SURFACE WARSHIP

1. INTRODUCTION & TERMINOLOGY
2. GUNNERY
3. TORPEDOES
4. DAMAGE
5. MOVEMENT
The below items are not ready
6. MISC.
A. SINKING
B. MORALE
A. MINES
B. AIRCRAFT
(1) SPOTTING
(2) AA FIRE
C. SUBMARINES

1. INTRODUCTION

This rule set is the product of years of searching and playtesting by Robert Whitfield and myself. We tested this set extensively from 1980 to 1986, and had many happy hours afloat. Sometime after that, the only existing copy of the rules was lost, although the ship status sheets and some battle notes survived. This is an attempt to re-create the body of the rules.

Note that all measurement is in inches. The Jackson Gamers use 1/1200 ships which are really too large, but we use what we have. Smaller ships could be used without changing a thing. If you want to reduce everything, all ranges could be cut in half, or you could just use centimeters instead of inches for all measurement.

There is no exact scale for these rules. The Jackson Gamers (survivors of the 60s) believe that "if it feels right, it is right". These rules have always felt right.

I would like to dedicate it to “Whit” without whose help and encouragement and many good ideas it would not exist. Jay Stribling

NOTE: All of this rules set is under construction - nothing is finished
Latest changes 06/26/00
TERMINOLOGY
D20 = A 20-SIDED DIE
BFN = Basic Firepower Number: The number of guns that can bear on the target
MFN = Modified Firepower Number: The number of dice that are rolled for hits.
Knot = A unit of speed: One nautical mile per hour. In terms of the game, a knot is represented by 1/4"

2. GUNNERY

To hit an enemy ship one must roll equal to or greater than certain numbers on one or more D20. Start by calculating the BFN. This is the number of guns of a certain size that can bear on a target ship. For example, an American Iowa class battleship has nine 16” guns in the main battery. 6 guns can fire forward, so firing at a target in the forward arc, the main battery BFN would be 6. If the target was on the broadside, all 9 of the 16” guns could fire at the target so the BFN would be 9. Each size of guns is rolled separately for to determine hits.

The MFN is determined by cross-indexing the BFN and the size of the gun on the MFN chart.

 BFN number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 GUN SIZE 18” gun 1 1 1 2 2 2 3 3 4 4 4 5 5 6 6 7 7 7 8 8 16” gun 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 15” gun 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 14” gun 1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 13” gun 1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 12” (new) 1 2 2 3 4 5 6 6 7 8 9 10 10 11 12 13 14 14 15 16 12” (old) 1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 11” gun 1 2 2 3 4 5 6 6 7 8 9 10 10 11 12 13 14 14 15 16 10” gun 1 2 3 4 4 5 6 7 8 9 10 11 12 13 13 14 15 16 17 18 8” gun 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 6” (new) 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30 6” (old) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5” gun 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 4” gun 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

EXAMPLE of determining the MFN: An Iowa class American Battleship with a BFN of 9 firing at a Japanese battleship would have a MFN (Modified Firepower number) of 5, so 5 dice would be rolled to check for hits on the Japanese ship.

MORE EXAMPLES:

1) A destroyer firing six 5” guns would have an MFN of 12.
2) A cruiser firing nine 8” guns would have an MFN of 9.
3) A battleship firing eight 15” guns would have an MFN of 4.

The MFN is the number of D20 that are rolled to see if hits occur. Each D20 rolled will hit as follows:

• At close range if a 6 or greater is rolled
• At medium range if an 11 or greater is rolled.
• At long range if a 16 or greater is rolled.

EXAMPLES: A destroyer with four 5” guns (BFN = 4) has an MFN of 8. It rolls the following D20 numbers at medium range”
1 = a miss, 4 = a miss, 4 = a miss, 7 = a miss, 10 = a miss, 11 = a hit, 12 = a hit, 17 = a hit
There are 5 misses and three hits in this example. Note that at close range the 7 and 10 would have hit also.

