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. (*) 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 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.
† 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 Note: This may be modified by national effectiveness (see p. 8-7).
Target's belt armor Dam Pt. reduction 0-5 none Submarine Critical HitsMinor Damage Major Damage Lethal Damage Die Roll Minor Damage01-20 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 Damage01-20 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 Damage01-20 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
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 BT Back to The Naval Sitrep #12 Table of Contents Back to Naval Sitrep List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Larry Bond and Clash of Arms. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |