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QUICKFIRE
PRE-DREADNOUGHT ERA FAST-PLAY RULES

« Version 1.1. August 22, 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 a period 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, medium 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
1/1000+
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 - Medium 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 (ourselves included).

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.

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, boat guns, rate-of-fire (ROF) values, speed and 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 Gunnery entry shows the ship's Heavy and Light Gunnery Ratings of 14 and 11 respectively. The ROF box initially contains only that ship's "4 - 6" ratings for Heavy and Light gunnery (it is probably a battleship). The shipo has suffered one Heavy Gunnery (G) Hit, and also 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 Damage 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 Gunnery entry shows the ship's Heavy and Light Gunnery Ratings of 3 and 11 respectively. The ROF box initially contained only that ship's "6 - 6" ratings (it is probably a cruiser). It has received three Light Gunnery (G) Hits which lowered the Light ROF Rating by two points to a 3. There has been one Speed Hit, lowering its available speed to 4½. The ship has also suffered one Repair (R) Hit, as evidenced by the fact that it is down one R Point, but shows no signs of having made any repairs.

This figure does not include the left side of the ship log which contains standard ship information such as name, size, and armor which do not change during the game. The ship's Torpedo Rating is also shown at the left side of the log, and that is subject to damage and change in the same manner as the other values noted above.. 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) Recurring Hits — All ships with fires burning on board (Active F Hits) 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 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 all speed boxes crossed out due to Speed Hits 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; the first move pivot is free (costs no movement), the second move pivot costs one movement box worth of available movement for that turn (do not mark off the box). Two move pivots in one turn must be separated by at least one move increment (The distance shown in the First Box). The available turn angle as permitted at the start of the move remains in force regardless of turn-induced speed loss.
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° once for free during any one turn. If she turns twice, her maximum distance moved will be 5ΒΌ-inch and the two turn pivots should be separated by ¾-inch of movement. If she moves 3-inches (using her fourth speed box) she would be able to turn 90° during any one pivot. 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 does not have enough steerageway to make normal turns.

« 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, Light or both) to be used against it.
3) Compare the firing ship's Gunnery Rating to the target's corresponding Armor Rating (Heavy versus Heavy, Light versus Light) 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 per the ROF table and; b) Whether the Gunnery dice resulted in any G or S hits on the Battery Fire Table.
5) Record the 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 Damage 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, Medium and Point Blank. At long range, only the Heavy Gunnery Rating can be used. At Medium range, both Heavy and Light Gunnery Ratings can be used. At point blank range, all gunnery-based weapons including boat guns may fire. The potency of the various Blast Damage levels also increases as ranges shorten. 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 Gunnery 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 lesser numbers of slow loading guns will tend to begin the game with lower ROF ratings. The ROF roll does not get modified.

Gunnery Rating — Most vessels have two gunnery ratings; one for the Heavy Fire of its main guns (whatever those might be), and another for the Light Fire of secondary guns between roughly 4" and 8" in size. Here are how the different game ranges affect battery fire:
Long Range: A ship firing into the long range bracket may only use its Heavy Gunnery Rating, and that rating must be compared against the corresponding Heavy Armor Rating of the target ship.
Medium Range: A ship firing into the medium range bracket may fire both its Heavy and Light Gunnery Ratings, with the Heavy Gunnery Rating counting against the Heavy Armor of the target, and the Light Gunnery Rating counting against the Light Armor of the target. The Heavy and Light Gunnery may be fired as two different die rolls at two different targets, or both at one target, or even as a single die roll against one target with each calculated separately off one die roll (to save game time and die rolls).
Point-Blank Range: As with medium range, both Heavy and Light Gunnery may take place. Boat guns may also be used at point-blank range, but only within the target size limits imposed by the rules. Boat guns cannot fire beyond point-blank range.
Heavy fire is not allowed against vessels Size 1 or smaller which moved more than half of their own speed boxes worth of distance during their turn. 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 section of the Battery Fire table.


Battery Fire Table — To score gunnery hits, use the Battery Fire table to compare the firing ship's gunnery rating against the target ship's armor rating. Take the resulting percentage difference and match it to the corresponding line on the table. Note that the lines 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 Battery Fire table is the highest total a firing ship can roll on the two gunnery dice to score a hit at that differential. If the sum of the two white dice is greater than that value, no hits are scored. If the sum of the two white dice is equal to or less than the number shown, one or more G or S Hits are scored; the numbered rolled on the dice decides how many hits are scored. Even-numbered gunnery dice results always inflict S Hits and odd-numbered dice results always inflict G Hits.

