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			 BATTLEFLEET 1900  PRE-DREADNOUGHT NAVAL WARFARE: 1890-1905   
			  
				 
				    Welcome to Battlefleet 1900, a
					 set of miniature wargame rules which recreate one of the most exciting periods
					 in the history of naval conflict. For nearly two decades beginning in 1890,
					 established and developing nations engaged in a series of wars and naval
					 programs which were to reshape the world's political landscape. The variety of
					 ship designs and naval doctrines developed at this time resulted in an amazing
					 range of possible results, and the ensuing pre-WWI power struggles made for
					 volatile crises which left no nation safe. It was at this time that the navies
					 of two ancient empires; Russia and Spain, were dramatically defeated at the
					 hands of two new industrial powers; Japan and America. Not only did the
					 Spanish-American and Russo-Japanese Wars bring the latest in naval technology
					 to the forefront, but so did numerous other confrontations throughout this
					 period.     Over all this loomed the super-fleets of Great Britain and
					 France, the later of which dominated the late Victorian period in ways not to
					 be known during the dreadnought era. The high seas of this time saw
					 "futuristic" French battleships eyeing their British and Italian counterparts,
					 heavily armored American coastal battleships maintaining the Monroe Doctrine
					 and the latest British built Japanese fleets shooting it out with the Russians
					 in the West Pacific. In Battlefleet, many of the possibilities and realities of
					 this time can be recreated, with your abilities having a direct effect on the
					 results.  |  
				  
			    
			  
				 
				   
					  
						- 0.0 Contents:
  
						- 1 Introduction:
						  
  
						- Scales, Models,
						  Equipment, Turn Sequence
  
						- 2 Command:
 
						
						- Divisional Orders, Signals, Fleet Orders
  
						- 3
						  Movement:
  
						- Formations, Turning, Changing Speed
  
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						-  
  
						- 4 Gunnery:
 
						
						- Targets & Positions,
						  Ranging, Measuring
  
						- 5
						  Torpedoes:
  
						- Launch Arcs, Calculating Hits
  
						- 6 Damage &
						  Sinking:
  
						- Recording Damage, Damage Types/Glossary, Damage Locations,
						  Damage Control
  
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						  | GAME SCALES |  
						  
						 
						  | Feature |  
						  Small |  
						  Medium Small |  
						  Medium Large |  
						  Large |  
						  
						 
						  | Measurement Format |  
						  Millimeters |  
						  Millimeters |  
						  Inches |  
						  Inches |  
						  
						 
						  | Recommended Scale |  
						  1/6000 |  
						  1/3000 |  
						  1/2400 |  
						  1/1500 |  
						  
						 
						  | 1 Kilometer |  
						  80 |  
						  120 |  
						  6 " |  
						  8½ " |  
						  
						 
						  | 1 Nautical Mile |  
						  148 |  
						  220 |  
						  11" |  
						  15½
							 " |  
						  
						 
						  | 1 Cable |  
						  15 |  
						  22 |  
						  1¼ " |  
						  1½" |  
						  
						 
						  | 1000 yards |  
						  73 |  
						  108 |  
						  5½
							 " |  
						  7¾
							 " |  
						  
						 
						  | Each range bracket |  
						  200 |  
						  300 |  
						  15 " |  
						  20 " |  
						  
						 
						  Maximum gun
							 range (4 range brackets) |  
						  800 |  
						  1200 |  
						  60
							 " |  
						  80
							 " |  
						  
						 
						  | 1 turn |  
						  Approximately
							 Three Minutes |  
						  
					  « 1.0 Introduction 
					 Battlefleet 1900 is a moderate complexity rules package which can be used with
					 all standard and custom built naval wargaming miniatures and flats. The rules
					 allow for both die rolling or range guessing as part of the gunnery system, and
					 the damage tracking system is designed to present an ever-changing pattern of
					 damage. This last item prevents players from minutely calculating the
					 near-future performance of their ships including sinking, which itself is an
					 uncertain proposition during battle. This rules text is cross-linked with other
					 support features which can be independently reviewed from the Battlefleet 1900
					 home page. « 1.1 Game Scales 
					 Battlefleet 1900 can be played in one of four different scale formats; a small
					 scale, two medium scales and large scale. The small scale format uses metric
					 measurement and is designed for use with 1/6000 scale naval miniatures,
					 allowing games to be played on a dining table. The medium-small scale format is
					 also metric based, and is designed for use with 1/3000 scale miniatures being
					 used in a small to medium sized playing area. The medium-large scale format is
					 inch based  for players who don't like metric  and is geared more
					 toward 1/2400 or 1/1800 scale, using a slightly larger scale for use in medium
					 to large playing areas. The large scale format uses inches for measurement and
					 is designed for use with 1/1500 scale miniatures or larger. Keep in mind that
					 any model size can be used with any of the game scales according to player
					 preference. Vessel speeds and guns ranges can also be recombined; for example
					 we sometimes play games using medium movement rates and large firing ranges.
					 All scale ranges and ship speeds for these formats can be referenced or
					 calculated using the Master Scale Chart, which
					 contains all information necessary to figure a ship's speed for Battlefleet
					 1900 ship logs.
   « 1.2 Miniature Ship
					 Models  Game play requires the use of miniature ship models, many of
					 which are available at Store
					 here at WTJ. The WTJ Naval miniatures offer a variety of pre-dreadnought era
					 naval miniatures, ranging from the big battleships necessary for the core of
					 your fleet to gunboats and destroyers needed for supporting roles. Also
					 available are minelayers, maintenance ships and other auxiliary vessels to help
					 add realism to the game. The miniatures are available in 1/3000, 1/2400, 1/1800
					 nd the popular new 1/1500 scale, which offers the best combination of size
					 versus detail. 
  Mounting - Small scale vessels should be mounted
					 on bases for ease of handling. For 1/6000 scale the best mounting standard is
					 ½ x 11/8 inches (13mm x 30mm) for capital ships.
					 For 1/3000 scale miniature bases a standard size range of ¾" x 2" (20mm
					 x 50mm) for most capital ships should work well. The lengths may be adjusted
					 upward or downward for other ships sizes. For example the Russian battleship
					 Peresviet and most newer Japanese battleships may look best on 55mm long bases.
					 Within the rules text, the term vessel, model or ship also
					 applies to any base upon which that model might be mounted. Conversely, any
					 reference to bases also infers the ship model itself in any case where players
					 are using ship models without bases. 
					 « 1.3
						Equipment  Naval wargames are a bit more technically demanding than
						some other forms of miniature wargaming and require a few extra tools. The
						standard gaming equipment of tape measures, six sided dice (one of which is
						referred to as 1D6) and pencils are definitely required. Players will also need
						to download the Battlefleet Combat Chart, Ship Log, Gunnery Log and Arcs sheet.
						Cutting out the arcs-of-fire and turning circles and mounting them on thin
						cardboard will give them extra strength. A clipboard is also valuable for
						writing on the ship and gunnery logs. Splash and hit markers can be very useful
						and add an interesting realism to the game. For many scales the best splash and
						hit markers are made from plastic dart tips by cutting off their mounting
						threads with a razor blade. If no white ones are available they may be roughed
						up slightly with sandpaper and painted white before applying a sealer to
						prevent chipping.  
					 Combat Charts: Each player should have a copy of the
						Battlefleet Combat Chart, which can be downloaded off of the Battlefleet 1900
						page in the WTJ Games section. There are two sides to the combat chart, both of
						which are needed for game play. They jointly include turn sequence, gunnery,
						torpedo and damage charts. For related overviews of each section of the chart,
						see More About Combat Charts, which
						includes step by step illustrations and outlines.  
					  
						 
						  | TURN SEQUENCE |  
						  
						 
						   
							  
								-  1) Command
  
								-  Players issue basic movement orders for the
								  upcoming movement phase and attempt to send messages or order requests to other
								  commanders.
  
								- 2) Movement
  
								- Players simultaneously move their ships according
								  to the basic movement orders issued during the Command Phase.
  
								- 3) Ranging & Gunnery
  
								- Players simultaneously guess ranges to enemy ships
								  and record them on their gunnery logs. All ranges are then marked as hits or
								  misses.
  
