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QUICKFIRE
PRE-DREADNOUGHT ERA FAST-PLAY RULES

« Version 1.1. March 8, 2025
« 1.0 Introduction
These rules have been designed for fast play of predreadnought era naval wargames with a minimum of playing aids or charts. The combat chart itself is only one page, and the log for tracking ship condition has six vessels per sheet. There is an emphasis on gunnery and damage tracking, with many other factors either minimized or left out altogether. For example there are no command rules in the game, players simply move their ships. In this respect the game is for a much more casual playing round with combat results that still have that realistic flavor.
« 1.1 Game Scales
Quickfire can be played using any size or scale of gaming miniatures. Each turn's movement is calibrated to a fairly low rate of speed, which helps players make best use of more confined playing areas. The Game Scales table below shows the basic ranges and measures for both metric and imperial measurement for all five playing scales that we have organized. The tiny scale is intended for use with really small models at 1/6000 scale. The small scale is for the more common but still small 1/3000 scale. The medium scale is for the popular 1/2400 and 1/1800 scales. The large column covers the rather larger 1/1500 scale models. And the jumbo column is for those players who like to get down on the floor and fire away with 1/1000 sized models or larger. Players can use any size of models with any game scale they want, so long as the game results are satisfactory and they have the space to play. I have seen players use 1/2400 models on the Jumbo scale range for extra realism. Each of the three gunnery ranges shown: long, short and point blank, have particular characteristics which reflect the conditions at those distances.

G A M E   S C A L E S
    Tiny Scale
1/6000
Small Scale
1/3000
Medium Scale
1/2400 - 1/1800
Large Scale
1/1500 - 1/1250
Jumbo Scale
1/1200 - 1/1000
Feature Metric Imperial Metric Imperial Metric Imperial Metric Imperial Metric Imperial
Measure Unit Millimeter  Inch  Millimeter Inch Millimeter Inch Centimeter Inch Centimeter Inch
One nautical mile 165 250 10 330 13 50 20 65 26
One Cable (distance)¹ 16 ¾ 25 1 33 5 2 6.5
1000 Yards 82 123 5 163 25 32 12¾
One kilometer 89 135 178 7 27 10¾ 35 14
Gun Range - Point Blank 0 - 50 0 - 2 0 - 75 0 - 3 0 - 100 0 - 4 0 - 15 0 - 6 0 - 20 0 - 8
Gun Range - Short 50 - 300 2 - 12 75 - 450 3 - 18 100 - 600 4 - 24 15 - 90 6 - 36 20 - 120 8 - 48
Gun Range - Long 300 - 600 12 - 24 450 - 900 18 - 36 600 - 1200 24 - 48 90 - 180 36 - 72 120 - 240 48 - 96
Torpedo Range 12 - 50 ½ - 2 20 - 75 ¾ - 3 25 - 100 1 - 4 4 - 15 1 - 6 5 - 20 2 - 8
1 turn Several Minutes
¹ One "cable" is one-tenth of a nautical mile. This unit of measure was commonly used by ship's crews to determine distances. When steaming in line-ahead, the common distance between predreadnought capital ships (battleships) was usually about two or three cables.
General scale note: The actual space taken up by the "real" ships on these surface scales is very small. For example, at the small scale using 1/3000 miniatures where a typical battleship is about 1.6" long, the "real" ship at that ground scale would be about 0.05" long, or less than the diameter of one smokestack on the battleship model. Most of the area of a fully based, painted model ship represents open sea, with only a tiny dot at the center actually representing a physical ship presence.

« 1.2 Miniature Ship Models
Game play requires the use of miniature ship models, many of which are available at the WTJ Store in digital download form which can be 3D printed locally at any scale. There are also other manufacturers of plastic or cast metal miniatures in various scales, plus the good old-fashioned home built balsa wood models which many people still have entire fleets of.

