Critical Hit Table
Damage
Roll
Damage
11 fire starts.
2Add 1 level of flooding.
3Lose 2 of the smallest guns you have left. 1 fire starts if hit was not from a torpedo.
4Shell bursts below decks; add 1 level of flooding and 1 fire.
5Guns hit; lose 2 of the largest guns you have left.
6Hit below the waterline; add 1 level of flooding, maximum speed -1 (never 0).
7Damage-control team casualties; ship cannot do damage control this turn.
81-2 fires start (roll a die, odds=1, evens=2).
9Engine room hit; lose 2 units of speed, add 1 level of flooding.
10+Magazine explosion, ship sinks

Fires & Flooding Table
Number
or Level
FiresFlooding
1No air opsMoves -1 if Def < 8; sunk if submarine
2Quarternaries cannot fire; sunk if submarineMoves -1, or -2 if Def < 8
3Tertiaries cannot fireShip sinks if Def < 8; if not, Moves = 1
4Secondaries cannot fire; ship sinks if Def < 12Ship sinks if Def < 16; if not, Moves = 1
5No guns can fire; ship sinks if Def < 24Ship sinks if Def < 32; if not, Moves = 0
6Fire reaches the magazines, ship sinksShip sinks

Damage-Control Table
Die
Roll
FiresFloodingSpeed
1Fire spreads -- 1 additional fire startsFlooding spreads -- add 1 levelNo change
2No changeNo changeNo change
3No changeNo changeNo change
41 fire is outNo changeNo change
51 fire is outPatch 1 level+1 Moves if 4+ lost
6+1 fire is outPatch 1 level+1 Moves if 3+ lost