Civilian Shipping - Patrol Name / Crew Quality
     
Tramp Freighter Speed / Troops
5 5 5
Service date  1920
Target  5+
Armour  2+
Turning  1
Aircraft  
Special traits  None



WEAPON NAME RANGE AD DD SPECIAL
Forward Turrets
Side Turrets
Aft Turrets
Secondary
AA
Torpedoes
Depth Charges


Each tramp freighter costs one civilian ship point.
Hull Damage
5 10
15 20
          
          
          
          
          
          
          
          
          
          
          
          
          
5 10
15 20
          
          
          
          
          
          
          
          
          
          
          
          
          
5 10
15 20
          
          
          
          
          
          
          
          
          
          
          
          
          

Crippled: Turning reduced to 1, half speed, AD of secondary and
AA weapons halved, each main guns and trait is lost on 4+

Crew Casualties

5 10
15 20
25   
          
          
          
          
          
          
          
          
          
          
          
          
5 10
15 20
25   
          
          
          
          
          
          
          
          
          
          
          
          
5 10
15 20
25   
          
          
          
          
          
          
          
          
          
          
          
          

Skeleton Crew: No special actions, only 1 weapon
system per turn may be fired, all DC checks at -2

CRITICAL HITS

3-5CREW CRITICALSDam.CrewEffect
1-2FIRE+0+2FIRE STARTS
3-4MULTIPLE FIRES+0+31d6 FIRES START
5HULL BREACH+2+5-
6MULTIPLE EXPLOSIONS+1d6+2d61d6 FIRES START
6-8ENGINE CRITICALSDam.CrewEffect
1-2TURBINE DAMAGED+1+1-1 SPEED
3-4PROPS DAMAGED+1+1-2 SPEED
5FUEL SYSTEM RUPTURED+2+2-3 SPEED, FIRE STARTS
6ENGINES DISABLED+3+30 SPEED, NO SPEC ACTS, TARGET -1
9-11WEAPON CRITICALSDam.CrewEffect
1-2AA WEAPONS DAMAGED+1+1AA WEAPONS LOSE 1AD
3-4SEC WEAPONS DAMAGED+2+0SECONDARY LOSE 1AD
5TURRET DESTROYED+3+4RANDOM TURRET, FIRE STARTS
6MAGAZINE EXPLOSION+4+6NO FIRING 1d3 TURNS, 1d6 FIRES
2,12VITAL SYSTEMSDam.CrewEffect
1BRIDGE HIT+0+1NO SPEC ACTS
2RUDDER+2+1NO TURNING
3ENGINEERING+2+4NO DAMAGE CONTROL
4FIRE CONTROL+3+4EACH WEAPONS NEEDS 4+ TO FIRE
5SECONDARY EXPLOSIONS+1d6+1d61d6 FIRES START
6CATASTROPHIC EXPLOSION--DAMAGE TO ZERO, SHIP SINKS

VITAL SYSTEMS CRITICALS MAY NOT BE REPAIRED WITH DAMAGE CONTROL

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