DEFINITIONS
1D6 One six-sided die
2D6 Two six-sided dice
3D6 Three six-sided dice
ROF Rate of Fire
LOS Line of Sight
Miniatures and Bases - Ship models may be mounted on bases for ease of handling (many players paint ocean texture on the base-top for added realism). For purposes of game play, the term vessel, model or ship refers to the physical model, not the edges of the base it is mounted on. For purposes of movement, it doesn't matter so long as players measure movement from the same point on the ship or its base. For purposes of gunnery and torpedo fire, measurement of distance between two ships is taken between their forward funnels.

« 1.3 Equipment
The standard gaming equipment of tape measures, six sided dice and pencils are definitely required. Players will also want to download the Quickfire Combat Chart and Ship Log, both of which are available on the Quickfire home page.

Combat Chart — The combat chart is made up of tables which allow players to assign damage to ships during a battle. Any tables used for resolving combat are described in greater detail below. Some other tables that are used for reference are not described here.

Ship Log — The sheet used to track the condition of warships during a battle is called the Ship Log, which is filled out using the Ship Values pages linked on the Quickfire home page. The log can be downloaded free on the Quickfire home page, including a PDF version set-up for text entry and printing. Each ship log sheet has entries for six warships, with each log showing the vessel's name, ship size, gunnery rating, armor rating, torpedo rating, rate-of-fire (ROF) values, speed and number of repair points. It also has an extra box for entering blast hit effects. At left is a sample figure of the editable sections of two ship logs and how they might appear during a battle. Note the following details about the log:

Upper log: The ROF box initially contains only that ship's "4 - 6" ratings for heavy and light gunnery (it is probably a battleship). The ship has successfully fired its guns for the first time in the game, as evidenced by the crossing out of the "1st" box. The ship has also suffered three Speed (S) hits which affected its available movement (currently 3 inches). One of those S hits has been repaired, note that it is scribbled out, leaving two active speed hits which appear as small X marks. The ship has also suffered two blast hits which started fires, one of which has gone out. At some point the ship used one repair point to make a successful repair die roll, this was likely the repair of the speed hit.

Lower log: The ROF box initially contained only that ship's "6 - 6" ratings (it is probably a cruiser). It has received two Light Gunnery (G) hits which lowered the light ROF rating by two points. The ship has not successfully fired its guns, as evidenced by the still open "1st" box. The ship has also suffered four unrepairable Speed hits - probably from a torpedo, leaving its available speed as 2¾ inches.

This figure does not include the left side of the ship log which contains the constant (does not get modified) ship information such as name, size, etc. See the Ship Values pages for more information.

« 1.4 Turn Sequence
Once all players have filled out their ship logs and laid their fleets out, game play is ready to begin. The game follows a turn sequence which is repeated until both sides agree to stop the game, one side admits defeat and moves away or if all of one side's ships are sunk.

1) Conduct Movement — Both sides move their ships. All movement is conducted simultaneously, and players must avoid watching other players move first before then moving their own vessels. An alternative is to roll dice, with the high roller moving first. This may be done once at the start of the game or at the start of each turn.

2) First Gunnery — Both sides declare targets and resolve gunnery. The same side should always resolve gunnery first in order to speed game play. All damage within this phase is consider simultaneous, so the order in which gunnery is resolved does not give any advantage. Damage inflicted during this gunnery phase becomes effective at the end of this phase (phase two) and before the start of phase three. This means that any losses suffered during the first gunnery phase reduces ship effectiveness for the second gunnery and torpedo phase (phase three).

3) Second Gunnery & Torpedo Fire — Ships which failed the ROF die roll in the first gunnery round may attempt to fire again, with both sides declaring targets and resolving gunnery in the same way. Any torpedo attacks are then resolved in the same manner. As with Phase 2, all damage - both gunnery and torpedo - within this phase is also considered simultaneous. Note that torpedo fire may only occur in this phase. Remember that any damage which occurred in the previous gunnery phase will have taken effect before starting this phase. Ships which successfully fired in the first gunnery round (i.e., passed the ROF roll) may not fire in this round, even if they failed to score on the gunnery die roll.

4) Active Fires — All ships with fires burning on board must roll for automatic fire effects on the Damage table. If the fire goes out (the "out" result), cross-out or erase the "F" mark in that ship's Blast Hits box. If there are blasts or explosions, resolve their results immediately.

5) Repair Attempts — Players may attempt repairs to their vessels by rolling on the Damage table. See 4.2 Damage Repair.

6) Check for Sinking — Any ships with zero speed must roll for sinking on the Sinking table. See 4.3 Sinking.

« 2.0 MOVEMENT
The maximum distance a ship may move each turn is limited by the number shown in the topmost undamaged speed box on that vessel's ship log (Crossed out speed boxes do not count toward available speed). A ship may move less than the maximum available, and it may change its speed (distance moved) depending on the amount it moved on the previous turn. The distance moved should be measured from the front edge of the ship using a tape measure or scale. Ships may move through each other but may not end their move "stacked" or otherwise occupying the same space unless forced by involuntary conditions (Example: Vessel with a D hit passing through a ship with zero movement, etc.). In such cases, the moving ship should stop slightly short of being on top of the other model, but can remain with bases (if any) overlapping. Models mounted on bases may end their turn with the bases slightly and temporarily overlapping, but that should be a passing condition that is not taken to excess.

Maximum Turn Angles (Listed by Speed box)
Eighth Box - 45° Fourth Box - 90°
Seventh Box - 90° Third Box - 45°
Sixth Box - 90° Second Box - 45°
Fifth Box - 90° First Box - 0°
« 2.1 Turning
In Quickfire, a ship turns by pivoting on its center-point and then moving in the new direction. The maximum angle a ship may pivot at any one time corresponds to the speed box that the vessel is currently using. See the figure at right, which duplicates the layout of a typical ship's speed table, with maximum turn angles replacing the levels of speed to which they correspond. A ship may turn up to two times during each movement phase; once at the start of movement and one more time having moved at least as far as its fifth speed box. Turning ships do not pay any movement penalties for turning.
Example: Using the Medium scale, the British battleship HMS Hannibal has an original maximum speed of 6-inches. Using the eighth speed box (top-left on ship log which would be showing 6.0"), she can turn a maximum of 45° during any one turn. If she uses her fourth speed box (3-inches) she would be able to turn 90° during any one movement. If for some reason her speed for the turn is using her first speed box (bottom-right on ship log which would be showing ¾-inch) her maximum turn would be 0°, meaning that she couldn't turn at all. If she turns once at the start of her movement (before having moved forward at all), she must move at least 3½-inches before making a second turn - the 3¾-inches being the distance listed in her fifth speed box.

« 2.2 Changing Speed
During each movement phase, vessels may voluntarily change their previous Actual Speed by the equivalent of three boxes worth of movement. The actual speed is the amount of movement used by any one vessel on its previous turn. This contrasts with maximum Available Speed, which is the highest general speed available to that vessel according to its current highest speed rating.

Involuntary speed reduction - Vessels which suffer multiple speed hits during their turn may be forced to reduce actual speed by more than two boxes. This is an involuntary speed change and does not violate the voluntary speed change rule noted above. Note that vessels following a ship which has suddenly lost speed may be forced to turn suddenly due to their inability to voluntarily change speed to match the ship to their front.

« 3.0 GUNNERY
Gunfire is conducted by rolling one black and two white Firing Dice (three dice total) and consulting the Gunfire & Hits tables in the combat chart. The black die is always considered the ROF die, and white dice are always considered the Gunnery dice. Actual dice used can be any colors, but for clarity, the ROF and Gunnery dice are always referred to in the rules as the black and white dice. To conduct gunnery, follow these steps:
1) Take note of the firing ship's ROF rating, it is the number needed on the black ROF die.
2) Declare the firing ship's target and the gunnery rating (heavy or light) to be used against it.
3) Compare the firing ship's gunnery rating to the target's corresponding armor rating and establish the percentage difference between the two.
4) Roll all three firing dice and establish: a) Whether the ROF die result let the ship fire and; b) Whether the Gunnery dice resulted in a G or S hit.
5) Record resulting hit(s) in the ship's log and total the values of all three dice to see if any Blast Damage occurred.
6) If any blast damage did occur, record it in the Blast Hits box in the ship's log and/or immediately resolve the damage in the Damage table.

