« 4.0 Recording
As a vessel sustains successive hits, that vessel's Ship Log
is used to record damage and its effect. Areas affected include armament,
speed, hull (flooding), fires, damage control and other supporting features
like steering, searchlights and the conning tower. Steps One, Two and Four of
the Damage Phase are used to calculate damage or its after-effects (See
Damage Control for descriptions of Step Three):
Step One - Fire & Flooding: Check for
complications of ongoing fire and heavy flooding. All commanders whose vessels
have active fires and/or heavy or severe flooding must roll once for each fire,
and once for each flooded compartment on the Fire and/or Hvy/Sev FL lines of
the Critical Effects Chart.
Step Two - Hits: Vessels which
correctly guessed the ranges of enemy vessels or positions during the Gunnery
Phase may now roll for hits on the Shell Hits Chart. Any hits which occur as a
result are then applied to the vessels or positions in question. All shell hits
are considered to occur simultaneously. Hits scored by weapons which were then
lost during the Fire & Flooding Step are removed and may not applied to the
During the same step, players also calculate and apply
damage for any torpedoes which struck vessels during the Torpedo Movement Phase
of that turn. Use the Flooding Occurrence and Effects Charts to roll for damage
and effects of each torpedo hit. Torpedo hits are considered to occur
simultaneously with all other torpedo and shell hits for that turn.
Step Four - Sinking & Uneven Flooding: As a vessel suffers
flooding, each of its four main compartments will be marked with the most
severe type of flooding (if any) present in that area. Each level of flooding
carries an inherent point value; light flooding equals one point, moderate
equals two points, heavy equals three points and severe flooding equals four
Uneven Flooding: If opposing vessel compartments
suffer from different flooding levels, the uneven weight distribution of the
water will cause the ship to tilt or list. If the difference is from
side-to-side, the ship will list to port or starboard. It the difference is
between fore and aft sections, the vessel will be "down by the bows" or "down
by the stern." A famous example of the former was the civilian ocean liner
Titanic, which before sinking, was dramatically down by the bows. Players whose
vessels suffer from uneven flooding must consult the Uneven Flooding chart and
apply its effects to the ship in question. Note that a fore/aft disparity is
less likely to result in the loss of a ship.
Sinking: When the
total flooding points present on a vessel reaches five or more, the player must
roll on the Sinking Chart. If the modified die roll matches the corresponding
Sink Roll numbers, the vessel in question has irredeemably begun to sink. At
this point, all weapons cease firing, all damage tracking and control stops,
and the vessel stops moving. The value of one additional die roll equals the
number of turns the vessel will take to sink. Until it sinks, it will remain a
navigational and line-of-sight obstacle as well as a generator of smoke if it
was on fire at the time sinking began.
« 4.1 Damage
Six of the charts on the Battlefleet Combat Sheet contain
abbreviations of damage which may be "inflicted" on participating vessels. Each
of these damage codes triggers a very specific set of events, including fires,
flooding, explosions and damaged or destroyed weapons. The glossary below
offers definitions of all damage codes. Immediately following are guidelines
for recording and positioning the various damage types.
|Damage Code Glossary
||Mark the Conning Tower
box on the vessel's ship log with a single damage slash. Until the hit is
"repaired," the vessel may not change its own course and will not respond to
change course orders from divisional or fleet flagships. If the vessel is a
flagship, it may not issue divisional or fleet orders or otherwise execute
command functions, including counter-flood or flood magazine orders.
||Vessel has suffered uneven flooding
which has caused it to flip onto its side and begin sinking. No further
movement, command functions or weapon fire may be conducted by/ from the
vessel. Roll ¼ die to establish how many turns elapse before the vessel
sinks and is removed from the playing area.
||Mark the vessel's
damage control box with a single damage slash. Until repaired, all damage
control attempts for that vessel are reduced to a 12 die roll.
||Roll for an explosion on the Critical
Effects Chart, adding to the vessel's ship log any resulting fire and flood
damage and effects which come about as a result of the occurrence. Also, roll
once on the Misc. Damage Chart for side effects.
Electric/Hydraulic hits on the Critical Effects Chart, adding to the vessel's
ship log any resulting weapon and damage control effects which occur as a
||One fire is started one board the
vessel. Mark one of the fire boxes in the Damage section of the vessel's ship
During the first step of each Damage Phase, the captains of any
vessels who have active fires on board must roll one die for each fire. A roll
of 10 or 11 will trigger an additional roll on the
Miscellaneous Damage Chart. Immediately apply the effects of any damage
sustained as a result.
||Roll once on the
appropriate Flooding Occurrence and Effects sections of the Flooding Chart and
apply the results to the Ship Log.
