Name: The name of that ship class. |
Size: The size rating of the ship for use
during the game, especially for calculating when a ship sinks. Larger ships
will tend to take longer to sink. |
Armor (Hvy - Lt): The heavy and light armor
ratings for the ship. These ratings do not express the "weight" of the armor,
rather they describe the ship's defense against that type of gunnery
rating. Note that a ship with "1/2" listed for armor is essentially unarmored. |
Gunnery (Hvy - Lt): These are the heavy and
light gunnery ratings for the ship. The heavy rating expresses the ship's main
armament when (mostly) firing armor piercing in attempts to penetrate enemy heavy armor. The light rating represents the all weapons under 9.4", when they are (mostly) intending to fire shell or a mix of shell and armor piercing. A vessel with "BG" for its gunnery rating can only use the Boat Gun table once a turn for firing, this will usually be a destroyer or other very light vessel that nevertheless has some weapons. |
ROF (Hvy - Lt): These are the rate of fire
values for a ship's heavy and light gunnery ratings. |
TT: This number is the ship's torpedo
rating. |
Speed: The ship's speed rating. Each
ship log will note this speed and it's increments in eighths. If a ship's eight
speed boxes are all marked off due to damage, it's speed is considered zero and
it must then roll for sinking as long as its speed is zero. A "(P)" after the code means that the ship has great waterline protection and can repair Speed hits more easily. See the Repair rules. Click here for the master speed formula list (currently an excel file), which can be used to auto-generate all of the speed increments listed in the eight ship log Speed boxes. The figure below outlines the base speed values (in inches) for the main speed ratings at each of the main game scales:

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Repair Dice: The number of repair points that
a ship begins the game with. Each repair point is worth one repair die roll,
and each die roll is conducted using two six sided dice (2D6). |