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 hits. If the player rolls a 7 or 8, they will score the two hits. If they roll a 6 or less they score one hit. The only additional thing to remember beyond that is whether the hit and related point(s) was for Gunnery or Speed.

Blast Damage Table — To use the blast damage table, total all three dice results from the same Gunnery Roll and cross-reference them to the appropriate Long, Medium or Point Blank range lines (each range has different damage effects). If the three-dice total matches a Damage Code, apply the respective hit(s) to the ship's log or resolve it immediately via additional die rolls as required. Blast damage can happen only if the ship actually fired and scored hits of either type.

Gunnery Examples — Refer to the following examples for outlines of the gunnery process. Firing 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: 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 and allows up to two possible hits per result. Because of her die roll, the Mikasa misses the Borodino. Had she 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 one Speed (S) hit on the Borodino. Had Mikasa rolled a 6,4,5, she could have inflicted two Gunnery hits, but unfortunately her black die roll of "6" would mean that she failed to fire. As a result, no hits would be scored even though the white dice gave a good result. The black die roll must indicate that gunfire occurred in order for the white die roll totals to count toward damage.
Joint Battery Fire - Any two ships which are steaming within two-cables of each other may join their gunnery onto the same target, effectively adding their gunnery ratings together for greater effect. The gunnery ratings must be of the same type (Both heavy or both light) and applied against the corresponding heavy or light armor. Joint fire gives only a single hit result - not multiple results - but the joined fire will usually raise the gun/armor line to a higher level. The fire roll itself (white dice) is not modified or affected in any other way, although the Blast Damage calculation does get modified. Joint Fire must be declared before the firing dice for any of the involved ships are rolled. Joint firing pairs of ships must use the lower ROF of the two (if different).
Example: Two battleships with a Heavy Gunnery value of 20 heavy points each, fires on a target with 10 heavy armor points. The attacker will use the 300 line (meaning 300%) because of the 40 points firing onto the target, but will roll the fire dice only once (even though there are two ships firing) with only a single hit line applying. If the two example battleships roll a 10 on the white gunnery dice, they will score three Speed Hits (not six hits). Had the two ships rolled independently, they would have rolled once each on the 200 line. Had the ships rolled a 6 or less, they would have scored on the Blast Damage table due to the minus two (-2) modifier for joint fire, thereby scoring fewer Speed Hits but starting a fire. At closer ranges, the Blast Damage effects tend to become more dangerous with the joint fire modifier.

Boat Guns - Each vessel in Quickfire is considered to have one Boat Gun Point. This represents the very light cannon which are designed to engage destroyers and torpedo boats (and maybe tiny gunboats). Boat Gun fire can only be done within the Point-Blank range bracket, and boat guns can only fire upon Size 1 vessels or smaller which are unarmored (half-point armor rating). Any ships with a Boat Gun Rating may conduct one Boat Gun Attack by rolling 1D6 on the Boat Guns table on the Combat Chart. The types of damage inflicted on the table are the same types used elsewhere in the game. Players may use their boat gun attacks against viable targets in any direction. Ships may continue to use their boat gun capability as long as they have a light gunnery rating. If their lose all light gunnery (Light ROF value reduced to zero), then the boat gun's "BG" indicator on the ship log is crossed out. It is not regained if the Light ROF Rating is repair - once lost boat guns are considered permanently out of action.


« 3.1 Targeting
At Long Range, vessels may only fire at one target during each gunnery phase. At Medium Range - where both Light and Heavy Gunnery can be used - a ship may use its Heavy Gunnery against one target and its Light Gunnery at a different target (or both at one target). A ship may fire at targets different than those it fired upon in previous turns. These same limits and allowances apply to Point-Blank Range. Each gunnery and torpedo target must be declared before any firing is resolved. Players may verbally declare targets, use pointers or chits 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 directly blocked 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 attempt to conduct a torpedo attack. Torpedo attacks are not mandatory, but as with gunnery all torpedo targets must be declared before die rolling begins. The arc-of-fire for torpedo attacks is a 270 degree arc centered on the bow of the ship. Players may use the 90-degree arc-of-fire held over the stern of the ship to decide borderline cases, although due to the already generous shooting arc, any close decisions should choose against being able to fire at marginally positioned targets. Unlike gunnery, torpedoes have a minimum range within which they may not be used.

Each vessel may only conduct a torpedo attack against one target ship per turn (each attack is not necessarily a single torpedo launch, but more of a general effort to hit the target). Note that a ship's torpedo rating may be reduced as the vessel suffers damage, either due to gunnery hits, blast damage or explosions. Ships may attempt torpedo fire once each turn until they run out of torpedoes as decided by the Torpedo table results.