								- 4) Torpedo Launches
  
								- All torpedo launches are declared and any resulting
								  hits marked.
  
								- 5) Damage
  
								- a) Check for ongoing fire and flooding
								  effects.
  
								- b) Resolve damage for hits achieved during Step
								  3.
  
								- c) Attempt damage control.
  
								- d) Test for sinking and uneven flooding
								  effects.
  
							    |  
						  
					   
					 Ship Logs: Each vessel used in combat will need to
						have an entry in one of the ship logs. These entries are used to track
						available speed, weapons and damage to each vessel. The information shown in
						the Ship Values listings on the Battlefleet 1900 page has all the information
						needed to fill out the ship logs for those vessels. For more detailed
						explanations, see More About Ship Logs.  
					 Gunnery Logs: Because Battlefleet 1900 uses a range
						estimate system to control gunnery, players use Gunnery Logs to record their
						range estimates. Each gunnery log contains two four-ship sections (most navy
						divisions are composed of four ships), along with a command line at the far
						left of each division. At the top of each gunnery log column, record the name
						of one ship. In the columns below, record salvo targets and hits. The spare
						command boxes along the top edge of each division are for recording command
						arrows during times when vessels are not firing salvos and/or out of range. The
						spare boxes eliminate the wasting of range boxes during preliminary
						maneuvers.  
					 « 1.4 Turn
						Sequence Once all players have filled out their ship and gunnery
						logs, placed their ships and arranged their formations, game play is ready to
						begin. Each phase of the turn sequence is conducted by both players
						simultaneously. At right is an outline of each turn phase and its basic
						steps.   |  
				  
			   
			  
				 
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					  « 2.0
						COMMAND  During the Command Phase, players issue orders for the
						upcoming Movement Phase. There are two types of orders; Divisional and
						Fleet. Divisional orders are recorded in the far left command column of
						the gunnery chart and apply only to the ships within a division, which are
						assumed to be under orders to follow the lead ship of that division. Fleet
						orders are written on small Post-it style message pads and used for any
						communication between players.   
					 « 2.1 Divisional
						Orders  If a division commander wants his ships to move in any
						direction other than straight during the upcoming movement phase, he must order
						them to do so in the Command Column of the Gunnery Log. Divisional orders are
						recorded as small arrows, which are drawn in the direction and approximate
						bearing which the commanding player wishes to move them. Refer to the examples
						below for the available division orders:  
					  
						 
						   
							 | Turn-in-Succession - A
								turn-in-succession is drawn as an arrow using a single line. Only divisions
								deployed in line-ahead may use the turn-in-succession order. Ships turning in
								succession will maintain their line ahead formation while turning on a
								stationary pivot-point. Vessels which will turn less than 45° during their
								movement do not need to use a command arrow. Vessels which will turn between
								45° and 90° during their turn use the 45° arrow, and vessels which
								will turn 90° or more during movement use the horizontal arrow. Note that
								the arrows are direction specific. If a player draws an arrow pointing left (to
								port), then the division must turn in that direction during their movement. The
								Turn-in-Succession figure at right depicts a 90°+ turn in succession to
								starboard as executed by ships in a line-ahead formation. |  
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							 | Simultaneous Turn - A
								simultaneous turn is drawn as an arrow using two lines. Each vessel in a
								division ordered to turn simultaneously will individually turn in unison in the
								direction ordered. Vessels not in line ahead formation will always use the
								simultaneous turn command. If a turn-in-succession order is accidentally given
								to vessels not in line ahead, the command will be treated as if it were a
								simultaneous turn order. Note that if a division is in line abreast, only
								certain simultaneous turn commands will allow a return to line ahead. |  
						    
						   
							   |  
						    
						   
					 A division must execute its turn orders at the very
						beginning of its move. If, once it has fulfilled the minimum requirement of its
						order, it has remaining movement, it may continue moving straight on its new
						bearing, or execute further multiple orders, if any (see multiple orders). If a
						vessel is ordered to execute a turn which it cannot fulfill even by using all
						available movement, it will complete as much of the turn as possible.  
					 Stopping - Writing a dot or small filled-in circle on
						the command line of a division will order it to use the turn's movement phase
						to stop dead in the water. Vessels under a stop order must still move their
						minimum required movement for the turn, at which point they are considered at a
						complete stop. The stop command may not be used in conjunction with any other
						orders (see Multiple Commands below).  
					 Multiple Commands - Divisions with sufficient
						movement allowance may be issued multiple commands other than the stop
						command. Multiple commands will be executed in the order in which they are
						written, reading from left to right.   
					 Dropping Out - Individual vessels which suffer damage
						 especially to their propulsion  may need to drop out of an
						existing division to avoid slowing down other ships. This may only be done if
						the vessel in question has at least one more propulsion box hit than the next
						vessel(s) immediately aft. In such a case, the "slow" vessel may be announced
						as dropping out during the command phase, at which time it becomes a one-ship
						division and receives its own movement order each turn. During the next
						movement the ship must turn out of the existing divisional line in order to
						allow the ship behind it to close the existing divisional formation. The lead
						ships of that division may need to slow down slightly in order to allow the
						rear ships to close the gap made as a result of the missing vessel.  
					 Transfer of Command - Division flagships which have
						suffered damage may have to transfer their command status to other ships within
						their division. There are two basic conditions under which this occurs;
						voluntary, and involuntary.  
					 Voluntary: If a player's division
						leader has suffered damage which endangers the ship, he may want to transfer
						flag status to another vessel in the division. Division flagships which have
						not suffered conning tower hits may transfer their command to another vessel in
						their division by slowing to no faster than 1/6 original speed and declaring
						their transfer to any other qualified vessel which lies within one-quarter of a
						range bracket and which is also moving no faster than 1/6 original speed. 
						  Involuntary: If a division's flagship is suffering either a
						steering or conning tower hit, the controlling player must roll
						for transfer of command to other vessels. In this case the transfer requires no
						slowing of the vessels, since it infers the assumption of command by another
						officer. Beginning on the command turn after the damage occurs, roll one six
						sided die (1D6). If a 5 or 6 is rolled, the ship
						closest to the flagship will assume command of the division (and of the fleet
						if it is replacing the fleet flagship). Add one-half point to the die roll for
						each point of uneven flooding and for each fire at the time of the die roll.
						For example: A flagship with a conning tower hit, six fires, and three points
						of uneven flooding would result in an automatic transfer of command (+3 for
						fires, +1 for uneven flooding). If the damaged flagship repairs the steering or
						conning tower hit before another vessel assumes command, then the original
						flagship retains its command status and any attempts at involuntary transfer
						will cease, although a voluntary transfer may still be executed. If a flagship
						blows up, or otherwise sinks, involuntary transfer is immediate and
						automatic.  
					  
						 
						  |  
							  Hint for Small Battles 
							 If two players share a division and they need to
							 communicate, they should also use the Fleet Order method. This is common with
							 smaller battles in which there may be no divisions; each vessel acts as its own
							 division. In these cases, each player commonly controls only one or two ships
							 which operate independently. Such a situation existed at the Battle of Santiago
							 Bay, during which few of the U.S. ships, despite belonging to the same
							 division, demonstrated much coordination of effort. In fact, there were several
							 near collisions during the scramble to engage the Spanish ships. |  
						  
