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Combat Charts Overview
Shell Hits - Miscellaneous Damage - Flooding - Sinking Critical Effect - Damage Control - Torpedo Hits - Uneven Flooding

Shell Hits Chart - Compare the appropriate penetration value of the
incoming rounds to the appropriate armor value of the target vessel. If the
penetration value is higher than the armor value, the round may be able to
penetrate and the Penetration portion of the chat is used (number one).
If the penetration value is equal to or lower than the armor value, there is no
penetration and the No Penetration portion of the chart is used (number
two). Note that the left half of the No Penetration section is for shells
whose penetration value equal to or less than the armor value they are
striking. The right half is used for non-penetrating rounds whose penetration
value is still greater than half the value of the defending armor.
Roll one 12 sided die on the Shell Hit Chart for each round fired into a
vessel's target zone during the turn. Cross index each die number rolled
(number three) with the previously established Penetration column to
find the code for the damage inflicted (number four). Note that
one-third of all shells landing in a target zone will not strike the ship, or
at least will not do damage with is considered dangerous to the vessel. Shells
are rolled for in sets by ship and shell size; for example, if a ship
has four main rounds and 14 secondary rounds landing in a target zone, it will
roll one set of four dice for the mains, and another set of 14 dice for the
secondaries. Rolling in sets prevents "ganging" of die rolls (See Bonus Rolls
below). Bonus Roll: If a player rolls doubles within a
set of penetration die rolls of nine through twelve, an extra die roll
on the Misc Damage Chart is added to the damage hits. Any additional identical
numbers add one to the total; i.e. - triples result in two Misc Damage rolls,
etc. Shell Hit Example: A 12 inch gun turret with a penetration
index of 18-14-10 fires a medium range broadside shot at a battleship with 12-9
armor. The shell penetration will be 14, and the battleship armor will be 12,
hence a two point penetration. Use the 1,2 column of the Penetration section
and roll two 12 sided dice. If a 3 and 10 are
rolled, the target battleship suffers one fire. If two 12s are
rolled, the battleship suffers two flood hits and also must roll for an
additional bonus doubles hit on the Misc Damage Chart. |
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| Miscellaneous Damage
Chart - When required to roll on the Misc Damage Chart, roll one 12 sided
die, and match the number rolled with the damage code shown under Effects.
Apply that damage code and any after-effects to the vessel in question. |
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Flooding - The Occurrence section's differential percentages relate
weapon size versus target vessel size (number one). When required to
roll on the Flooding Chart, roll one 12 sided die and apply its value to the
occurrence section of the chart (number two). Apply the resulting
flood effect, if any (number three) to the randomly selected flood
compartment on that vessel's Ship Log. If a flood effect resulted from the
occurrence roll, then roll another die for the corresponding line of the
effects section (number four) and apply the appropriate damage
hits to the vessel in question. Example: A size 60 round hits a
size 55 battleship and scores an FL result. Because the size of the shell is
100 percent or greater than the target vessel, a die is rolled on the 100>
column with a result of 8, causing moderate flooding on the
battleship. After randomly assigning the location of the flooding, another die
roll is made on the Moderate flooding line with a 9 result,
causing an PX hit to the battleship. Note that a shell may not inflict any
flooding if its size rating is less than one-quarter of the size rating of the
target vessel. |
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| Sinking - If
required to roll for possible sinking due to flooding, locate the number on the
Total Flooded column which matches the total flooding points present on a
vessel and roll one 12 sided die. If the number rolled falls within the
corresponding range called out under Sink Roll, the vessel has begun to sink.
See the Sinking portion of the Damage
section. |
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Critical Effects- There are two types of critical effects; cyclic
and static. Cyclic effects are part of the basic fire and flood rules. Their
ongoing presence on board a vessel constantly threatens to trigger more damage.
Static effects are damage events which cause various types of specific damage
all at once. Explosions, electric/hydraulic damage, steering malfunctions and
complications to main armament/torpedo hits all constitute static critical
effects. To conduct a critical effects roll, roll one die and
cross-reference its value to the applicable critical effects line. Apply the
results called for (if any). Note that damage caused by a single critical
effect can trigger a "domino line" of damage, resulting in several critical
effect die rolls for various types of damage.
Critical Effect Line
Definitions (for further information, see Damage portion of main rules
text) Fire On a die roll of 10 or 11, player must roll for
additional damage on the MISC damage chart. Sev/Hvy FL For
each severe or heavy flooding condition on board a vessel, roll one die. On a
result of 10 or higher, roll for additional flooding on the corresponding
column of the Flooding Occurrence chart. For example, a 150FL result indicates
that the player must roll for additional flooding occurrence using the
"150>" differential percentage column on the flood chart. Main or
TT On a die roll result of 12, player must roll for explosion damage
results on the explosion line immediately below. Explosion
Depending on the die result, the vessel will suffer a combination of fires,
flooding occurrences and more explosions. For example, a "3F, 200FL" result
indicates that the ship suffers an additional three fires, and must roll for
flooding occurrence using the "200" differential percentage portion of the
flood chart. Elec/Hydr Electric/Hydraulic damage. Depending on
die results, player will suffer various combinations of damage control, main
gun position and general weapon failures. Steering Depending
on die results, vessel may suffer steering jams in one of several possible
positions. |
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| Damage Control- The
values shown on the Damage Control Chart are those which need to be rolled on a
12 sided die in order to repair damage to the corresponding damage types. Note
that each "damage slash" requires a separate die roll, and that one feature
with multiple damage cannot be repaired in a single roll. |
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Torpedo Hits - The Torpedo Hit Chart cross-indexes the relative courses
of the launching and target vessels (number one) with the orientation of
the target (number two). The resulting value is that required to score a
hit using a 12 sided die (number three). Target
Definitions: Two vessels are converging if their combined courses are
carrying them towards each other. If either vessel if moving away from the
other in any way, they are considered to be on diverging courses. A good way to
establish this is to look at the miniatures and see if they are pointing
towards or away from each other. If either model points away from the other,
however slightly, then it is a diverging course. Any torpedoes fired from
within a target vessel's front of rear arc is considered a rake shot. A beam
shot is any torpedo fired from within either of a target vessel's beam
arcs. The Stationary with nets line of the Torpedo Chart is
only for vessels designated by a scenario as being in a harbor or bay
anchorage, and may not be used by any vessels conducting combat in a seaway or
other open area. |
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Uneven
Flooding - Vessels which experience uneven flooding are subject to
increasingly severe side effects. Take the total difference in points between
opposing vessel compartments (number one) and cross index it with the
type of the flooding (number two). The resulting damage hits (number
three) are cumulative and remain in effect until the vessel sinks or the
flooding disparity is reduced by counter-flooding. Note that damage hits
inflicted specifically as a result of uneven flooding may not be "repaired"
during normal damage control. They will however, be eliminated or reduced if
the uneven flooding condition is eliminated or reduced. |
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