« 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 |
6½ |
250 |
10 |
330 |
13 |
50 |
20 |
65 |
26 |
One Cable (distance)¹ |
16 |
¾ |
25 |
1 |
33 |
1¼ |
5 |
2 |
6.5 |
2½ |
1000 Yards |
82 |
3¼ |
123 |
5 |
163 |
6½ |
25 |
9¾ |
32 |
12¾ |
One kilometer |
89 |
3½ |
135 |
5½ |
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.
 |