Ranges — All gunnery takes place within one of three range categories: Long, Short and Point Blank. Long and short range are subject to the same gunnery rules regarding rate of fire (ROF), gunnery ratings, etc. The main difference between the two is that short range has a more effective blast damage profile. Point blank range functions in the same manner as short range except that it allows ships to use heavy and light gunnery simultaneously at two different targets (players may apply the one ROF die roll to both gunnery types, or conduct a dedicated ROF roll for heavy and light respectively, to be decided before game play starts). See the Game Scales table above for specific ranges listed by game scale.

ROF Rating — Every vessel has Rate of Fire ratings (called ROF ratings) which reflect the ship's overall volume of fire relative to other ships on the field. This volume of fire is affected by the number of guns, their size and their loading systems. Each ship has two ROF ratings: one relating to its heavy gunnery rating and one relating to its light gunnery rating (see Gunnery Ratings belows). During the gun fire phase, a ship must roll a number on the ROF die equal to or less than its current ROF rating for that gunnery type. If the number is greater than the current ROF rating for that ship, it has failed to "put enough lead in the air" that turn and is considered not to have fired. This does not mean the ship did not fire at all, just that it did not fire enough to warrant calculating. Ships with numerous quickfiring guns begin the game with very high ROF values. Ships with fewer numbers of slow loading guns will tend to begin the game with lower ROF ratings. Older ships can have very low (slow) ROF values.
    ROF Die Roll Modifiers
    1st Fire - Subtract one (-1) from the die roll if this is the first time in the game that the ship is firing.
    Failed last ROF roll - Subtract one (-1) from the die roll if the ship's last ROF roll failed to let the ship fire. Applies both to attempts made this turn or on the previous turn, non-cumulative (maximum modifier is -1).

Gunnery Rating — Most vessels have two gunnery ratings; one for the heavy fire of its main guns and heavy secondaries, and another for the light fire of all guns 9.2" or less. At long and short ranges, a ship may only use one of its fire ratings during any one fire phase, and that rating must be compared against the corresponding armor rating of the target ship. Heavy gunnery ratings are always compared to a target's heavy armor rating and light fire ratings are always compared to a target ship's light armor rating. Heavy fire is not allowed against vessels Size 2 or smaller which moved more than two-cables of distance during their turn. At point blank range, a ship may use both of its fire ratings simultaneously at up to two different targets during both fire phases. During point blank fire, other normal gunnery rules apply including matching of ratings (heavy versus heavy, light versus light), etc.

Gunnery ratings are never modified, and the two white gunnery dice always inflict very specific damage. Even-numbered gunnery dice results always inflict Speed (S) hits and odd-numbered gunnery dice results always inflict Gunnery (G) hits. As with ROF dice, gunnery dice totals must always be equal to or less than the Die Roll numbers shown in the corresponding Gun/Armor column.


Gunnery Table — To use the gunnery table, compare the firing ship's gunnery rating against the target ship's armor rating. Take the resulting percentage difference and match it to the line on the combat chart's Gunnery table that matches the percentage difference. Note that the columns are for percentages which are equal to or greater than the gun/armor differentials. If a gun/armor differential is 98%, that counts as being in the 75% column. The second page of the combat chart has a gunnery reference table that helps to quickly show the percentage for many middle-range Gun/Armor pairings that might otherwise be difficult to quickly calculate during a hectic game.

The Die Roll value shown on each line of the Gunnery table is the highest total a firing ship can roll on the two gunnery dice to score a hit. If the sum of the two white dice is greater than that value, no hits were scored. So if the sum of the two white dice is equal to or less than the number shown, a G or S hit is scored. Even-numbered gunnery dice results always inflict S hits and odd-numbered dice results always inflict G hits. Also note that attack differentials of 150% and higher will score multiple hits of the type rolled. This happens even if the number rolled was lower than the starting percentage line.

Example: A ship with a Heavy Gunnery value of 18 fires on a target with 12 armor points. The attacker will use the 150 line (meaning 150%), which needs to roll an 8 or less on the two white dice to score two hits. Any value less than 9 rolled on the two dice will score the two hits. The only additional thing to establish beyond that point is whether the hit (and related points) was for Gunnery or Speed. If the gun/armor differential is less than 150%, just one hit point is scored per die roll.

Blast Damage Table — To use the blast damage table, total all three fire dice results and compare them to the appropriate short range or long range line (each range has different damage effects). If the fire dice total matches a number indicating damage, apply the respective hit(s) to the ship's log or resolve it immediately via additional die rolls as required. Blast damage can happen even if there was no gunnery damage. So long as the ship actually fired (e.g., succeeded on the ROF die roll) blast damage can happen.

Gunnery Examples — Refer to the following examples for outlines of the gunnery process. Fire dice results are always called out in the order "Black, White, White." So for example, and fire die result of 4,1,6 would be a black die roll of "4" and white die rolls or "1" and "6."
Example #1: The Japanese battleship Mikasa is conducting long range heavy fire at the Russian battleship Borodino. The Mikasa player's fire die roll is 2,5,5. The black die roll of "2" means that the Mikasa did fire this turn because its heavy ROF rating is a 5. The Mikasa's heavy gunnery rating is a 20 and the Borodino's heavy armor rating is a 10. This means that the Mikasa is using the 200% Gun/Armor column, which requires a white die total of 9 or less. This means that the Mikasa misses the Borodino. Had the Mikasa rolled a 4,1,3, she still would have fired for the turn, and with a white die total of 4, she would have scored two Speed (S) hits on the Borodino. Had Mikasa rolled a 6,2,1, she would have rolled a white dice total that might have allowed a Gunnery hit, but unfortunately her black die roll of "6" would mean that she failed to fire. As a result, no "S" hit would be scored even though the white dice gave that result. The black die roll must indicate that gunfire occurred in order for the white die roll totals to count toward damage. Otherwise they count for nothing.



« 3.1 Targeting
At short and long ranges, vessels may only fire at one target during each gunnery phase using each of its weapon types (guns and/or torpedoes). Hence a ship may fire guns at one target and torpedoes at another, but it may not fire guns at two different targets during the same gunnery phase. A ship may fire at targets different than those it fired upon in previous turns. Each gunnery and torpedo target must be declared before any firing is resolved. Chits may be used to assign targets.

Line of Sight — Vessels may only fire upon targets which are within their direct line-of-sight. Line-of-sight is drawn from the forward smokestack of a firing vessel to the forward smokestack of a target vessel. The potential target may not be fired upon if line-of-sight is blocked in any way by other vessels or land.

Arcs-of-Fire — Most ships concentrate their greatest firepower in a 90° arc centered on each broadside. Within this arc, ships fire using their full ROF rating. In the remaining 90° arcs to the front and rear (fore and aft) of a ship, all ROF ratings are halved rounding down. In some special circumstances a ship's weapon performance may not match this average rule. In such cases, like those of citadel type vessels, the ship values section should note the differences and how they should be treated for game play. The main Quickfire page includes a sheet of simple firing arcs to help players establish valid arcs of fire.

« 3.2 Torpedoes
During the second fire phase, a ship which is within torpedo range of any enemy ships may roll to see if it scores any torpedo attack hits. As with gunnery, all torpedo targets must be declared before die rolling begins. Unlike gunnery, torpedoes have a minimum range within which they may not be used, and any vessels within that minimum distance do not check for torpedo fire (note: this minimum distance is extremely close to the launching ship). Each vessel may only conduct torpedo fire against one target ship per turn except when firing against targets located in different firing arcs (e.g., one to port and one to starboard). In those cases the ship may use its full torpedo rating against each of the two targets.


Note that a ship's torpedo rating may be reduced as the vessel suffers damage. Ships may attempt torpedo fire once each turn until they score a hit against any one target. Their torpedo rating is reduced by one point for each hit they score. When their torpedo rating reaches zero, they are considered out of torpedoes and may not make any more torpedo attacks. Torpedoes use the same 90 degree arc-of-fire as guns.

