Critical Hit Table | ||
---|---|---|
Damage Roll | Damage | |
1 | 1 fire starts. | |
2 | Add 1 level of flooding. | |
3 | Lose 2 of the smallest guns you have left. 1 fire starts if hit was not from a torpedo. | |
4 | Shell bursts below decks; add 1 level of flooding and 1 fire. | |
5 | Guns hit; lose 2 of the largest guns you have left. | |
6 | Hit below the waterline; add 1 level of flooding, maximum speed -1 (never 0). | |
7 | Damage-control team casualties; ship cannot do damage control this turn. | |
8 | 1-2 fires start (roll a die, odds=1, evens=2). | |
9 | Engine room hit; lose 2 units of speed, add 1 level of flooding. | |
10+ | Magazine explosion, ship sinks |
Fires & Flooding Table | ||
---|---|---|
Number or Level | Fires | Flooding |
1 | No air ops | Moves -1 if Def < 8; sunk if submarine |
2 | Quarternaries cannot fire; sunk if submarine | Moves -1, or -2 if Def < 8 |
3 | Tertiaries cannot fire | Ship sinks if Def < 8; if not, Moves = 1 |
4 | Secondaries cannot fire; ship sinks if Def < 12 | Ship sinks if Def < 16; if not, Moves = 1 |
5 | No guns can fire; ship sinks if Def < 24 | Ship sinks if Def < 32; if not, Moves = 0 |
6 | Fire reaches the magazines, ship sinks | Ship sinks |
Damage-Control Table | |||
---|---|---|---|
Die Roll | Fires | Flooding | Speed |
1 | Fire spreads -- 1 additional fire starts | Flooding spreads -- add 1 level | No change |
2 | No change | No change | No change |
3 | No change | No change | No change |
4 | 1 fire is out | No change | No change |
5 | 1 fire is out | Patch 1 level | +1 Moves if 4+ lost |
6+ | 1 fire is out | Patch 1 level | +1 Moves if 3+ lost |