The numbers on the die are modified by various actions of the firing ship and the target ship and by other actions that may be taking placed during the battle. The following modifiers are cumulative
-1 firing ship at high speed (25 knots or more)
-1 Target ship at high speed (25 knots for more)
-1 Large ship (cruiser or bigger) firing at small (destroyer size) with 7” or greater main armament
-1 Firing ship changed course more than 90 degrees this turn
-1 Target ship changed course more than 90 degrees this turn
-2 firing with no fire control
-3 firing at target just acquired this turn (first time fired on)
+1 Target ship at low speed (6 knots or less)
+1 Firing at long or medium range aided by spotting aircraft.

The following modifiers are NOT cumulative, use only the one that applies best.
-1 Firing at night on target illuminated by searchlight beam.
-1 Firing at night using very good fire control radar
-3 Firing at night using poor fire control radar
-2 Firing at night at target that is on fire, no other illumination
-2 Firing at night at target illuminated by star shell
-5 Firing at night at target using only target’s gun flashes as aiming point
-5 Firing at night using only Bright moonlight as illumination
-7 Firing at night using only Dim moonlight as illumination

NO FIRE IS ALLOWED IF:
Firing at night not using one of the above modifiers.
Your ship not “cleared for action”

RANGES FOR GUNS
 SIZE SHORT MEDIUM LONG DAMAGE DONE 18” 24” 48” 72” 5 hits 15-16” 24” 48” 72” 4 hits 13-14” 22” 44” 68” 4 hits 11-12” 21” 42” 65” 3 hits 12” Older 18” 36” 54” 2-1/2 hits 9-10” 18” 38” 56” 2-1/2 hits 8” 18 36” 54” 2 hits 7” 16” 34” 50” 2 hits 6” Newer 16” 32” 48” 1-1/2 hits 6” Older 14” 26” 42” 1-1/2 hits 5” 12” 24” 36” 1 hit 4” 10” 20” 30” 1/2 hit
3” and smaller guns are not considered unless firing at small craft. In that case use 4” gun ranges. “DAMAGE DONE” Refers to how many hit boxes are checked off when hit by a shell of that size. Shell hit locations are specified on the Damage Assessment chart. Larger shells will be check off in the box specified on the DAC and will do other damage also. EXAMPLE: a 12” shell hit does “3 hits” of damage. If the DAC calls for the hit to be on the Main Armament, one Main Armament box will be checked off and 2 other boxes (target ship’s choice) will be checked off also. These "Other boxes" are known as Collateral Damage. TAKING HITS

HIT LOCATION TABLES - Use for shell fire

LONG RANGE
1-4 Main armament
5-7 Secondary armament
8-9 AA armament
10-13 General Abovewater
14-16 General Underwater
17-18 Engine hit
19 specialized hit
20 Critical hit

MEDIUM RANGE
1-4 Main armament
5-8 Secondary armament
9-10 AA armament
11-16 General Abovewater
17-18 General Underwater
19 specialized hit
20 Critical hit

SHORT RANGE
1-4 Main armament
5-8 Secondary armament
9-10 AA armament
11-18 General Abovewater
19 Specialized hit
20 Critical hit

NOTES ON ABOVEWATER HITS
Armored areas on the ship may not be affected by some sizes of shells. See Penetration under DAMAGE BELOW.

Abovewater hits may have specific locations or they may be “general hits”. If the target has had all boxes already marked off in the area called for on the Hit Location Table, then any further hits may be marked off any above water or below water boxes. This is called “substituting hits”. The philosophy here is that the damage must go somewhere.

Larger caliber shells do more than one hit damage. The first hit always goes where the hit location table requires, and the rest of the damage (this is known as “collateral damage”) may be marked off in any boxes above or below water.

3. TORPEDOES

Roll one D20 for each torpedo fired. Hit with:
Long range: 16-20
Medium range: 11-20
Close range: 6-20

Modifiers to die roll:
Target stationary, +1
Target moving 21 knots or more, -1
Target moving 27 knots or more, -2
Target makes a radical maneuver in turn torpedo is due to hit, Halve number of dice!
Firing ship has no fire control remaining, -4
Battleships firing from fixed tubes: -3
Very agile target such as destroyer or sub-chaser -2

Timing of hits.
Short range torpedoes impact on turn after they are launched.
Medium range torpedoes impact on turn after they are launched.
Long range torpedoes impact two turns after they are launched.

Effect of hits: For each hit, roll a D20 on the appropriate Torpedo Table.