There are four different
magnitudes of flooding; light, moderate, heavy and severe. These flooding
events can be triggered by shell fire, torpedo hits, and explosions. Affected
compartments are marked only with the worst level of flooding occurring in that
compartment. Vessels always roll on the Flooding Effects section for each and
every flooding hit, even if the hit in question is of a lesser magnitude than
that already affecting the compartment in question.
||Cross out one propulsion box as
destroyed. Destroyed propulsion boxes are not repairable.
|Vessel conducts all
further movement as a turn to port (left) using the smallest allowable turning
circle. Repairable on a DC roll of 12.
|Vessel conducts all further movement as
a turn to starboard (right) using the smallest allowable turning circle.
Repairable on a DC roll of 12.
||Cross out one
searchlight box as destroyed. Destroyed searchlight boxes are not
||Mark one randomly selected main armament
position with a damage slash. Main weapons at that position may not fire again
until the position is repaired on a damage control roll of 12. An "MX" result
causes a main position to be destroyed instead of damaged.
hit triggers an immediate roll on the Main/TT line of the Critical Effects
Chart. A roll of 12 will trigger an explosion roll on the adjoining line of the
chart. Torpedo tubes which have already fired their torpedoes and main
positions which have flooded magazines are exempt from this critical effect
||Mark one previously
undamaged propulsion box with a damage slash. Available speed for the vessel is
reduced to the next highest unmarked box. A "PX" result causes a propulsion box
to be destroyed instead of damaged.
||Mark one each secondary class
weapon/position and lower with a damage slash. Weapons at those positions may
not fire again until they are individually repaired on a damage control roll of
11,12. An "SX" result causes the involved positions to be destroyed instead of
||Roll for Steering
damage on the Critical Effects Chart, adding to the vessel's ship log any
resulting steering or turning effects which occur as a result. Once steering
damage has occurred, no further steering damage may be inflicted until the
previous damage is repaired.
||Cross out one torpedo launch position as
destroyed. If the torpedo tube has not yet launched its torpedo, roll once on
the Main/TT line of the Critical Effects Chart for possible damage on the Misc.
||Vessel must use the
next largest available turning circle. A TR hit caused by uneven flooding will
disappear if the vessel is "evened" out via counter-flooding. All other TR hits
are not repairable. If consecutive TR hits require a vessel to use a turning
circle larger than that available, the vessel in question may no longer execute
||All main and secondary armaments are
marked with damage slashes.
|Damage Code Modifiers (Y = Example
||Two identical damage
codes side-by-side requires that two different positions of that feature type
each receive a damage slash.
||A letter X after a damage code requires
that the position in question be crossed out with a destroyed mark.
||The world "all" before
a damage code requires that every presently undamaged position of that type be
marked with a damage slash.
« 4.2 Damage
Some types of damage require players to establish where on
the vessel that the damage occurred. Some damage only applies to random
positions or features, whereas other types of damage must be applied in a
specific order. Refer to the Battlefleet
Randomizer to randomly select awkwardly or oddly arranged weapon
Propulsion - Propulsion boxes are marked-off
progressively, beginning with the highest value and working down to the lowest
value, at which point the vessel may no longer move. Each of the boxes may only
have one damage or destroyed mark on them at any one time. Propulsion hits
which occur beyond the available boxes are recorded in the margin and must be
repaired before repairs to any propulsion boxes may be attempted. Damaged boxes
are always "bumped" down to make room for destroyed boxes.
destroyed-box result is inflicted on a cruiser which already has two boxes
destroyed and four damaged (dead in the water). One damage mark would be
recorded in the margin, and the third damaged box would be converted into a
destroyed box. The vessel will now have three destroyed propulsion boxes, three
damaged propulsion boxes, and an additional damage to "propulsion access" which
must be repaired before any repairs of the propulsion boxes proper may be
Main - Each main armament hit must be randomly
assigned to a position, which is usually an easy task due to most main guns
being positioned in two turrets. Most players assign a 1 through
6 roll to the forward turret and a 7 through
12 roll to the aft turret. French style battleships with a
lozenge arrangement should use the embattled-side rule and break the location
die roll into thirds instead of halves. All main positions are available for
damage regardless of their current status. Hence, a main position already
destroyed from several hits may be hit yet again, something the attacker will
consider a "wasted" shot. A previously destroyed main position which sustains a
hit will still trigger a critical hit check unless its magazine has been
successfully flooded by the vessel's commander.
