Ship Name:__Example______ Ship Class: O. H. Perry (FFG)
Damage Points Functional Effects System Ratings
Hull Pts.: 5 DCC: 1 Crew:__(good/average/poor)_
Engine Str.: 2 Max. Spd.: 7”/4” Radar: A
ECM Str.: 1 ECM mod.: -3 Sonar: P
TCM Str.: 2 TCM mod.: -6
Damage Points:In the left hand column above is the number of hit points of for each of the systems listed. Damage from successful attacks is counted against the Hull Points. Hull points may NOT be repaired. Submarines will have their number of hull points when submerged in parentheses and their surfaced value after it, outside of the parentheses.
The Engine, Electronic Counter-Measures (ECM) and Torpedo Counter-Measures (TCM) systems lose hit points as a result of Special Damage occurring from a regular attack. Damage to the engine, ECM and TCM can be repaired.
Functional Effects: In the center above are the game effects of certain systems as well as the Damage Control Capacity (DCC). The number before the slash is the maximum movement speed. The number after the slash is the maximum change of speed possible in one turn. Submarines will have their
maximum speed when submerged in parentheses and their maximum surface speed after it, out side the parentheses and before the slash. On submarines there is a line for an EMP modifier when submerged. The ECM modifier and TCM modifier is the modifier to the die roll when a missile (ECM) or torpedo (TCM) is attack the vessel. The Value of the modifier is reduced proportionately to damage incurred to those systems from the Special Damage Table.
System Ratings: The far right column contains the general rating of three key systems. The crew can be considered a system since they have to work together and interface with the ship systems to make them perform. The other systems are the radar and the sonar. The crew has three possible ratings: good, average and poor. These are described further under “Crew Quality”.
The radar has three possible ratings: A, B and C. Class A radar has the longest range. Class B has less range than class A, but more than class C which is the group with the shortest range.
The sonar has two possible ratings: Class A is sonar that uses active pinging to find submarines. It may be used in a passive mode but it is not very effective. Class P is a purely passive system that is designed for listening only.
Weapon Systems:
Wpn. Dir. Mount(s) Load Rng ( Acc ) Dmg [DP gun mod] (2) (7)
A or D (M)OTO 76mm (rof:1) plenty 1’ ( 12+ ) 1/3D6 {no local control} ( 19+ ) v. msl. & str. A/C {360 deg. Field of Fire} ( 13+ ) v. ASW A/C (F) Mk13 (rof:1) 9 Standard 15’ ( 7+ ) 1/6D6 [ -2 ]
1 Harpoon 17’ ( 7+ ) 1D6 [ 0 ]
___________________________________________________________________________________________________ (PF) TT (rof:1) 3 Mk46 NEARTIP 2 turns @ 9“ ( 7+) 1/2D6
ASW torps or 3 turns @ 6” (SF) TT (rof:1) 3 Mk46 NEARTIP
ASW torps
___________________________________________________________________________________________________ D Phalanx CIWS (rof:1) 1 burst 3” ( 13+ ) v msl & str A/C
( 7+ ) v other a/c
SURFACE BATTLE GROUP v3.0
Weapon Systems:Under the weapons systems there are four columns of information that are required for the weapon to function. The weapon director, the weapons mount itself, the load of ammunition carried by the vessel and the weapon performance in terms of maximum range, the base number to hit a target rolled on 1D20, and the damage caused by a successful hit.
Directors:Guns and missile or rocket launchers list which kind of weapon controller they have associated with them. The type of controllers are “A” for attack only, “D” for defense only and “A or D” for attack or defense mode which is chosen during the “Bridge” phase. Once an “A or D” director is given a posture for the turn it cannot be changed until the next turn. However, some vessels have excess directors for a given system. It is possible to set one of the excess directors to the opposite setting of the primary director and the commander can choose either option up to the limit of the Rate of Fire (ROF) of the mount. Torpedoes are always assumed to be in the attack mode. Their ability to attack requires that the vessel have functioning sonar. Some guns list their director as local. This indicates that the weapon is directed by the gunner stationed at the mount. Most guns can be locally controlled except those marked as such.
Mounts:This column lists from left to right: the location of the mount in parentheses (e.g. (M)idships, (P)ort, (SB) Starboard bow, (A)ft, (PQ) Port Quarter, etc.), the description of the mount itself (e.g. 5” single, TT for Torpedo Tube, Mk141 VLS missile launcher, etc.) and the maximum rate of fire per turn (e.g. ROF 2). Aircraft are considered as mounts for this purpose.
Load:The ammunition available for the mount in type and amount carried by the vessel.
Range:The range for torpedoes is given as a number of turns at a given speed (e.g. 2 turns @ 9”). Some torpedoes have optional speeds which are chosen when the torpedo is launched and not altered
thereafter. Guns and most missiles list their range simply as a linear distance (e.g. 4’ or 3”). Unguided air ordnance, other wise known as “dumb bombs” will have a range of zero inches. This indicates that the plane must fly over the vessel to deliver the weapon. The ASROC and SSN-14 are special cases of the range descriptions because these systems use a rocket to deliver the torpedo most of the way to the target. The in-flight portion is a simple linear distance which is combined with the torpedo movement of some number of turns at a given speed. On the turn an ASROC or SSN-14 is fired it can fly up to the maximum linear distance indicated AND take the first turn of torpedo movement.
Accuracy:The base number or greater needed by an average quality crew to hit their chosen target before modifiers are applied. (i.e. (9+) means nine or greater must be rolled on 1D20).
Damage:The number of dice or fractional dice and modifiers rolled to generate the amount of damage counted off against the hull points of a vessel (e.g. 1D6 means roll one six sided die). Large values of damage may cause Special Damage (see table p.39)
Dual Purpose Gun Modifier ( [DP gun mod] ):This modifier is applied to die rolls when attempting to shoot down an incoming missile with a deck gun. The deck guns that can fire at aircraft and missiles as well as surface craft are noted as dual purpose guns in the table on page 33.