Roll to Hit - To attempt a torpedo attack, make sure the launching ship and its prospective target are within effective torpedo range (same as point-blank range). Then roll two six sided Hit Dice (2D6) and consult the Torpedoes table on the combat chart. Cross index the target vessel's movement type (moving or not moving) with the current torpedo rating of the firing vessel. In order to result in a hit, the modified 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) for damage (see below). Modified Hit Dice totals above the hit range can cause no damage. Ships which used one or fewer speed boxes worth of movement this turn are considered immobile for purposes of torpedo fire

Torpedo Damage Roll - If the Roll to Hit scored a torpedo strike, roll one more 1D6 to establish the number of Speed Hits suffered by the target ship. See the Combat Chart Guide for more about using this table.

« 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 might 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 the player should add a code to the blast damage box or simply cross something out.

« 4.1 Damage Types
Most of the Quickfire combat chart tables contain abbreviation codes for battle damage. Each of these damage codes tracks 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.

Destroyer Damage - Because a destroyer's main weapon is its torpedo tubes, all Heavy G Hits inflicted on destroyers (and torpedo boats) are considered S Hits instead, and all Light G Hits on them are considered T Hits instead. This applies in addition to any boat gun damage, which is handled separately as noted above.

Damage Code Glossary
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

The ship will continue to turn in that manner up to its maximum allowance of two pivots per turn, speed permitting. 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. Gunnery (G) Hits caused by explosions are removed equally from the Heavy and Light ROF Ratings, unless one ROF is already at zero, .
F Fire Hit Mark an "F" in the Blast Damage box of that vessel's ship log to show that it has suffered a Fire (F) Hit. Each turn that a fire burns, the player must roll on the Damage Table to see if it has burned out (shown as out), caused an Explosion (E) or continues burning (shown as 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 (or cross it out) and reapply the previously lost ROF, Boat Gun or Speed rating. If succesfully repairing a Direction hit, the ship may resume normal directional control starting on the following turn.
G Gunnery Hit Cross out one ROF Rating point from the ROF box on the vessel's ship log according to the following guidelines:

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 zero, a Light ROF Hit is inflicted instead. If all ROF points are at zero, a Torpedo Rating (T) Hit is inflicted instead.

Like with Heavy Fire, 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 zero, a Torpedo Rating (T) Hit is inflicted instead.

Gunnery (G) Hits caused by explosions are removed equally from the Heavy and Light ROF Ratings, unless one of the current ROF ratings is reduced to zero (in which case all hits apply to the surviving ROF points). 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 and F Hits respectively (F hits can always be inflicted, there is no limit to how much a ship can burn). See Destroyer Damage section above for how G Hits are applied to destroyers and torpedo boats.
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 (R) Point from the Repair box on the vessel's ship log. If no repair dice points remain, this hit becomes an F Hit.
S Speed Hit Check off one speed box in the ship's log starting with the upper left eighth-box first, usually by marking a small "x" in one corner of the box, so that it can be scribbled-out if repaired. Speed hits may be repaired on a repair roll result of 5 through 7 using 2D6. See the Damage Repair section below.

If all of a ship's speed boxes are marked off by speed hits and it suffers additional S Hits, those hits count as modifier points against the ship's Sinking die roll.
T Torpedo Rating Hit The Torpedo Rating Hit represents damage to the vessel's on-board torpedo tubes, torpedo crew and the torpedoes stored on-board. Subtract one point from the vessel's torpedo rating for each T Hit. Torpedo rating hits cannot be repaired. If the ship's Torpedo Rating has been reduced to zero, a Repair (R) Hit is inflicted instead. 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 type, each turn. For example, if a ship has suffered three Light Gunnery hits, one repair die roll attempt on that Gunnery Rating may be made that repair phase. So in theory, if a ship takes one each Heavy Gunnery Hit, Light Gunnery Hit and Speed Hit, the player could be allowed to roll three repair dice that turn. 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" after 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.

« 4.3 Sinking
Any vessel whose speed boxes are all crossed-out by Speed Hits is considered in danger of sinking. At the end of each turn, roll two six sided dice (2D6) for each vessel with zero speed, applying the die roll modifier if necessary. If the modified result is equal to or less than the value shown in the Die Roll column for a vessel of corresponding size, that ship has sunk and is removed from the board.

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). Because her size is a 7, she will sink on any turn that a 2 through 7 is rolled on the dice. If there is an explosion on board (ships with zero movement continue tracking on-board events) which causes more S Hits, the sink roll range will increase as the extra speed hits pile up.

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


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