18” torpedoes:
Target has no underwater protection (merchant ship): Torpedo Table 3
Target has E class underwater protection: Torpedo Table 4
Target has D class underwater protection: Torpedo Table 5
Target has C class underwater protection: Torpedo Table 6
Target has B class underwater protection: Torpedo Table 7
Target has A class underwater protection: Torpedo Table 8

21” torpedoes:
Target has no underwater protection (merchant ship): Torpedo Table 2
Target has E class underwater protection: Torpedo Table 3
Target has D class underwater protection: Torpedo Table 4
Target has C class underwater protection: Torpedo Table 5
Target has B class underwater protection: Torpedo Table 6
Target has A class underwater protection: Torpedo Table 7

24” torpedoes:
Target has no underwater protection (merchant ship): Torpedo Table 1
Target has E class underwater protection: Torpedo Table 2
Target has D class underwater protection: Torpedo Table 3
Target has C class underwater protection: Torpedo Table 4
Target has B class underwater protection: Torpedo Table 5
Target has A class underwater protection: Torpedo Table 6

Table 1
1-6 = 4 general, 1 engine hit, steering hit
7-13 = 4 general, 2 engine hits
14-18= 5 general, all engine hits
19,20 = Critical underwater hit

Table 2
1-6 = 3 general, 1 engine hit, steering hit
7-13 = 3 general, 2 engine hits
14-19 = 4 general, all engine hits
20 = Critical underwater hit

Table 3
1-6 = 3 general, 1 engine hit, steering hit
7-13 = 3 general, 2 engine hits
14-19 = 4 general, 2 engine hits
0 = Critical underwater hit

Table 4
1-6 = 3 general, 1 engine hit, steering hit
7-13 = 4 general, 1 engine hits
14-19 = 4 general hits
20 = Critical underwater hit

Table 5
1-6 = 3 general, 1 engine hit, steering hit
7-13 = 3 general, steering hit
12-19 = 3 general hits
20 = Critical underwater hit

Table 6
1-6 = 2 general, 1 engine hit
7-13 = 3 general hits
14-19 = 3 general hits
20 = Critical underwater hit

Table 7
1-6 = 2 general hits
7-10 = 1 general, 1 engine hit
11-14 = 2 general hits
15-19 = 1 general, steering hit
20 = Critical underwater hit

Table 8
1-6 = 1 engine hit
7-13 = 2 general hits
14-19 = 3 general hits
20 = Critical underwater hit

4. DAMAGE

Damage done by shell hits
 Size of shell Total damage (Collateral damage) 18” 5 hits (4 hits) 16”-13” 4 hits (3 hits) 12”& 11” 3 hits (2 hits) 10”-9” Old 12” 2-1/2 hits (1-1/2 hits) 8” & 7” 2 hits (1 hit) 6” 1-1/2 hits (1/2 hit)
NOTES ON UNDERWATER HITS
Underwater hits due to shell fire may have “collateral damage” like above water hits. Torpedo hits do not have “collateral damage” because this has already been figured on the torpedo hit table.

Hits that have specific locations such as “Engine room” must go there. Hits that have “General Underwater” locations may be marked in any underwater boxes. The philosophy here is that the damage must go somewhere.

If the target has had all unprotected underwater hit boxes marked off, and takes more hits, then roll a D20 for each additional hit. This represents additional flooding damage (seepage from ventilation ducts, sprung bulkheads etc. RESULTS: 1-15 No hit, 16+ One underwater hit

EXAMPLE: A heavy cruiser with C underwater armor has had all general underwater hits marked off but the 4 engine rooms are still intact. A torpedo hit calls for 3 general underwater hits. A D20 is rolled for each hit. The D20 results are 3, 12 and 17. One engine room is marked off.

Underwater Protection Classes
A = Well protected battleships
B = Older battleships and well protected battle cruisers
C = Battle cruisers or weakly protected battleships
D = Heavy cruisers, well protected aircraft carriers, or very well protected light cruisers
E = Light cruisers or aircraft carriers.
Ships with no code have no underwater protection

Penetration Boxes on the hit record sheet that represent areas of the ship that are protected by armor have a letter code by them indicating the thicknes of the armor.
A = Heavy battleship armor
B = Less heavy battleship armor
C = Battle cruiser armor or quite old battleship armor
D = Heavy cruiser armor
E = Light cruiser armor
Boxes with no code represent areas of the ship not protected by armor and can be destroyed by any hit.