					  
   « 2.2
					 Signalling  In order to communicate with other ships and players, a
					 player's flagship must successfully send a message. Sending a message is done
					 either by flying a flag message or transmitting a radio (wireless) message.
					 Flag communication is more likely to be received quickly by other commanders,
					 but it requires line of sight to the intended recipients. Radio communication
					 has a slightly greater chance of suffering a delay, but it can be received by
					 any ship on the field or even in the region without the need for line of sight
					 (this includes enemy ships). Vessels without radios, or vessels which have
					 suffered Wireless (WI) hits may not send radio messages. 
  To send a
					 message, a player  called the Signalling Commander  records
					 a message on the adhesive side of a "post it" style message tablet and writes
					 either "Radio" or "Flag" on the opposite side of the message. The message may
					 not be shown to other players. Once a signal is completed, it is pasted message
					 side down to the signalling vessel's ship log. To read another ship's signal,
					 any other player  called the Intercepting commander  may
					 consult the Command Functions table on the combat chart and roll one six
					 sided die (1D6). If the modified die roll value is equal to or greater than the
					 value shown for the corresponding Read flag message or Read radio
					 message action, the intercepting commander may read the message in
					 question. Players must keep in mind the line of sight limitation on flag
					 messages when attempting to intercept signals. 
  For purposes of
					 signalling, the modifier for Bridge (BR) hits is cumulative for both signalling
					 and intercepting ships. For example; a vessel with two BR hits attempting to
					 read a message signalled from a vessel which also has a BR hit will suffer a
					 cumulative minus three (-3) to the interception die roll.
  «
					 2.3 Fleet Orders  There are two types of fleet
					 orders, Divisional and Inter-Divisional:
   Divisional fleet orders
					  Are only required when the flagship of a division is not located at the
					 front of a line ahead. In this case, the flagship must successfully send all
					 movement instructions to the lead ship in the line in order to be allowed to
					 enter a movement command on the gunnery log. If the message die roll fails,
					 that division may not vary its course from that of the previous turn. Hence the
					 wisdom of placing one's flagship at the front of a line ahead. Consult the
					 section 2.2 above for signalling methods used to communicate with lead
					 vessels.
  Inter-divisional fleet orders  These are orders or
					 messages sent to other participating players regarding status, battle tactics,
					 instructions, etc. In order to signal other players with interdivisional
					 orders, consult section 2.2. Before 1903, players attempting interdivisional
					 orders must always use flag communication. After 1903, vessels received
					 wireless (radio) sets at various times, and players should consult historical
					 references for further guidance. If a ship suffers a wireless hit (WI) during
					 game play, it may not send or receive any further radio messages for the
					 duration of the game. Ships which have suffered Bridge hits (BR) will also
					 suffer cumulative penalties to any attempts to send flag messages. See the
					 combat chart for under DC & Command Actions for more details.
   
					  
						- Recommended Fleet Orders - Since many players are
						  often unsure of what messages or orders to send, especially on a small square
						  of paper, the following small list offers a few ideas about what orders a
						  commander might want to issue to adjoining divisions of a fleet. Some are
						  historical, and others are merely the result of previous games:
  
						- Engage Enemy: Normally issued to capital
						  ships such as battleships and cruisers. This order instructs all friendly
						  divisions to move as close as possible to the enemy (usually the second range
						  bracket) while keeping out of torpedo range.
  
						- Turn 16 points together: Means that all
						  ships should make a simultaneous 180° turn to port or starboard (the
						  direction of which should be added to the message.
  
						- Turn 8 points together: Means that all
						  ships should make a simultaneous 90° turn to port or starboard (the
						  direction of which should be added to the message.
  
						- Follow Me: This self-explanatory order was
						  issued several times historically by divisional commanders when a
						  commander-in-chief's ship was damaged or sunk. Commonly used when signalling a
						  general withdrawal or advance.
  
						- Torpedo Attack: Most commonly given to
						  destroyers, this was the signal to move as quickly as possible into effective
						  torpedo range and launch torpedoes.
  
						- Recall: Signals light ships to cease
						  attacking an enemy fleet and return to their duty stations among the main
						  battle line.
  
						- We Surrender: That's right, ships which
						  want to surrender must make that fact known to the enemy, which is done via
						  this command.
  
					    
					 « 3.0
						MOVEMENT The maximum distance a ship may move each turn is limited by
						the number shown in the topmost undamaged propulsion box on that vessel's ship
						log (Damaged or destroyed propulsion 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, marking out the distance in inches or millimeters
						depending on the scale being used. See the Scales
						Page for more about scales and their relation to movement distances. «
					 3.1 Formations & Intervals   Most ships will take
					 part in a game as part of a larger group of two to six ships known as a
					 division. Each division moves as a unit with all ships remaining in a formation
					 of some type, the most common formation being line ahead. An example of line
					 ahead appears in the Turn in Succession figure in the previous Command section.
					 Ships moving in line ahead will normally try to maintain a specific distance or
					 interval between ships. In most navies of this time the normal interval
					 was one or two cables, which can be referenced on the scales page to establish the correct distance
					 depending on the scale being used for the game. The second most common
					 formation was line abreast in which the ships were side by side,
					 maintaining similar intervals as in line ahead in order to prevent collisions
					 and also to allow an easy conversion to a line ahead. An example of line
					 abreast is shown in the Simultaneous Turn figure in the previous Command
					 section.
   « 3.2 Turning  Turning
					 circles are used during game play to recreate both the minimum allowable
					 turn radius of a ship and the loss of speed the vessel suffers when turning.
					 All Battlefleet 1900 turning circles needed for small, medium-small and
					 medium-large formats may be downloaded from the Playing Aids section of the
					 Battlefleet page. Each circle is numbered for size and marked at 30 degree
					 increments. As a vessel tracks along the edge of the circle, it will swing
					 around to its new bearing, expending the appropriate movement points in the
					 process. Ship bases executing a turn are not limited to moving only in the turn
					 increments shown. The increments are for reference only, and players may stop
					 at any point along a circle's circumference by estimating the amount of
					 available movement expended to reach that position.     Note that because
					 the turning circles recreate a vessel's loss of speed while turning, the actual
					 measurements of the turning circle increments are less than the amount shown.
					 This is planned, and is not a problem with the circles themselves. 
   
					  
						 
						   
							   |  
							   |  
						    
						   
							 Turning Examples Above Left: The
								turning circle is held next to the side of the vessel. Above Right: The
								ship is moved along the periphery of the circle, to the approximate position
								that matches the amount of speed the ship uses. In this case, the ship has used
								about 85mm of its movement. |  
						    
						   « 3.3 Changing
					 Speed  During each movement phase, vessels may change their actual
					 normal speed by the equivalent of one propulsion box 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
					 propulsion rating. 
					 Example; if a vessel whose available speed is 120mm
						per turn moves only 20mm on any one turn (its actual speed for that turn), it
						would only be able to move a maximum speed of 40mm on the following turn, an
						increase of 20mm or one propulsion box worth of speed. Note that
					 destroyers only have three propulsion boxes, which gives them the ability to
					 vary their speeds to a greater degree, although the fewer boxes also make them
					 vulnerable to power plant damage due to their lack of redundant propulsion
					 systems.
  Vessels which have suffered battle damage also follow the above
					 speed change limits. Hence a vessel moving at full speed which suddenly
					 receives three propulsion hits will take another three turns to slow down to a
					 speed that matches its corresponding loss of propulsion.
 
  |  
				  
			   
			  
				 
				  |  
					  « 4.0
						GUNNERY Players begin the gunnery phase by deciding on targets for
						each of their vessels and then visually estimating the distance from those
						vessels to the targets. The name of each target is recorded on a firing
						vessel's gunnery log, followed by the controlling player's estimate of the
						target's distance and whether or not those guns are firing AP ammunition
						(default ammunition use is considered to be HE or high explosives). Once
						all ranging is complete, players measure each range estimate, marking its
						termination point with a white marker for misses and a red marker for hits.
						The maximum allowable range for guns depends on the game scale being
						used. Consult Section 1.1 Game Scales
						for a list of all maximum range and range bracket
						distances.
  Later in the turn players will calculate hit damage
						by referring to the shell hit tables on the combat chart. Resulting hits are
						marked on the corresponding ship's log, with some hits possibly triggering
						additional damage. See the Combat Chart Overview
						for a step by step guide to using all of the combat chart's tables.  
					 « 4.1 Targets and
						Positions  Vessels may fire upon one or more targets during their
						turn. Each target must be recorded separately by name on the gunnery log, along
						with the gun types assigned to that target and one range estimate
						for that target (each vessel may only make one range estimate per targeted ship
						per turn).  
   
