiring and cables needed to help power the fleet.

26 1d6x100 Adaconite Vein A vein of rare Adaconite runs through the area. This
can be shipped to the Main Spaceport and sold for a
good profit, or used to help create new armor plate for
your ships.

31-35 300 Settlement A decent size settlement provides steady income for
your fleets maintenance.

36 1d6x100 Mineworks A large mineworks provides valuables resources for the
larger war effort.

41-42 100 Augur Beacons The Augur Beacons are large antennae and dish farms
used to detect the coming and going of enemy forces.
They are important to the high command, and hence
they provide resources for their protection and
garrisoning. Augur Beacons allow a +1 to determine if
the fleet is the Attacker in a scenario.

43-44 100 Vox Relay The Vox Relay is used to convey messages all across
Ammoriss. These are valuable military assets, and the
High Command provides resources for their
provisioning. A Vox Relay allows the fleet a free re-roll.

45-46 1d6x100 Promethium The Rig extracts Promethium fuel from deep under the
Rigs surface of the planet. The Promethium can be used to
power ships, build weapons, etc.

51-52 1d6x100 Labor Camp This is a labor camp of local lay workers who
Are forced to perform manual labor such as mining,
manufacturing, etc. They can provide goods to be sold
in larger markets or labor for the fleets benefit.

53-54 1d6x100 R&R Center The High Command has set this area aside for Rest and
Relaxation. As such, the troops and crews spend their
money freely at the drinking holes, casinos, and
brothels. Roll a d6, on a 6 the visiting ship can increase
its crew rating by 1 for the next engagement.

55-56 1d6x100 Harbor This area has a natural harbor that is a hub for local
merchant vessels to congregate. If you win a Convoy
Raid engagement, you gain a +1 to the roll to Gain
Strategic Points from the Harbor.
61 1d6x100 Medicae The Strategic Point is a Medicae facility. As such, the
high command will attempt to keep it safe a secure
from enemy dangers. They provide for its protection.
The Medicae will also repair any Massive Casualties
Permanent Damage for free, instead of collecting
Income. No Dry Dock is required.

62 1d6x100 Manufactoria The manufactoria is a large factory complex used for
making war machines and other machined products. It
is an assembly line. This allows you to repair one
Weapon Destroyed Permanent Damage instead of
collecting income. No Dry Dock is required.

63 2d6x100 City A city is a key resource center for all military forces. It
provides men, material, and moral. If a double is rolled,
the ship collecting income starts the next engagement
in reserves as shore parties take time to return to the
ship. This causes the vessel to miss the start of the
engagement.

64 2d6x100 Port The port is a main thoroughfare of commerce and
military forces. It is a huge, busy and bustling place. If
collect the income is entangled in the ports traffic and
unable to attend the next engagement.

65 2d6x100 Manufactorum The Manufactorum is a huge sprawling industrial
complex as large as a city. It can produce huge
quantities of war materials. A Manufactorum can
produce be pushed to produce larger quantities of
Resources. No risk is incurred for collecting 2d6x100.
However, if you want you can push production to 3d6,
4d6, all the way to 6d6x100. However, if a double is
rolled, the surrounding resources and labor pool is
exhausted. The Manufactorum becomes a Mineworks
instead.

66 1d6x100 Base The Strategic Point is naval base. As a result, the fleet
gains +d6 starting experience for the collecting ship.
The base will provide experience instead of income.

Using Resource
Resources are used to repair damaged ships, replace lost vessels, fix permanent damage, and
acquire new vessels for your fleet. One Resource point is the equivalent of 1 point in the Line of
Battle fleet lists.
Resources can be used to do the following:
- Purchase new ships on a 1 Resource for 1 point from the Line of Battle basis.
- 25 Resources repairs 1 DP on a vessel
- Permanent Damage can be repaired for 2d6 x 10 Resources per Permanent Damage
- Refit an existing ship with Upgrades from the fleet list for the points cost +d6 resources.
- Rebuild a Hulk. This costs 50 Resources for the first DP and 25 per after the first.
Gaining Strategic Points
The only way a fleet can gain more Strategic Points is by taking them from opposing fleets. This
can only be done by winning engagements. After winning an engagement both sides roll a d6
and add the following modifiers.

Won the Engagement +1
Crippled a Capital ship* +1 Not cumulative
Sunk a Capital Ship +2 Not cumulative
Wiped out an Escort Squadron +1 Not Cumulative
Inflicted twice the DP as received +1
Playing a Raid Scenario -2

If the winner of the engagement rolls twice the result of their opponent on the d6, they have
managed to seize a Strategic Point from their opponent. Remove the Strategic Point from
opponent Fleet Roster and add it to the winners Fleet Roster.

Dry Docks

Repairing, Refitting, and Rebuilding a Hulk require extensive repair work at the associated fleet
base. It is not simply a matter of spending resources to have the ship fixed. Instead, it needs to
be sent to the Dry Dock. There skilled shipwrights can take the ship out of the water and work
on her. This allows them free access to move around and fully repair the ship.

If resources are being spent to repair 2 DP or more, refitting a new upgrade or Permanent
Damage then the ship will need to go to Dry Dock. The ship will miss the next engagement
while being repaired.

Scrapping a Hulk

If a ship is hulked (i.e. reduced to 0 DP) it can be recovered after a battle and sold as scrap. This
can be used to generate additional resources for the fleet. Each scrapped Hulk is worth 1
Resource per starting DP of the hulk.

For Example: A Congregation of Unfaith Just Class Cruiser has been hulked during an
engagement. The fleet has managed to recover it after the battle by rolling a 4+. They decide to
scrap it instead of repairing it. A Just Class Cruiser has a starting DP of 6. Therefore, the Hulk
is worth an additional 6 Resources.

Rebuilding a Hulk
If a fleet chooses to Rebuild a Hulk, the Hulk will be in Dry Dock for 1d3 engagements while it
is being rebuilt.
However, the benefit is that a rebuilt Hulk will gain half of its Experience back rounding up as
its crew is replenished from the survivors, existing equipment is restored, and familiar systems
are updated. This means the ship will lose random advance bonuses until it reaches the
appropriate number for the rebuilt ships new experience level.