 GUN SIZE Penetrates with: 18" & 16" A=11+ B=5+ C=ALL D=ALL E=ALL 15" A=12+ B=6+ C=3+ D=ALL E=ALL 14" & 13" A=17+ B=9+ C=5+ D=ALL E=ALL 12" & 11" A=NO B=14+ C=9+ D=ALL E=ALL 10' & 9" A=NO B=NO C=17+ D=11+ E=ALL 8' & 7" A=NO B=NO C=NO D=11+ E=6+ 6" A=NO B=NO C=NO D=NO E=9+ 5" A=NO B=NO C=NO D=NO E=14+

HOW TO USE THE PENETRATION TABLE: For each hit on an armed box, roll a D20 to see if the shell penetrates.
EXAMPLE: If the German Battleship Scharnhorst armed with 12" guns gets a hit on the main battery of the British Battleship Duke of York, we cross-index the armor value of the British ship's main gun box "A" with the 12" guns of the German vessel. We find that 12" and 11" guns cannot penetrate the British armor. That hit would not count.

ADDITIONAL EXAMPLE: If the British Battleship Rodney armed with 16" guns gets a hit on the main battery of the German Battleship Bismark, we cross-index the armor value of the German ship's main gun box "A" with the 16" guns of the German vessel. We find that 18" and 16" guns can penetrate the German armor with a D20 roll of 11 or greater. The D20 roll is a 16, so that his plus the appropriate collateral damage is marked on the hit record sheet of the Bismark.

NOTES ON ABOVE: At short range penetration increases, so that when rolling for penetration, add +5 to the die roll.
Shellfire that hits below-water ares of the target uses the underwater protection value of the ship as the armor rating for boxes with a letter code beside them.

Specialized Hits
6-10 Torpedo tube hit. Roll D20

• 1-2 Warhead explosion, Lose ½ of all above water hit boxes and 2 underwater hits
• Lose all torpedo boxes including reloads.
11-15 Aircraft handling facility wrecked. Ship on fire if any aircraft on board. (See next item)
16-20 Ship on fire.
• Lose one general above water hit each turn
• Damage control can put out fire at end of turn
• Roll 16+ to put out fire w/o using damage control party. If roll is “1” fire intensifies and lose 2 general above water hit each turn

Critical Hits - Shellfire on Destroyers and Cruisers
1-5 Bridge hit - ship must go straight ahead next turn and cannot vary speed or heading till it rolls 16+ on a D20. If ship rolls “1” on this roll, commanding officer’s morale fails and ship withdraws from battle.
6-9 Fire control destroyed
10-11 Damage control party wiped out
12-13 Steering gear damaged, must write down helm orders 1 turn in advance.
14-15 Ammunition supply low or interfered with. Only roll ½ normal fire dice till it rolls 16+ on D20. If ship rolls 1” on this roll, ammunition is exhausted and no more main battery fire. 16-19 Progressive flooding begins, lose 1 underwater box and 1 more each turn. If ship is moving at 20+ knots, lose 2 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1” on this roll, flooding causes ship to capsize and sink.
20 Magazine hit (must be a shell or torpedo capable of penetrating underwater protection). Roll a D20:

• 1,2 magazine explodes, ship destroyed
• 3-4 magazine explodes, ship loses all main armament, ½ underwater general hits, and ½ engines
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines.
• 15-20 Lose all gun armament due to flooding in magazines.

Critical Hits - Shellfire on Capitol Ships
1-2 Bridge hit - ship must go straight ahead next turn and cannot vary speed or heading till it rolls 16+ on a D20. If ship rolls “1” on this roll, commanding officer’s morale fails and ship withdraws from battle.
3-4 Electrical service failure, no radar, no searchlights, roll only ½ gunnery dice for two turns. 5-6 Aircraft handling facility wrecked. Ship on fire if any aircraft on board. (See next item)
16-20 Ship on fire.

