Expanded CaS Critical Hit Tables

by Greg Kuntz

Greg Kuntz, a longtime CaS player and an active contributor, has prepared these expanded critical hit table, designed to reduce the amount of die rolling and page-flipping that occur when something actually goes boom. These tables give the same result as the standard CaS rules in section 8.1.3 and 8.1.4, the players only have to make one D100 roll per critical hit, instead of a series of D10 rolls as different possibilities arise.

Major & Minor Combatant Critical Hits (Major = Size A & B. Minor = Size C, D, & E)

Die Roll

01-02 Main Battery fire control director destroyed.
03-09 Main Battery* hit–allocate main battery lost.
10 Main Battery* magazine detonates–ship destroyed.
11-19 Other Weapon* (any weapons listed in Annex C other than Main Battery) hit–allocate non-main battery lost.
20 Other Weapon* magazine detonates–if Area AA, see below. If aircraft, see 8.2.1. If ASW or torpedo, one warhead's damage is done (non-penetrating). Major Combatants/Minor Combatants 21-22 Area AA fire control director destroyed/Other Weapon hit–allocate non-main battery lost (see above).
23-29 Area AA* hit. Allocate Area AA battery destroyed/ Other Weapon hit (see above).
30 Area AA* hit. Magazine detonates–inflict 4x mount's short range damage pts/Other Weapon magazine or warhead detonates.
31-40 Light AA hit. Reduce Light AA by one-quarter.
41-45 Minor Flooding*–lose 2% of original damage points per Intermediate Turn.
46-48 Major Flooding*–lose 4% of original damage points per Intermediate Turn. Must slow to 15 kts or less.
49-50 Severe Flooding*–as above, but lose 6% of original damage points per Intermediate Turn. Note: Flooding totaling ³15% of original damage pts must check for capsizing. †
51-60 Sensor hit. Allocate sensor (radar, sonar, ESM, HF/DF, searchlight) lost.
61-70 Engineering* hit. Speed reduced to next lower level on Damage & Speed Breakdown chart. Minor Fire starts.
71-76 Bridge* hit. Ship maintains current movement.
77-78 Bridge* hit. Ship circles to starboard at current speed.
79-80 Bridge* hit. Ship circles to port at current speed. Note: Bridge hit prevents transmission and reception of messages for D6 turns. After recovery ship's communication capacity is half normal (see comm rules).
81-85 Minor Fire*–lose 2% of original dam pts.
86-88 Major Fire*–lose 4% of original dam pts. Must put wind on 30° of bow, and slow to 15 kts or less. Ship is considered illuminated at night.
89-90 Severe Fire*–as above, but lose 6% of original dam pts. Note: Fires totaling ³ 15% of original damage pts are a conflagration. ‡ 91-100 Rudder* hit. Max speed reduced to 1/3 of ship's undamaged speed. Course changes after advance limited to 15°.

(*) Denotes locations that require armor penetration before inflicting the critical hit.

† If Flooding is not reduced below 15% in next Intermediate Turn, there is a 25% cumulative chance of the ship capsizing (use table below).

‡ If Fires are not reduced below 15% in next Intermediate Turn, ship must be abandoned (use table below).

Die Roll Fire/Flooding Reduction

1-4 Reduce level of severity by 1
5-8 No change
9-10 Increase level of severity by 1
A roll of "0" is always treated as 10, regardless of modifiers.

Note: This may be modified by national effectiveness (see p. 8-7).

Critical Hits from Torpedoes, Mines, and Underwater Explosions

Die Roll

01-20 One weapon is lost. Choose randomly from all the ship's mounts (ignore fire control directors). One mount is lost. Note: Roll D10 for magazine detonation on any weapon hit–if 10 (0), magazine or weapon detonates. If Area AA magazine detonates–inflict 4x mount's short range dam pts. If ASW weapon or torpedo, one warhead's damage is done (non-penetrating). If Main Battery magazine detonates–ship destroyed.
21-25 Minor Fire–lose 2% of original dam pts.
26-28 Major Fire–lose 4% of original dam pts. Must put wind on 30° of bow, and slow to 15 kts or less. Ship is considered illuminated at night.
29-30 Severe Fire–As above, but lose 6% of original dam pts. Note: Fires totaling ³ 15% of original damage pts are a conflagration. †
31-45 Minor Flooding–lose 2% of original damage points per Intermediate Turn.
46-55 Major Flooding– lose 4% of original damage points per Intermediate Turn. Must slow to 15 kts or less.
56-60 Severe Flooding–lose 6% of original damage points per Intermediate Turn. Must slow to 15 kts or less Note: Flooding totaling ³ 15% of original damage pts must check for capsizing. ‡
61-90 Engineering hit. Speed reduced to next lower level on Damage & Speed Breakdown chart. Minor Fire starts.
91-100 Rudder hit. Max speed reduced to 1/3 of ship's undamaged speed. Course changes after advance limited to 15°.

