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Damage Tables
Each type of weapon does a certain amount of damage, this is represented either by a fixed value or a die roll. This damage value is intially modified according to whether the hit was a direct or glancing hit, whether the torpedo was armed with an impact or proximity fuse.
This damage value is then modified according to the armour value of the target submarine.
On each submarine record sheet are damage boxes, these are crossed off as the submarine takes damage. If a box containing a number is crossed off, than the player must roll on the appropriate damage table.
Once all the damage boxes have been crossed off, the submarine has been destroyed and sinks to the seabed.
Damage Table 1 - Roll a D10
|
1 |
No Effect |
|
2 |
No Effect |
|
3 |
No Effect |
|
4 |
No Effect |
|
5 |
No Effect |
|
6 |
No Effect |
|
7 |
Sonar Damage |
|
8 |
Command Damage |
|
9 |
Weapon Damage |
|
10 |
Hull Breach |
Damage Table 2 - Roll a D10
|
1 |
No Effect |
|
2 |
No Effect |
|
3 |
No Effect |
|
4 |
No Effect |
|
5 |
Sonar Damage |
|
6 |
Sonar Damage |
|
7 |
Command Damage |
|
8 |
Weapon Damage |
|
9 |
Hull Breach |
|
10 |
Hull Breach |
Damage Table 3 - Roll a D10
|
1 |
No Effect |
|
2 |
No Effect |
|
3 |
No Effect |
|
4 |
Sonar Damage |
|
5 |
Sonar Damage |
|
6 |
Command Damage |
|
7 |
Command Damage |
|
8 |
Weapon Damage |
|
9 |
Hull Breach |
|
10 |
Hull Breach |
Damage Table 4 - Roll a D10
|
1 |
No Effect |
|
2 |
No Effect |
|
3 |
Sonar Damage |
|
4 |
Sonar Damage |
|
5 |
Command Damage |
|
6 |
Hull Damage |
|
7 |
Weapon Damage |
|
8 |
Weapon Damage |
|
9 |
Hull Breach |
|
10 |
Hull Breach |
Damage Table 5 - Roll a D10
|
1 |
No Effect |
|
2 |
Sonar Damage |
|
3 |
Sonar Damage |
|
4 |
Command Damage |
|
5 |
Hull Damage |
|
6 |
Weapon Damage |
|
7 |
Weapon Damage |
|
8 |
Hull Breach |
|
9 |
Hull Breach |
|
10 |
Hull Breach |
Notes: Should damage tables mix and match results, eg 1 hull breach, 2 no effect, 3 weapons damage, or should they be as listed above?
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