• Lose one general above water hit each turn
• Damage control can put out fire at end of turn
• Roll 16+ to put out fire w/o using damage control party. If roll is “1” fire intensifies and lose 2 general above water hit each turn

7-9 One fire control destroyed + 2 general hits
10-11 Damage control party wiped out + 3 general abovewater hits
12-13 Helm does not answer - must write down helm orders 1 turn in advance for next 2 turns..
14-15 Smoke & Flame interferes with operation of boiler rooms. ½ speed till repaired with damage control party or by rolling 16+ on D20. If ship rolls 1 or 2 ” Check off 2 engine boxes for remainder of game. 16-19 Progressive flooding begins, lose 2 underwater boxes and 1 more each turn. If ship is moving at 20+ knots, lose 3 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1 or 2 ” on this roll, flooding causes list which will not allow any main armament fire for remainder of game.
20 Magazine hit (must be a shell or torpedo capable of penetrating underwater protection). Roll a D20:

• 1,2 magazine explodes, ship destroyed
• 3-4 magazine explodes, ship loses all main armament, ½ underwater general hits, and ½ engines
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines.
• 15-20 Lose all gun armament due to flooding in magazines.

Critical Hits - Torpedo (E class underwater protection)
1 Keel is cracked, ship breaks in two and sinks! 2-9 Shock damage - Fire control destroyed, lose 1 main armament box + 3 general underwater hits
10-11 Damage control party wiped out, one engine room hit, 1 general underwater hit
12-13 Steering gear damaged, - 2 underwater boxes and must write down helm orders 1 turn in advance.
14-15 Flooding interferes with ammunition supply. Lose 2 underwater boxes, and roll ½ normal fire dice till it rolls 16+ on D20. If ship rolls 1” on this roll, ammunition is exhausted and no more main battery fire. 16-19 Progressive flooding begins, lose 3 underwater boxes and 1 more each turn. If ship is moving at 20+ knots, lose 3 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1” on this roll, flooding causes ship to capsize and sink.
19-20 Magazine hit (21” torpedo or larger, otherwise re-roll.). Roll a D20:

• 1-3 magazine explodes, ship destroyed
• 4 magazine explodes, ship loses all main armament, ½ underwater general hits, and ½ engines. No power for 6 turns. If ship is doing 20+ knots, roll D20: 1-10 ship survives, 11-20 capsizes and sinks.
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines.
• 15-20 Lose all gun armament due to flooding in magazines.

Critical Hits - Torpedo (C & D class underwater protection)
1-9 Shock damage - Fire control destroyed, lose 1 main armament box + 3 general underwater hits
10-11 Damage control party wiped out + 2 underwater hits
12-13 Steering gear damaged, - 2 underwater boxes and must write down helm orders 1 turn in advance.
14-15 Flooding interferes with ammunition supply. Lose 2 underwater boxes, and roll ½ normal fire dice till it rolls 16+ on D20. If ship rolls 1” on this roll, ammunition is exhausted and no more main battery fire. 16-19 Progressive flooding begins, lose 2 underwater boxes and 1 more each turn. If ship is moving at 20+ knots, lose 3 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1” on this roll, flooding causes ship to capsize and sink.
19-20 Magazine hit (21” torpedo or larger, otherwise re-roll.). Roll a D20:

• 1-2 magazine explodes, ship destroyed
• 3-4 magazine explodes, ship loses all main armament, ½ underwater general hits, and ½ engines
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines.
• 15-20 Lose all gun armament due to flooding in magazines.

Critical Hits - Torpedo (B class underwater protection)
1-9 Shock damage - One fire control destroyed, lose 1 main armament box + 3 general underwater hits
10-11 Damage control party wiped out + 3 underwater hits
12-13 Steering gear damaged, - 3 underwater boxes and must write down helm orders 1 turn in advance.
14-15 Flooding interferes with ammunition supply. Lose 2 underwater boxes, and roll ½ normal fire dice till it rolls 16+ on D20. If ship rolls 1” on this roll, ammunition is exhausted and no more main battery fire. 16-19 Progressive flooding begins, lose 2 underwater boxes and 1 more each turn. If ship is moving at 20+ knots, lose 3 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1or 2 ” on this roll, flooding causes list which will not allow any main armament fire for remainder of game.
19-20 Magazine hit (21” torpedo or larger, otherwise re-roll.). Roll a D20:

• 1 magazine explodes, ship destroyed
• 2-4 magazine explodes, ship loses all main armament, ½ underwater general hits, and ½ engines
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines.
• 15-20 Lose all gun armament due to flooding in magazines.