					  
						 
						    Above: French battleship ready for game play in
							 1/1500 scale by WTJ
							 Naval |  
						  
					   
					  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
						blocked in any way by other vessels, their bases or land.    Rates of
						Fire  Each weapon has a normal rate-of-fire (ROF) which is shown in
						the data line of the ship log's armament section. The rate-of-fire is the
						number of rounds per turn which each gun in each position may normally fire. A
						½ value for normal ROF means that the weapon in question may only
						fire every other turn due to their slow loading-technology. A 1 value
						means that each gun may fire once each turn. A 2 value for ROF means
						that the weapon in question may fire twice each turn within the first two
						range brackets. When firing at targets over half range (third and
						fourth range brackets) all guns are limited to a maximum ROF of 1. Extra
						rounds fired due to a 2 ROF may be fired at different targets, although
						multiple gun positions may not split their extra fire unevenly. For example: a
						two-gun 15cm turret may fire two rounds at each of two other ships, or four
						rounds at one ship, but it may not fire four rounds at four different ships, or
						three rounds at one and one round at another. In this regard, single mountings
						are more flexible in their ability to send up a curtain of fire at smaller
						vessels. Ammunition Type  Most guns used for game play may fire
					 one of two different ammunition types: armor piercing (AP) or high explosives
					 (HE). Armor piercing ammunition can only be used in the first three range
					 brackets. High explosives can be used in all four range brackets. The
					 difference between the two is that armor piercing ammunition tends to punch
					 holes in a ship's armor, but doesn't make as much of an explosion. High
					 explosives don't penetrate armor very well, but they cause large explosions. As
					 a general rule armor piercing ammunition is better used at closer ranges, and
					 high explosives are better used at longer ranges. It is also usually preferable
					 to use HE against lightly armored or unarmored vessels at all ranges. There are
					 many variables however, and some ships with high velocity guns might use AP all
					 the way out to the third range bracket, whereas ships with large, low velocity
					 guns might never use AP. If a vessel did not carry AP ammunition for its guns,
					 it may be noted in the Battlefleet 1900 ship statistics.
  High explosives
					 (HE) is the default game setting for ammunition usage. A ship is always assumed
					 to be firing HE unless the commanding player specifically notes the use of AP
					 in that vessel's gunnery log. Players may assign different ammunition types to
					 different gun sizes on board a vessel, however all of each gun size must use
					 the same ammunition type for the duration of any one turn. For example: A
					 battleship with 30cm and 15cm guns may fire 30cm AP and 15cm HE. There is no
					 need to declare the 15cm ammo selection because HE is the default type. The
					 only action required is to write "30cm AP" next to the range estimate on that
					 vessel's gunnery log. 
  Gun Positions, Beam Patterns and
					 Arcs-of-Fire  The tables below show the major locations for
					 individual guns positions used throughout this period. There are two major
					 locating systems: positions and beam-patterns. Positions give
					 letter-coded locations for specific gun turrets and shielded weapons.
					 Beam-patterns help lay out standard distribution patterns of individually
					 mounted weapons arrayed along the side or beam of the vessel. The
					 letter-coded gun positions shown here relate directly to the sequence of
					 letters shown on the each vessel's ship chart. This will aid those
					 players unable to locate images or diagrams of period vessels. Each of these
					 positions also has an effective arc-of-fire, within which they may engage their
					 assigned targets, and outside of which they may not fire at all. Within the
					 chart below are links to photo-diagrams depicting standard examples for the
					 positions shown. 
					  
						 
						   
							 | POSITIONS |  
						    
						   
							 | A |  
							 This
								foremost position has a 265° firing arc and is usually occupied by the
								heaviest weapon(s) on board the vessel. Use the 95° arc
								centered toward the stern to establish where guns
								at this position may not fire. Standard example: British Majestic
								class battleships. |  
							   |  
						    
						   
							 | B,C |  
							 An awkward arrangement,
								these guns are located abreast of each other, usually on the main deck
								immediately forward of the superstructure. Guns in these positions may both
								fire in a 95° arc centered on the bow, and
								individually have a 135° arc-of-fire anchored
								off the bow when firing to either side of the ship. This gives each gun a
								roughly 182° total firing arc. Standard example: forward battery of
								American Columbia class cruisers. |  
						    
						   
							 | D,E |  
							 These
								positions are commonly occupied either by wing turrets or sponsons. Guns in
								these positions have a 135° arc-of-fire anchored off the bow. Standard example: secondary
								gun turrets on the American Indiana class battleships. |  
						    
						   
							 | M-O |  
							 Usually occupied by wing
								turrets which were commonly placed in sponsons, these positions have a 150°
								arc-of-fire anchored off the bow. Standard
								example: Russian Retvisan class battleships. |  
						    
						   
							 | P-R |  
							 These
								are the most extreme wing turret positions used. Commonly placed in
								prominent sponsons, guns in these positions have a 150° firing arc
								centered on the beam. Standard example: French
								Charles Martel class battleship. |  
						    
						   
							 | S-U |  
							 Like M & O
								positions, these were usually occupied by wing turrets. These positions have a
								150° arc-of-fire anchored off the stern.
								 |  
						    
						   
							 | V,W |  
							 Like D
								& E positions, these are commonly occupied by wing turrets or sponsons.
								Guns in these positions have a 135° arc-of-fire anchored off the stern. |  
						    
						   
							 | X,Y |  
							 Like B & C
								positions, these guns are located abreast of each other, usually on the main
								deck immediately forward of the superstructure. Guns in these positions may
								both fire in a 95° arc centered on the stern,
								and individually have a 135° arc of fire anchored off the stern when firing to either side of
								the ship.  |  
						    
						   
							 | Z |  
							 Like
								position A, this rear-most position has a 265° firing arc and is also
								usually occupied by the heaviest weapon(s) on board the vessel. Use the 95°
								arc centered toward the bow to establish where
								guns at this position may not fire. |  
						    
						   
							 | Stem &
								Stern |  
							 (Not shown) Mounted in
								the extreme forward or aft end of a ship, these weapons have a 95° firing
								arc centered on the stem (bow) or stern,
								depending on their location. Standard example: secondary armament for Peresviet
								class Russian battleships. |  
						    
						   
							 | Center-line |  
							 (Not shown) Mounted on
								center-line amidships on the main deck of a ship, these weapons have a 95°
								firing arc centered on the beam, and may fire off
								of either the port or starboard side. Standard example: main torpedo armament
								for most classes of destroyers. |  
						    
						  
						 
						   
							 | BEAM PATTERNS |  
						    
						   
							 | Light caliber weapons not
								assigned specific positions are usually arrayed in a variety of sponsons,
								casemates or shields along both sides of a vessel. The following Beam
								Patterns establish easily remembered categories for the most common types
								of side armaments. All patterns apply equally to port and starboard sides of a
								vessel. For example, a ship with six-inch secondary guns deployed in Pattern 2
								would be able to fire four of those secondaries straight forward; two from the
								port side and two from the starboard side. |  
						    
						   
							 | Beam Pattern 2 |  
							 Two
								guns (probably in sponsons) have a 135° arc-of-fire
								anchored off of the bow. Two guns have a 135°
								arc-of-fire anchored off of the stern. The
								balance of guns on that side will have 135° arcs-of-fire
								centered on the beam. |  
							  |  
						    
						   
							 | Beam Pattern
								1 |  
							 One gun has a 135°
								arc-of-fire anchored off of the bow. One gun has
								a 135° arc-of-fire anchored off of the stern.
								The balance of guns on that side will have 135° arcs-of-fire
								centered on the beam. |  
							  |  
						    
						   
							 | Beam Pattern 0 |  
							 All
								guns on that side have a 135° arc-of-fire centered on the beam. Note that torpedoes mounted on
								a beam pattern will only have a 60° arc of fire. |  
							  |  
						    
						   « 4.2
					 Ranging  In order for players to fire salvos at an enemy unit, the
					 range between the firing unit and its target must be accurately guessed. In
					 most cases, this involves ship-to-ship firing, although in some cases land
					 mounted cannon will be firing at ships and visa-versa. In either case, the
					 successful guessing of the range to the enemy is required in order to have a
					 chance to score hits. In order to assign targets and guess ranges, players use
					 the Battlefleet Gun 
					  
						 
						  Die Based Shell
							 Hits    For players who don't like
							 guessing ranges to establish shell hits, go to the Optional Rules page and look at rule number
							 406 which tells how the existing combat chart can be used for die based shell
							 hits. |  
						  
					  nery Log to record the name or names of each of their
					 vessel's target(s) and the estimated range to each of these targets (as well as
					 any ROF or AP alternatives which the player wishes to make use of). A vessel
					 may engage as many targets as they have firing positions, but they may only
					 guess one range per target. No pre-measuring of ranges is allowed. 
  
