Depth charge effects chart.
The submarine player rolls 2D6 and consults the table:
Dice Roll |
Effect |
2 |
2H |
3 |
H |
4 |
S |
5 |
T |
6 |
NE |
7 |
NE |
8 |
Ds |
9 |
F |
10 |
G |
11 |
H |
12 |
Tx |
Key: H -hull compartment flooded.
S -Steering jammed.
T -Torpedo tube doors jammed (dice for bow (1-4) or stern (5-6) -cannot fire torpedoes).
NE -No effect.
F -Fire.
G -Deck gun (if fitted).
Ds -Forced deep and speed reduced to 2 knots.
Tx -Torpedo Tubes damaged (as above) -also dice for magazine explosion.
Any submarine with 2 compartments damaged must surface, as must one with a fire that was not extinguished in the first damage control roll.
One of the problems in anti-submarine warfare is the lack of observable effects; the submarine player rolls a D6 and consults this table.
|
1H |
2H |
T |
Tx |
1 |
NE |
NE |
NE |
NE |
2 |
NE |
NE |
NE |
OS |
3 |
NE |
NE |
NE |
OS |
4 |
NE |
OS |
NE |
OS |
5 |
NE |
OS |
NE |
OS |
6 |
OS |
OS |
OS |
E |
Key: NE -no observable effect.
OS -oil slick on surface.
E -underwater explosion, oil and wreckage on surface.
If an E is rolled then the submarine marker is removed; for all others the marker will remain but be removed if successfully pinged.
You are welcome to make contact: wargamer at littlewars dot org dot uk.
Last updated: 11th April 2012.
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Copyright SR Jenkins March 2012.
Note: I am more than happy for wargamers to make personal use of the ideas and tables on these pages
but unauthorised commercial use is prohibited.