Critical Hits - Torpedo (A class underwater protection)
1-9 Shock damage - One fire control destroyed, lose 1 main armament box + 3 general underwater hits
10-11 Damage control party wiped out + 3 underwater hits
12 Steering gear damaged, take 3 underwater hits and must write down helm orders 1 turn in advance for remainder of game.
13 Electrical service failure, no radar, no searchlights, roll only ½ gunnery dice for two turns. 14-15 Flooding interferes with fuel supply. ½ speed till repaired with damage control party or by rolling 16+ on D20. If ship rolls 1 or 2 ” Check off 2 engine boxes for remainder of game. (fuel supply hopelessly contaminated) 16-19 Progressive flooding begins, lose 2 underwater boxes and 1 more each turn. If ship is moving at 20+ knots, lose 3 underwater boxes and 2 more each turn. Can stop by using damage control party or by rolling 16+ on D20. If ship rolls “1 or 2 ” on this roll, flooding causes list which will not allow any main armament fire for remainder of game.
19-20 Magazine hit (21” torpedo or larger, otherwise re-roll.). Roll a D20:

• 1 All magazines flood No main armament fire for remainder of game, only Lose ½ secondary and AA armament + 2 general underwater hits.
• 2-4 Torpedo flash causes one magazine to be flooded, lose one main armament, box + 2 general underwater hits.
• 5-14 Lose ½ of all gun armament boxes due to flooding in magazines + 2 general underwater hits.
• 15-20 Lose all gun armament for two turns due to electrial power interrupting ammunition supply due to flooding + 2 general underwater hits.

Progressive flooding: With any underwater damage there is the chance of progressive flooding. On each turn AFTER the torpedo damage has been inflicted, roll a D20.
1-16 = lose 1 additional general underwater hit box to flooding.
17+ = chance of progressive flooding eliminated.

By using a damage control box, the chance of progressive flooding is automatically eliminated

DAMAGE CONTROL
Most ships will have one or more damage control boxes on the hit record sheet. Each box represents a box that can be used to "repair" another box. For example, a Japanese destroyer with one damage control box receives a hit that knocks out one bank of its torpedo tubes (one torpedo box is marked off). The captain of that ship may cross off the damage control box instead of the torpedo tubes. However, once a damage control box is used, it cannot be used again. The resources of men and equipment represented by that box have been used up.

Continuing our same example, if the next hit on the Japanese destroyer knocked out an engine room, our captain would wish mightily that he still had damage control resources to repair his engine room damage, but too late! His only damage control capability (the damage control box) had already been expended.

Damage control may repair any hit except for a bridge hit. This bridge hit represents damage more to people than to machinery.

5. MOVEMENT

Each ship may move 1/4" for each knot of speed that it may steam. A ship that could do 32 knots in real life may move 8" on the table-top ocean. Note however, that ships in combat situations could rarely achieve the speeds that they had reached in their speed trials. We subtract 2 knots from any ship speed over 20 knots, and one knot for speeds under 20 knots. A ship that is described as being able to do 33 knots speed in a referance work would achieve 31 knots or 7-3/4" maximum speed on the table-top.

As ships take damage they lose speed. A ship with two engine boxes will lose 1/2 of it's speed if one box is checked off because of damage, and will all remaining speed if the other engine box is checked off. Similarly a ship with three engine boxes would lose 1/3 of its speed when the first box was checked off.

Also, when 1/2 of the general underwater hit boxes have been checked off, the ship loses 1/4 speed. If all general underwater hit boxes have been checked off, the ship loses 1/2 speed, even if the engines are undamaged.

For our 1/1200 scale ships, we use the following turning circles:

• Destroyers - 3" radius (or 6" diameter)
• Cruisers - 4.5" radius (or 9" diameter)
• Capitol ships - 6" radius (or 12" diameter)

Use common sense when fitting ships into these turning circles. Freighters would turn like capitol ships. Small "Destroyer leader" types of cruisers could use the Destroyer turning circle. Most aircraft carriers would use the capitol ship turning circle, but a few might turn like cruisers (the U.S. Independance class, maybe).

MORE TO COME

Go to the Ship Data Charts for these rules