					 Ranging Shots  Any ship may, instead of conducting regular combat
					 fire, conduct a single ranging shot in order to estimate the distance to
					 enemy vessels. A ranging shot never results in ammunition consumption or damage
					 to enemy ships, and its range must be in one of the main range bracket
					 increments. A vessel may not fire normal combat fire (salvos) on the same turn
					 as ranging shots, but ranging shots may be fired to a range of five range
					 brackets (normal effective fire is four range brackets or less, depending on
					 gun size). It is not necessary to record ranging shot distances on the gunnery
					 log. The controlling player instead verbally declares both the shot and its
					 range, placing a splash marker at a landing point of his choice. 
					 « 4.3
						Measuring  Once all target assignments and range estimates are
						completed, players measure the ranges for each assigned target to establish
						whether the firing vessels estimated the correct ranges. Ranges are measured
						along a line running from the forward funnel on the firing vessel to the
						forward funnel on the target vessel. A hit zone is achieved if the
						estimated range from the firing vessel's forward funnel intersects with any
						part of the target vessel or its base while maintaining line of sight alignment
						with the target's forward funnel. If a hit zone is achieved, mark the target
						vessel or its base with a red hit marker. If the estimated range does not land
						on any part of the target, the rounds for that turn are considered too far away
						to have a chance of hitting, and a white "splash" marker is placed at the
						incorrectly guessed range point.  
					  Danger Zones  A danger zone is a real
						life effect due to the combination of shell trajectory and ship height. If the
						leading edge of a target vessel or its base lies within the first range
						bracket, then a distance equivalent to one-half of a range bracket
						beyond that point counts as the target area instead of only the width of the
						base or model . If the leading edge of a target vessel or its base lies
						within the second range bracket, then a distance equivalent to
						one-quarter of a range bracket beyond that point also counts as the target
						area. Danger zones dramatically increase the depth of gun targets and therefore
						the possibilities of hitting at closer ranges.   
					 « 4.4 Applying
						Hits  Once all hit zones are known and marked, players will continue
						with the game until the damage phase. At that time the actual hits  if
						any  caused by shells within each hit zone will be rolled for. See the
						Recording Damage section for rules relating to shell damage,
						and see the Combat Chart Overview for a step by
						step guide to using the shell hit tables and their modifiers.  
					  
						 
						  Torpedo
							 Effectiveness    Torpedoes were one of
							 the great disappointments of this era. Their sale and support had been pushed
							 to a fever pitch, and it was widely thought that their use alone would decide
							 the outcome of entire wars. The difficulties encountered in real-life use on
							 several occasions resulted in investigations which nevertheless failed to
							 dampen the spirits of the destroyer and torpedo boat flotillas of the time.
							 Eventually the torpedo was honed into an efficient weapon of war, but that did
							 not happen until later. For the major part of the pre-dreadnought era,
							 torpedoes continued to be a rather closely guarded, over-rated, very expensive
							 and rather inaccurate, short ranged weapon. |  
						  
					   
   
					 « 5.0 TORPEDO
						FIRE  After all movement and gunnery has been completed, players may
						conduct torpedo fire. All torpedo launches and their targets must be declared
						at the beginning of the step, and once declared, may not be canceled. Torpedoes
						fired are crossed off of the firing vessel's ship log, and if necessary, a
						launch marker may be placed next to the vessel's base on the launching side.
						For smaller games with a limited number of launches, launch markers may not be
						needed. Torpedoes may still be fired at a vessel if line of sight to that
						target is blocked by another ship base, but as with gunnery, land blocks line
						of sight (and travel) for torpedo fire.
  Running Depth 
						Unless otherwise stated, a torpedo is considered to run at normal depth, which
						is set to strike large, deep-draft vessels. If a player wishes to consider any
						of his vessels to be carrying shallow running torpedoes or "surface skimmers,"
						it must be recorded in that vessel's ship log before the game begins.
						Only destroyers, torpedo boats or torpedo gunboats may carry surface skimmers.
						
  A torpedo running at normal depth will always miss vessels whose size
						is 4 or less and will inflict standard combat damage to any larger vessels. A
						torpedo running at shallow depth is eligible to strike all vessels, but will
						have its size halved against any vessel with a flood protection rating of good
						or great.   
					 « 5.1 Launch
						Arcs  The arc of fire for torpedo positions mounted on a vessel's
						center-line is 95 degrees. The arc-of-fire for torpedoes mounted within the
						side or end of a vessel is 60 degrees. In order to establish a 60 degree arc for side/end mounted
						positions, use the 150 degree arc-of-fire card to establish the blind zone for
						the respective positions. See the Arcs-of-Fire page
						for examples.  « 5.2 Calculating Hits 
					 Measure in a straight line from the forward funnel of the firing vessel to the
					 forward funnel of the declared target vessel. The first vessel touched by this
					 line must roll on the Torpedo Hits table of the combat chart. If a hit is
					 scored, place a torpedo-hit marker along the side of the vessel struck. The
					 torpedo is considered destroyed and may not be applied against any further
					 vessels. If no hit is scored, continue measuring along the same line to
					 establish whether there are additional vessels which intersect the line,
					 rolling for each in turn. The maximum range for a torpedo is ten cables,
					 measured from the launching vessel's forward funnel. If a launched torpedo
					 reaches its maximum range without detonating against a vessel, it is considered
					 destroyed and is eliminated from play.
  See the Combat Chart Overview for more information about
					 using the Torpedo table.  See the Recording Damage
					 section for more about applying torpedo damage.  See the
					 Scales Page for more about distances and
					 "cables."   |  
				  
			   
			  
				 
				  |  
					  « 6.0 Recording
						Damage  As a vessel sustains successive hits, its Ship Log is used to
						record the damage and its side-effects. Areas affected include armament, speed,
						hull (flooding), fires, damage control and other supporting features like
						steering, searchlights and the bridge and conning tower complexes at either
						ends of the ship. Steps One, Two and Four of the Damage Phase are used to
						calculate damage or its after-effects, and Step Three is used to conduct damage
						control (See Damage Control for descriptions of Step Three).
						Note that while mutual shell and torpedo fire is considered simultaneous, the
						individual steps of the damage phase are not simultaneous. The action at each
						damage step affects and preempts action in the following damage steps, although
						existing hits and damage are not preempted. 
  Example 1). A Gunnery Phase
						shell hit scored by a gun which was then lost during Step One : Fire &
						Flooding is still able to score the damage which came as a result of it's
						striking.  Example 2). A DC hit suffered by a ship during Step One - Fire
						& Flooding is lost immediately and may not be used in Step Three - Damage
						Control. Example 3). A vessel which suffers uneven flooding as a result of
						an explosion during Step One - Fire & Flooding, and then uses
						counterflooding and damage control dice to reduce the effects of the flooding,
						may end up not being required to roll for sinking or suffer effects of uneven
						flooding during Step Four - Sinking & Listing.  
					 Step One - Fire & Flooding: Check for
						complications of ongoing fire and heavy flooding. All commanders whose vessels
						have active fires and/or heavy or severe flooding must roll once for each fire,
						and once for each flooded compartment on the Fire and/or Hvy/Sev
						FL columns of the Critical Effects Chart and apply the resulting effects if
						any. Note that the Fires section of the combat chart includes separate columns
						for external and internal fires, and that a result which may result in one or
						more fires being extinguished is also included. The Hvy/Sev FL column
						 which is an abbreviation meaning Heavy or Severe Flooding 
						may trigger fresh FL hits. Any FL hits that occur as a result of this die roll
						must be randomly rolled for to see if it occurs in the same compartment at the
						triggering FL hit, or in an adjoining compartment, even if the adjoining
						compartment previous had no FL hits in it.    Step Two - Hits:
						Vessels which correctly guessed the ranges of enemy vessels or positions during
						the gunnery phase may now roll to achieve actual shell hits on the AP or HE hit
						tables corresponding to the ammunition they used. Any hits which occur as a
						result of the die rolls are then applied to the vessels or positions in
						question. All shell hits are considered to occur simultaneously. 
  
						During the same step, players also calculate and apply damage for any torpedoes
						which struck vessels during the Torpedo Movement Phase of that turn. Use the
						Flooding Occurrence section of the combat chart to check for damage caused by
						each torpedo hit. Torpedo hits are considered to occur simultaneously with all
						other torpedo and shell hits for that turn. 
  See the
						Combat Chart Overview for explanations of all the
						hit tables and how to use them.      Step Four - Sinking &
						Listing: As a vessel suffers flooding, each of its four main compartments
						will be marked with the most severe type of flooding (if any) present in that
						area. Each level of flooding carries an inherent point value; light flooding
						equals one point, moderate equals two points, heavy equals three points and
						severe flooding equals four points.     Listing (uneven flooding):
						If opposing vessel compartments suffer from different flooding levels, the
						uneven weight distribution of the seawater will cause the ship to tilt or
						list. If the difference is from side-to-side, the ship will list to port
						or starboard. If the difference is between fore and aft sections, the vessel
						will be "down by the bows" or "down by the stern." A famous example of the
						former was the civilian ocean liner Titanic, which before sinking, was
						dramatically down by the bows. Players whose vessels suffer from uneven
						flooding must consult the Uneven Flooding portion of the Listing & Sinking
						table and apply its effects to the ship in question. Note that a fore/aft
						disparity is less likely to result in the loss of a ship.   
						Sinking: When the total value of flooding points present on a vessel
						reaches five or more, the controlling player must roll on the Sinking portion
						of the Listing & Sinking table on the combat chart. If the unmodified die
						roll result falls within the corresponding Sink Roll range, the vessel in
						question has irredeemably begun to sink. To the right of the result is a number
						which indicates how many turns the ship will take to sink. A sinking vessel
						conducts no further movement and it cannot launch torpedoes or conduct damage
						control. If a sinking vessel attempts to fire its guns, it must roll 1D6 at the
						start of each gunnery phase to see if the gun crews have abandoned their posts.
						On a die result of 1-3 the ship may continue firing active (undamaged) guns. On
						a die result of 4-6 the crews abandon all guns for the rest of the game. No
						further gunfire by that ship is permitted. Until it disappears under the waves,
						a vessel will remain a navigational and line-of-sight obstacle to other ships
						and batteries.   
					 « 6.1 Damage
						Types  Several of the Battlefleet 1900 combat chart tables contain
						abbreviations of damage which may be inflicted on participating vessels. Each
						of these damage codes triggers a very specific set of events, including fires,
						flooding, explosions and damaged or destroyed weapons. The glossary below
						offers definitions of all damage codes. Immediately following are guidelines
						for recording and positioning 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.  
					  
						 
						   
							 | Damage Code Glossary | 
							 
						    
						   
							 | BR |  
							 Bridge
								Area |  
							 Mark one Bridge box on
								the vessel's ship log with a single damage slash. If there are no undamaged
								bridge boxes, then an existing damaged box is marked as destroyed. A vessel
								suffers minus one (-1) on every command roll for each damaged or destroyed
								Bridge box. |  
						    
						   
							 | CT |  
							 Conning Tower |  
							 Mark one Conning Tower box on the
								vessel's ship log with a single damage slash and roll for additional damage on
								the Critical Effects table. A vessel with any damaged CT boxes may not
								change its own course and will not respond to change course orders from
								divisional or fleet flagships. If the vessel is a flagship, it may not issue
								divisional or fleet orders or attempt any command functions except the
								Recover from CT hit function. |  
						    
						   
							 | CAP |  
							 Capsize |  
							 Vessel has suffered
								uneven flooding which has caused it to flip onto its side and begin sinking. No
								further movement, command functions or weapon fire may be conducted by or from
								the vessel. Capsized vessels take two turns to sink. |  
						    
						   
							 | DC |  
							 Damage Control  |  
							 Mark one damage control (DC) box on the
								ship log with a single damage slash. If no undamaged DC boxes are available,
								mark a previously damaged DC box as destroyed. Damaged and destroyed DC boxes
								deprive a vessel of an equivalent number of DC die rolls. Example: A ship which
								began the game with six DC die rolls (corresponding to the six DC boxes on the
								ship log) suffers two DC boxes damaged. That ship may now only use four DC die
								rolls each turn to attempt repairs.  |  
						    
						  
						 
						   
							 | E |  
							 Explosion |  
							 Roll for an explosion
								on the Critical Effects Chart, adding to the vessel's ship log any resulting
								fire and flood damage and effects which come about as a result of the
								occurrence. Note that explosions are either Internal (i) or External (e).  | 
							 
						    
						   
							 | EH |  
							 Electric & Hydraulic
								 |  
							 Roll for Electric/Hydraulic hits on the
								Internal Damage portion of the Critical Effects table, adding to the vessel's
								ship log any resulting weapon and damage control effects which occur as a
								result. Note that the damage hits that occur as a result of EH damage must be
								repaired individually (as in the case of an MM hit, which could knock out
								numerous main positions). |  
						    
						   
							 | F |  
							 Fire |  
							 One fire is started on
								board the vessel. Write an F in the appropriate Fire section of the vessel's
								ship log. Note that there are Internal (i) fires and External (e) fires. Each
								type has very different implications for the ship and should be recorded in the
								corresponding compartment in the Fires box in the ship log. An "F' hit is
								always considered external unless explicitly noted as being internal by the
								"iF" code.  
   During the first step of each Damage phase,
								each vessel which has fires on board must roll one die for each fire. Each die
								roll will result either in an explosion, general damage, the fire going out or
								no change in the fire's condition. In the case of an explosion, refer to the
								corresponding column on the same table (Internal fires cause internal
								explosion, External fires cause external explosions) and roll one die for
								further effects. In the case of damage hits, refer to the corresponding Di or
								De table and roll one die for further effects. In the case of the fire going
								out (which may or may not have happened due to crew efforts) erase one fire
								of that type from the Fires box in the ship log.  |  
						    
						   
							 | FL |  
							 Flooding |  
							 Roll once on the appropriate Flooding
								Occurrence and Effects sections of the Flooding Chart and apply the results to
								the Ship Log.     There are four different magnitudes of flooding; light,
								moderate, heavy and severe. These flooding events can be triggered by shell
								fire, torpedo hits, and explosions. The affected zone of a vessel is marked
								only with the worst level of flooding occurring in that zone. Vessels always
								roll on the Flooding Effects section for each and every flooding hit, even if
								the hit in question is of a lesser magnitude than that already affecting the
								zone.  |  
						    
						  
						 
						   
							 | FU |  
							 Funnel |  
							 Cross out one
								propulsion box as destroyed. Destroyed propulsion boxes are not repairable. A
								vessel can only suffer one funnel hit during a game.. |  
						    
						   
							 | i | 
							 
							 Internal |  
							 Designates the hit in question to be an
								internal hit instead of an external hit. Critical effects for a hit with an "i"
								designation are resolved on the Internal box of the critical effects chart.
								This designator is used primarily to indicate when damage occurring on the
								External portion of the Critical Effect table have transformed into Internal
								problems. |  
						    
						   
							 | LT |  
							 Searchlight Platform |  
							 Cross out one
								searchlight box as destroyed. Destroyed searchlight boxes are not
								repairable. |  
						    
						   
							 | M |  
							 Main
								Hit |  
							 Mark one randomly selected
								main armament position with a damage slash. Main weapons at that position may
								not fire again until the position is repaired. An Mx result causes a main
								position to be destroyed instead of damaged. An MM result causes all main
								armament positions to suffer one damage mark each regardless of previous
								status.    An M hit on a vessel which never had any main class weapons
								immediately becomes a P hit on a die roll of 1 through
								3 or an FL hit on a result of 4 through
								6 on 1D6.
   An M hit will also trigger an immediate roll on
								the Internal: Main/TT column of the critical effects table if it
								resulted directly from by a shell hit with a 100> rating or greater. Any M
								hits which result from the General Damage table use the External: Main/TT
								column box on the critical effects table. M hits which result from
								electric/hydraulic (EH) hits do not trigger a critical effect roll. Main
								positions which have flooded magazines are exempt from M hit related critical
								effect die rolls. Any M damage hit which directly results in an explosion is
								immediately transformed into a destroyed hit. |  
						    