To attempt a torpedo attack, make sure the launching ship is within effective torpedo range. Then roll two six sided dice (2D6) and consult the Torpedoes table on the combat chart. Cross index the target vessel's movement type with the current torpedo rating of the firing vessel, and modify it with any applicable modifiers. In order to result in a hit, the dice total must be equal to or less than the hit number shown in the table's center field. If the total falls within the hit range, roll one more six sided die (1D6). The result is the number of unrepairable Speed (S) hits suffered by the target ship. Die roll totals outside the hit range cause no damage. A ship is considered moving if it used two or more speed boxes worth of movement during the current game turn. Ships which used one or fewer speed boxes are considered immobile (static) for purposes of torpedo fire.

    Torpedo Die Roll Modifiers
    Converging Targets - Subtract one (-1) from the die roll if the courses of the firing ship and the target ship are converging (moving toward each other). Does not apply to ships on parallel or diverging courses.
    DD Launching - Subtract one (-1) from the die roll if the torpedoes are being launched from a destroyer or torpedo boat.

« 4.0 DAMAGE
As a ship suffers damage during the game, players will mark it on the ship log according to the type of damage inflicted. It is usually best to mark damage as a single slash until after both sides have fired, then fully cross out existing slash marks to show full loss. In cases where boxes – such as speed boxes – are marked off, this method works especially well, where players can mark small Xs next to the speed values. In cases where damage is the result of Blast Damage, players may not mark off a box, they may instead need to mark the blast damage code in the Blast Hits box on the ship log. This will happen with such damage codes as F (fire) and D (direction hit). It will usually be obvious whether adding a code to the blast damage box or simply crossing something out is the best course.

« 4.1 Damage Types
Several of the Quickfire combat chart tables contain abbreviations of damage which may be inflicted on participating vessels. Each of these damage codes triggers a very specific damage type. The glossary below offers definitions of all damage codes. Immediately following are guidelines for recording the various damage types. If a certain type of damage is called for on a vessel and there is no feature of that type on board, then the hit is counted as no effect unless otherwise called for by the nature of the hit in question.

Damage Code Glossary
B Blast Go to the Blast line of the Damage table and roll 2D6. Apply resulting damage hits to the vessel. Results may require further die rolls, in case of D hit, etc.
D Direction Causes ship to turn uncontrollably until repaired. When a D hit occurs, roll another 1D6 and note the results below in the vessel's Blast Damage box:

1 = 90° Left
2 = 45° Left
3 = 45° Left
4 = 45° Right
5 = 45° Right
6 = 90° Right

Direction damage can be repaired during the Repair phase of the game by rolling a five through seven (5 - 7) on two six-sided repair dice.
E Explosion Go to the Explosion line of the Damage table and roll 2D6. Apply resulting damage hits to the vessel. G hits caused by explosions are removed as equally as possible from the heavy and light ROF columns.
F Fire Mark an "F" in the Blast Hits box of that vessel's ship log. Each turn that a fire burns, the player must roll on the Damage table to see if it has burned out (out), caused a blast (B), caused an explosion (E) or continues burning (n/e). The F-hit die roll test is done just before the end of each turn, see Turn Sequence for more information.
fix Damage Repaired The Gunnery, Direction, Speed or Speed-P hit in question is repaired. Erase the damage from the log and reapply the previously lost ROF or Speed rating.
G Gun Hit Mark off one ROF rating point from the ROF box on the vessel's ship log according to the following rules:

Each G hit caused by heavy fire reduces the target vessel's heavy ROF rating by one point. If the target vessel's heavy ROF rating is at "0," a light ROF hit is inflicted instead. If all ROF points are at "0," a Torpedo (T) hit will be inflicted instead. If the Torpedo Rating is also at "0," a Repair (R) hit is inflicted instead. If the Repair point level is at "0," a Fire (F) hit is inflicted instead. The outline of this procession is: HROF>LROF>T>R>F.

Each G hit caused by light fire reduces the target vessel's light ROF rating by one point. If the target vessel's light ROF rating is at "0," a T hit is inflicted instead. If the Torpedo value is at "0," a Repair (R) hit is inflicted instead. If the Repair point level is at "0," a Fire (F) hit is inflicted instead. The outline of this procession is: LROF>T>R>F.

