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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.
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.


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.
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.


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.
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.



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.
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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