						  
						 
						   
							 | P |  
							 Propulsion Damage |  
							 Mark one previously
								undamaged propulsion box with a damage slash. Available speed for the vessel is
								reduced to the next highest unmarked box. A Px result causes a propulsion box
								to be destroyed instead of damaged.  |  
						    
						   
							 | R | 
							 
							 Rudder |  
							 An R hit results in one of three
								subordinate hit types: RC, RP or RS.  RC means the rudder is jammed or fixed
								on center-line, causing the ship to immediately sustain three TR hits for the
								rest of the time that the rudder is locked in the RC position. Mark the
								appropriate section of the ship's log to show the RC and 3TR hits. An RC hit
								forces a vessel to steer using its engines, which is a far less efficient way
								of turning. RP means the rudder is jammed to port, forcing the vessel to
								turn in that direction using the smallest possible turning circle until the
								rudder is un-jammed.  RS means the rudder is jammed to starboard, forcing
								the vessel to turn in that direction using the smallest possible turning circle
								until the rudder is un-jammed.
   A rudder which is already jammed or
								fixed in a certain position will not be effected by ensuing R hits. An RC
								condition can also be ordered on purpose by successfully executing a Secure
								R repair roll. This effectively locks the rudder on center-line, preventing
								any whiplashing of the rudder as a result of later damage, etc. Vessels with
								their rudders fixed on center-line may still maneuver using the ship's engines
								(See RC above). While any R hits exist, all TR hits on the steering engines
								(ST) damage line are ignored. If however, a damaged or secured rudder is
								repaired or released, all TR hits to the steering engines again become
								active.
  Locking the Rudder: The main reason a player might want to lock
								the rudder of a ship in place is if the aft zone of the ship is suffering
								flooding which threatens to become worse. In such a case locking the rudder on
								centerline while there is still access to the aft steering compartment may
								prevent future crippling of the ship's ability to steer. Because if a ship
								suffers a crippling RP of RS hit after its aft compartment becomes
								severely flooded, it will then be impossible to repair the R hit. Locking the
								rudder is a method of reducing the effects of future damage to the ship,
								although locking itself drastically reduces a ship's maneuverability and should
								only be done after careful consideration. |  
						    
						   
							 | S |  
							 Secondary Hit |  
							 Mark one secondary
								class weapon or position with a damage slash. Weapons at those positions may
								not fire again until they are individually repaired. An Sx result causes the
								involved position or gun to be destroyed instead of damaged.
  For
								purposes of game play, a secondary weapon is: (a) The next weapon ranking
								immediately below the main armament, (b) A vessel's highest level of weapon
								when none qualify for "main" weapon status. So for example, in a vessel with
								4-30cm, 10-15cm and 12-boat guns, the 15cm guns would normally be considered
								secondary. In a vessel with 6-13cm guns and 2-boat guns, all of which are mixed
								together in broadside positions, the 13cm guns may end up being classified as
								secondary guns even though they are the largest weapons on the ship. This is
								done to assure correct combat chart results.
  On a related note, some
								entries in the Battlefleet 1900 ship values indicate guns that are clearly
								meant to be secondaries as being tertiary. The reason for this is the location
								of those weapon positions in areas that are exposed to gunfire in the same
								manner as that vessel's tertiary armaments. It may also occur that a few
								tertiary guns shared armor protection normally reserved for secondary guns. In
								those situations some of the vessel's tertiary armament may actually be marked
								as secondary in order to assure that it shares the upperworks protection
								enjoyed by the rest of the secondary armament. In all of these cases, a weapon
								position is assigned its classification (secondary, tertiary, etc) based partly
								on its size and ranking, and partly on its position on the ship. |  
						    
						   
							 | ST |  
							 Steering Engine  | 
							 
							 Roll for ST damage on the Critical
								Effects Chart, adding to the vessel's ship log any resulting TR hits which
								occur as a result, or proceeding to the R effect column if an R hit results.
								
  An ST hit causes damage to a vessel's steering engines or, in the case
								of lighter vessels, damage to their steering linkages. This damage causes the
								rudder to be less responsive, hence the negative effect on turning
								performance. |  
						    
						  
						 
						   
							 | TT |  
							 Torpedo
								Tube |  
							 Cross out one torpedo
								launch position as destroyed. Roll once on the corresponding Main/TT column of
								the Critical Effects Chart for possible extra damage. Use the Internal column
								of the chart if the TT hit was a result of damage from the Di column, and use
								the External column of the chart if the TT hit was a result of damage from the
								De column of the damage hits table.  |  
						    
						   
							 | TR |  
							 Turn Radius |  
							 A vessel with one turning radius hit may
								not turn more than 60° in any one turn (two increments of the free turning
								circle). A vessel with two turning radius hits may only turn 45° in any one
								turn (one and a half increments of the free turning circle). A vessel with
								three or more turning radius hits may not turn more than 30° in any one
								turn (one increment of the turning circle). TR hits caused by uneven flooding
								will disappear or be reduced if the vessel is levelled off via
								counter-flooding. 
  Note: There are three possible causes of TR hits:
								Steering engine damage; Uneven flooding, and rudder damage or locking. |  
						    
						   
							 | T |  
							 Tertiary Hit |  
							 Mark one tertiary
								class weapon or position with a damage slash. Weapons at those positions may
								not fire again until they are individually repaired. A Tx result causes the
								involved position(s) to be destroyed instead of damaged.
  See the
								Secondary Hit section above for more about the classification of gun
								positions and patterns. |  
						    
						   
							 | WI |  
							 Wireless |  
							 Indicates damage to the radio or
								"wireless" equipment and aerials. Not repairable during a battle. |  
						    
						  
						 
						   
							 | x |  
							 Destroyed |  
							 A letter X after a
								damage code requires that the position in question be crossed out with a
								destroyed mark. |  
						    
						   
					 « 6.2 Damage
						Locations  Some types of damage require players to establish where on
						the vessel that the damage occurred. Some of these only apply to random
						positions or features, whereas other types of damage must be applied in a
						specific order. Refer to the Battlefleet
						Randomizer to randomly select awkwardly or oddly arranged weapon
						positions.  
					 Propulsion - Propulsion boxes are marked-off
						progressively, beginning with the highest value and working down to the lowest
						value, at which point the vessel may no longer move. Each of the boxes may only
						have one damage or destroyed mark on them at any one time. Propulsion hits
						which occur beyond the available boxes are recorded in the margin and must be
						repaired before repairs to any propulsion boxes may be attempted. Damaged boxes
						are always migrated down to make room for destroyed boxes. I.E. - A damaged box
						cannot be marked as destroyed while undamaged boxes remain below it. 
						Example: A Px hit is inflicted on a
						  cruiser which already has two boxes destroyed and four damaged (dead in the
						  water). One damage mark would be recorded in the margin, and the third damaged
						  box would be converted into a destroyed box. The vessel will now have three
						  destroyed propulsion boxes, three damaged propulsion boxes, and an additional
						  damage to "propulsion access" which must be repaired before any repairs of the
						  propulsion boxes proper may be attempted.  Lettered
						Positions - The locations of any hits sustained by "Lettered" weapon
						positions (BC, MO, SU, etc.) are rolled for individually and assigned
						regardless of existing damage to them. For example, if a vessel's main turret A
						already has one damage slash, it can still receive more damage slashes. There
						is no limit to the number of damage slashes and destroyed markers that can be
						accumulated by any one lettered position. 
  Numbered Patterns -
						The locations of any hits sustained by weapons dispersed among numbered "Beam
						Patterns" are always removed from the list of currently undamaged/undestroyed
						weapons for that type. For example, if a vessel's six secondary guns are
						located in beam pattern 0 and one of those guns has already been damaged, a new
						S hit will cause another previously undamaged gun to be crossed out. Usually
						this will result in a descending sequence of crossed-out numbers on the
						vessel's ship log as "patterned" guns are steadily lost, depending on how
						closely players track the three main beam patterns. See the Ship Log Overview
						for more details on how to display beam patterns.
   Main - Most
						main ship armaments will be mounted in lettered positions (as opposed to
						numbered patterns). Because of this, hits will usually be randomly located,
						which is easy when main guns are positioned in only two turrets. Most players
						assign a 1 through 3 roll to the forward turret and
						a 4 through 6 roll to the aft turret and then roll
						one die to decided which turret is hit. Ships which have their main armament in
						a lozenge (diamond) layout should use the embattled-side rule and break the
						location die roll into thirds instead of halves. A previously destroyed main
						position which sustains a hit will still trigger a critical hit check unless
						its magazine has been successfully flooded.     Secondary and
						Tertiary - Each secondary or tertiary hit causes the damage or destruction
						of one gun or position randomly selected from available types (some ships may
						have more than one set of secondary guns). The locations of all S and T hits
						are always assigned randomly from existing weapons throughout the entire vessel
						and should not be removed only from the embattled side of a vessel. 
  A
						vessel which has not deployed its boat gun crews may only suffer a maximum of
						one boat gun hit from any one shell hit (no multiple gun losses allowed). Only
						ships with armored decks may do this. Vessels without armored decks must always
						have their boat guns manned.    Flooding - Flooding due to shell
						or torpedo fire will occur randomly on the embattled side of a vessel. For
						example: Hits striking the port side of a vessel will be randomly established
						as being in either the forward, port amidships, or aft zone by splitting a six
						sided die roll (1D6) into thirds. If hit from ahead, the damage will be
						randomly established as being in the forward, port amidships or starboard
						amidships zones. If due to an explosion, the damage will be randomly located in
						any one of the four compartments.  
					 « 6.3 Damage
						Control Step three of the damage phase is used to attempt repair of
						damaged areas, flood magazines, counter-flood to correct listing or a variety
						of other important functions. All damage control actions taken during this step
						are considered simultaneous, and they do not need to be executed in any
						particular order within the step. 
  All damage control actions are
						conducted according to the results of Damage Control (DC) dice, only one of
						which may be rolled against any one damage event. The number of damage control
						dice which a ship starts the game with is six for all ships size 5 and over,
						and three for ships size 4 and under. The number of boxes on the DC line of the
						ship log corresponds to the number of DC dice available at any one time. As DC
						hits are suffered on a vessel, the DC boxes will be progressively marked off,
						reducing the number of DC rolls allowed per turn for that vessel.   
					 Repair Actions - Weapons and/or positions which have
						been destroyed are not repairable, and are marked off with a full X. Positions
						which have only been damaged are marked off with a diagonal slash mark, which
						indicates that they are repairable. To attempt damage repair, look up the
						corresponding roll values for that damage type as shown on the Damage Control
						box. This represents the value range within which a ship's commander must roll
						in order to repair the damaged feature. Players may also attempt to modify a
						pending sink roll by one die point, or stop the critical flooding event which
						can be triggered by heavy flooding. If a position has more than one damage
						slash, each slash must be individually repaired, otherwise the position is
						still considered damaged and out of commission. Non-command related repair
						actions may still be conducted even if a vessel has suffered a Conning Tower
						hit (See below). Players must declare specifically which type of repair they
						are making before rolling the repair dice. Below are the basic Repair Functions
						and a basic outline of their use:  
					 Repair P, BR: A successful die roll will
						repair one damaged propulsion box or one bridge hit.
						 Repair M, ST (1TR): A successful die roll will repair one damaged
						main armament position or one steering engine hit. Note that
						steering engine hits manifest themselves as turning radius hits. The repair of
						a steering engine hit actually allows a player to erase one of the TR hits
						shown on the ST line of the ship log. Stop Hvy FL roll: A successful
						die roll allows a player to "contain" a heavy flooding event in any one of the
						ship's zones, thereby preventing that flooding event from triggering any
						further Critical Effect roles during the first step of the Damage Phase. Note
						that severe flooding events cannot be contained, and there is no need to
						contain light or medium flooding events because they do not trigger critical
						events. Draw a box around the "Hvy" entry on the shop log to show that specific
						flooding condition as being contained. If that zone suffers a new heavy
						flooding hit at a later point in the game, the existing flooding containment is
						lost and the player must attempt to roll again on this table to re-contain the
						heavy flooding. Repair S, DC, R: A successful die roll will repair
						one damaged secondary gun position or one damage control box
						or one rudder hit.  Secure/Disengage R: A successful
						die roll allows a player to secure an otherwise undamaged rudder on
						center-line, or to free a rudder which was previously secured. Secured rudders
						assume an RC condition (locked on center-line) which forces a vessel to use its
						engines to steer. Players may want to secure a rudder if the aft portion of a
						vessel has suffered heavy damage or flooding and is in danger of blocking
						access to the steering areas. Securing the rudder prevents some types of
						possible damage from sending the vessel into an uncontrollable spin. -1
						this turn's sink roll: A successful die roll allows a player to subtract
						one point from the sinking die roll for that vessel. The bonus point is only
						valid for that turn.  
					 Command Functions - Command related actions are
						somewhat different than repair actions in that they depend on an intact chain
						of command. Also, players should note that the command functions table includes
						two Read Message actions which are used only during the Command Phase of
						the game, not during the Damage Control Phase. Command functions may only be
						attempted if the vessel has no Conning Tower hits. Below are the basic repair
						related command functions available during a game and their mode of use:  
					 Flood Magazine: Destroyed and damaged
						main gun positions remain a hazard to their ship because their powder magazines
						may still trigger on-board explosions if more damage occurs. To protect against
						this danger, any main gun position's magazine may be flooded if the commanding
						player successfully rolls one die (1D6) and the result matches the range shown
						on the Command Function table. A die roll result below that range indicates a
						failed attempt to flood the magazine. A flooded magazine will cause its
						corresponding vessel compartment to gain one level of flooding in the
						corresponding zone of the vessel; none becomes light, heavy flooding becomes
						severe, etc. Once its magazine is flooded, a main position is considered out of
						commission for the remainder of the game. If that position is later hit, the
						vessel commander will not have to roll on the Critical Effects table.   
						Counter-flood: A vessel suffering from uneven flooding may
						purposefully flood all or part of an opposing zone in order to reduce the
						vessel's list and eliminate (or reduce) the uneven flooding's more dangerous
						effects. Counter-flooding adds to the overall flooding points present on a
						vessel, which will affect that vessel's sink roll. However, counterflooded
						compartments do not trigger flooding effect rolls or critical hits.     A
						commander wishing to conduct counterflooding must roll one die (1D6). If the
						result of the die roll matches the range shown on the Command Functions table,
						the counterflood attempt was successful. If the die roll result falls below the
						range shown, the attempt was a failure and no more attempts to flood that zone
						of the ship may be made during that Damage phase. If successful, any one zone
						on the vessel may then be flooded to whatever degree the commander wishes. Once
						counter-flooding is complete, reduce the damage hits to the appropriate level
						called for by the Uneven Flooding table. Counter-flooding may also be used to
						scuttle a vessel by rolling for "counterflooding" in each of the vessel's four
						compartments while assigning severe flooding to each of them. This must be
						announced in advance, and once begun may not be called off. If some
						compartments successfully flood and other do not, the vessel may capsize
						instead, which will still result in the loss of the ship.    
						Recover from CT Hit: The one command action allowed after a
						conning tower hit is the Recover from CT Hit roll. The controlling player of a
						vessel with a CT hit may roll once each turn in an attempt to reestablish
						command of the vessel. A die roll result matching the range shown on the
						Command Function table will reestablish a new vessel commander or a recuperated
						old commander. The ship in question may then operate normally from that point
						on. Note that because of the involuntary transfer command rule, nearby
						vessels may end up assuming command of a division before a damaged flagship is
						able to reestablish conning control of their own vessel. See
						Command & Control for more
						details.   |  
				  
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