Each Gunnery Hit caused by blast or explosion first affects the ROF for the highest value Gunnery rating (not highest value ROF rating). Example: A battleship with a Gunnery rating of 22 - 8 would have its Heavy ROF affected first, unless that is already zero, in which case the Light ROF would receive the hit. A cruiser with a Gunnery rating of 5 - 13 would have its Light ROF value reduced first, etc. As with other G hits, if there are no available ROF points to reduce, these hits will progressively convert to the next available: T, R or F hits (F hits can always be inflicted, there is no limit to how much a ship can burn).
out Fire Extinguished The fire in question has either burned itself out or been extinguished. Note that players may not specifically attempt to extinguish a fire using their repair die rolls, it can only happen as part of the F hit status check..
R Repair Hit Mark off one repair dice point from the Repair Dice box on the vessel's ship log. If no repair dice points remain, this hit becomes an F hit.

Note that unspent repair dice function as fire fighters. By their very existence they prevent fires which would otherwise happen in their absence.
S Speed Hit Cross out one speed box in the ship's log. Speed hits may be repaired on a repair roll result of 8 - 11 using 2D6. See the Damage Repair section below
T T-Hit The T-hit represents damage to the vessel's on-board torpedo tubes and - to a certain degree - the reserve torpedo ammunition on-board (which is highly explosive). Subtract one point from the vessel's torpedo rating. Torpedo damage hits cannot be repaired. If the Torpedo value is at zero, a Repair (R) hit is inflicted instead. If there are no repair points, a Fire (F) hit is inflicted instead. Note that every T-hit - even if it happens to a ship whose torpedo points have all been lost - must still check for critical effects (such as explosions) on the Damage table. T-hits do not apply to ships which had no torpedo rating to begin with.
     

« 4.2 Damage Repair
Each turn after active fires have been checked (See Turn Sequence), players may attempt to repair Gunnery, Speed and Direction hits. The ship's repair rating listed in the ship log's Repair box shows how many repair dice a player has available to use. A repair roll is conducted by rolling two six sided dice (2D6) and referring to the Damage table on the combat chart. Repair rolls that do not succeed in making an actual repair may be kept and reused on future turns (e.g., a failed attempt does not reduce the ship's repair point total). A repair roll which succeeds in making a repair is "used up," and the current repair point total for that ship is reduced by one. A player may use one repair die roll attempt against each damage point loss each turn. For example, if a ship has suffered three Gunnery hits, up to three repair die roll attempts may be made that repair phase. Ships may not transfer repair points to other ships or conduct repairs on their behalf.

S-P Repair - Vessels listed in the Ship Values page with a "(P)" next to their speed code have unusually good waterline protection which allows them to avoid or delay severe flooding problems that would otherwise slow and endanger the ship. This status is shown on the ship log as a "-P" next to the "SPEED" header (SPEED-P). Ships with this code can use the S-P repair line, which makes the repair of Speed hits much more likely. Ships without this code must use the regular "Repair S" line on the damage table. As with regular ships, those with Speed-P capability cannot repair unrepairable Speed hits caused by torpedoes or mines.

« 4.3 Sinking
Any vessel whose speed is reduced to zero is considered in danger of sinking. At the end of each turn, roll two six sided dice (2D6) for each vessels with zero speed, applying all pertinent modifiers to the die roll. If the modified result is equal to or less than the value shown in the Die Roll column for a vessel of corresponding size, the vessel in question has sunk and is removed from play.

Example: The French cruiser Dupuy de Lome has nine speed hits. This means that all of her speed boxes are marked off, and there is an extra "S" written in the margin next to her speed boxes (or written in the bottom of the Blast Hits box next to it). She also has one fire burning on board. Because her size is a 7, she will sink on any turn that a 2 through 8 is rolled on the dice. If the fire goes out, the sink roll is reduced to a 2 through 7. If there is an explosion on board instead (ships with zero movement continue tracking on-board events) which causes two more S hits, the sink roll will increase to a 2 through 10.

End of Turn — Once all damage and sinking tests are completed, the turn in complete. If the game is to continue, players now begin a new turn by conducting a new movement phase.


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