Each secondary hit causes the damage or destruction of one position for each
weapon type of secondary class or less. For example, if a vessel has both
secondary and boat gun armaments, one position of each will be lost by an
S result. Lost positions are always taken off of the embattled
side of a vessel first. If no weapons are surviving on the embattled side, then
other previously undamaged weapons on the non-embattled side will be affected.
Weapons in beam patterns 1 or 2 are split into sections (fore, mid, aft) and
must roll for the random location of their damage on the Position Randomizer. Weapons arranged according
to beam pattern 0 represent a homogenous layout and do not need to have their
Flooding - Flooding due to shell or torpedo
fire will occur randomly on the embattled side of a vessel. For example: Hits
striking the port side of a vessel will be randomly established as being in
either the forward, port amidships, or aft compartment by splitting a 12 sided
die roll into thirds. If hit from ahead, the damage will be randomly
established as being in the forward, port amidships or starboard amidships
compartments. If due to an explosion, the damage will be randomly located in
any one of the four compartments.
« 4.3 Damage
Step three of the Damage Phase is used to repair damage and
otherwise prevent the ocean from fully reclaiming the inside of the vessel.
During this phase, players may attempt to repair damaged areas, flood
magazines, counter-flood to correct listing or extinguish fires. All damage
control actions taken during this step are considered simultaneous, and they do
not need to be executed in any particular order within the step.
damage control actions are conducted according to the results of "damage dice,"
up to two of which may be rolled against any one damage event. The number of
damage control dice which a ship may use on any one turn is equal to the number
of propulsion boxes on that vessel which were not permanently destroyed as of
the current turn's command phase. This will give most ships a maximum of six
damage control dice in their normal undamaged state. As propulsion boxes are
destroyed (not damaged), the number of available dice is reduced accordingly.
Repair Actions - Ship-board positions which have been
destroyed are not repairable, and are marked off with a full X instead of a
diagonal slash mark, which indicates repairable damage. In order to attempt the
repair of a damaged area, look up the corresponding roll value for that damage
type as shown on the Damage Control Chart. This represents the value a ship's
commander must roll in order to repair the damaged feature. Each main,
propulsion and steering damage slash requires a die roll of 12 to
"repair," allowing that damage slash to be erased. Secondary damage requires an
11 or 12 to repair. Fires are considered
extinguished on a roll of 11or 12. Players may
attempt to modify a pending sink roll by one die point by rolling a 10,
11or 12. If a position has more than one damage slash,
each slash must be individually repaired, otherwise the position is still
considered damaged and out of commission. Non-command related repair actions
may still be conducted even if a vessel has suffered a Conning Tower hit (See
Command Actions - Command actions are somewhat
different than repair actions in that they depend on an intact chain of
command. Counterflood and Flood magazine orders may only be executed if the
vessel is not suffering the effects of a Conning Tower hit.
Flood Magazine: Destroyed and damaged
main gun positions remain a hazard to their ship because their powder magazines
may still trigger on-board explosions if they suffer penetration hits. To
protect against this danger, any main gun position's magazine may be flooded on
a die roll of 4 through 12. A flooded magazine will
cause its corresponding vessel compartment to gain one level of flooding; none
becomes light, heavy flooding becomes severe, etc. Once its magazine is
flooded, a main position is considered out of commission for the remainder of
the game. If that position is later hit, the vessel commander will not have to
test for an explosion on the Critical Hit Chart.
Counter-flood: A vessel suffering from uneven flooding may
purposefully flood an opposing compartment in order to reduce the vessel's list
and eliminate (or reduce) the uneven flooding's more dangerous effects.
Counter-flooding adds to the overall flooding points present on a vessel, which
will affect that vessel's sink roll. However, counterflooded compartments do
not trigger flooding effect rolls or critical hits (counterflooding is done in
secondary bunker areas, not in critical propulsion or weapon compartments).
A commander wishing to conduct counterflooding must roll a
4 through 12 on a 12 sided die. If successful, any
one compartment on the vessel may then be flooded to whatever degree the
commander wishes. Once counter-flooding is complete, reduce the damage hits to
the appropriate level called for by the Uneven Flooding Chart.
that counter-flooding may also be used to scuttle a vessel by rolling for
"counterflooding" in each of the vessel's four compartments and then assigning
severe flooding to them.
Recover from CT Hit: The one
command action allowed after a conning tower hit is the Recover from CT Hit
roll. The controlling player of a vessel with a CT hit may roll once each turn
in an attempt to reestablish command of a vessel. A die roll of 7
through 12 will reestablish a new vessel commander, and the ship
in question may then operate normally from that point on. Note that because of
the involuntary transfer command rule, nearby vessels may end up
assuming command of a division before a damaged flagship is able to reestablish
bridge control of their own vessel. See Command &