† If Fires are not reduced below 15% in next Intermediate Turn, ship must be abandoned (use table below).
‡ If Flooding is not reduced below 15% in next Intermediate Turn, there is a 25% cumulative chance of the ship capsizing (use table below).

Die Roll Fire/Flooding Reduction

1-4 Reduce level of severity by 1
5-8 No change
9-10 Increase level of severity by 1
A roll of "0" is always treated as 10, regardless of modifiers.

Note: This may be modified by national effectiveness (see p. 8-7).
Each torpedo automatically inflicts a Flooding critical on any vessel it hits, in addition to any other criticals indicated by the table. Exception: if a ship has underwater protection, this must be penetrated before the Flooding critical will occur. Shallow-running torpedoes will hit the belt armor of a ship. This reduces damage as follows:

Target's belt armor Dam Pt. reduction

0-5 none
6-10 10%
11-20 25%
21-30 40%
31-40 50%
41-50 60%

Deep-running torpedoes will pass under size "C" and smaller ships, and will hit the torpedo bulges of ships that have them. Underwater protection can only absorb one-third the total damage points from a single torpedo, with the remaining damage inflicted on the ship. For example, a ship with underwater protection of 100 is hit by a 70 damage point-torpedo. The protection will absorb 33 points, while 37 will be inflicted as damage to the ship, including an automatic Flooding critical.

Submarine Critical Hits

Minor Damage Major Damage Lethal Damage Die Roll

Minor Damage

01-20 Minor Flooding ** - lose 2% of original damage points per Intermediate Turn. Must come to Shallow depth.

21-30Switchboard - fuses blow, causing power loss. No torpedo launches, course or depth changes, and sub slows to speed zero. It takes D6/2 Tactical Turns to replace the fuses.

31-50Sensor* - one of the radars, sonars, ESM, or periscopes is out of action for D6 Tactical Turns.

51-70 Minor Fire - sub loses 2% of its original damage points per Intermediate Turn and must either snorkel or surface to ventilate the boat.

71-80Diving Planes* - Loss of depth control. Speed times 5% chance the sub will involuntarily change depth. Roll before each Tactical Turn Plotting Phase. If Depth change occurs, roll D1 0. 1-5 = Up one level 6-10 = down one level If the sub is at periscope depth, it will broach, but may submerge next turn, barring another "up" result.

81-90Weapon* - one of the weapons listed in Annex A is knocked out.

91-00Engineering - reduce speed to the next lower level on the Damage an Speed Breakdown Table.

Major Damage

01-20 Major Flooding** - lose 4% of original damage points per Intermediate Turn. Must come to Shallow depth.

21-30 Battery - loss of underwater endurance. Roll D6x5% and split this loss between charged and depleted cells.

31-50 Hull Deformation - the sub must come to Int 1 depth. There is a 25% chance that the hull will collapse for each sone below Int 1. A second Hull Deformation restricts the sub to Shallow. There is a 30% chance of the hull collapsing for each zone below Shallow. A third Hull deformation is treated as a Hull Penetration.

51-70 Fire ** - sub loses 4% of its original damage points per Intermediate Turn and must surface to ventilate the boat.

71-80 Sensor* - one of the radars, sonars, ESM, or periscopes is out of action for D6 Tactical Turns.

Lethal Damage

01-20 Severe Flooding ** - lose 6% of original Damage points per Intermediate Turn. Must surface.

21-00 (21-00) Hull Penetration - the hull is ruptured and the sub experiences uncontrollable flooding. If the depth is Shallow or Int 1, the sub comes to the surface for D10x5 minutes before sinking. At a depth greater than Int 1, the sub sinks with all hands.

* These criticals are cleared in D6 Tactical Turns
** Use the Table below to reduce Fires and Flooding Criticals.

Note: Surfaced subs use the minor combatant Critical Hit Table, with hits to the "Main Battery" are inflicted on the torpedo tubes.

Die Roll Fire/Flooding Reduction

1-4 Reduce level of severity by 1
5-8 No change
9-10 Increase level of severity by 1
A roll of "0" is always treated as 10, regardless of modifiers.
Note: This may be modified by national effectiveness (see p. 8-7).

BT


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