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Page 13 of 17
COMBAT RULES
ELIGIBILITY TO ENTER COMBAT EVENTS
1. Ships must have completed all Technical, Safety and Ship Certifications.
2. Ships must be completely operational and fully armed at the start of the
event. (The event is defined as the first sortie of the day and or the first
sortie of a multiple day event series.). Under-armed ships will not be allowed
to participate.
3. Ships must have a serviceable recovery float with a minimum of 20 feet of
line attached to a structural hard point in the hull.
4. Motor Torpedo Boats may only enter a combat sortie if the owner's 723
Class or larger vessel has accumulated sufficient sortie points .
6. A MTB and a warship may be operated in the same sortie by the owner,
however, if one is sunk the other is excluded from participating in the rest of
the sortie. 7. Only Queen's Own members and Associated Club members are
eligible to participate in regular and championship combat events. Frequency
Control Officer approval is required for Assocoates Club members
8. Independent modelers may be invited to compete in events. In such a case
the ships must be approved by the Technical Officer and Frequency Control
Officer.
EVENT FEES
Event fees for single day events adr as follows: Destroyers and smaller are
$4.00 Cruisers $5.00, food at events $5.00. Multiple day events expect multiple
day fees. If awards or expensive prizes are to be given expect event fees to
reflect same. The event fee structure is designed to make the event self sustaining
(at minimum paying for the co2 and food).
RAMMING
Intentional ramming of another vessel is only permitted under the following
conditions:
- An unarmed convoy ship may
ram an enemy vessel, but only in self defense.
COLLISIONS
1. Any contact between two vessels is defined as a collision.
2. Any damage caused or suffered by a vessel while attempting to block,
force off course, or slow an opponent is chargeable to the vessel initiating
the encounter.
3. Skippers exhibiting poor ship handling resulting in a collision will have
the collision damage of both ships subtracted from their score.
4. The vessels determined to be at fault when a collision take place will be
placed under a one minute cease fire by the referee.
COMBAT POWER FACTOR
1. For the purpose of making up somewhat even sides for a battle, the last
number in the vessels Class Designation Number will be its combat power factor
(CPF).
2. In ‘X' class battles torpedoes and other ‘X' class weapons will carry the
same CPF as vessel on which they are mounted. Example: a 723 class destroyer
has a basic CPF of 3, if torpedoes are carried they will also be counted as 3
giving a total CFP of 6.
3. Mine floats will count as 1 barrel per string when evaluating firepower
balance when choosing up sides - unless declared "will not use" by
the ‘side' or Captain.
GENERAL PENALTIES
1. The penalty for a rule violation: first offense is a warning from the
referee, the second offense will result in the offending vessel being placed
under a one minute cease fire. The next offense will be a two minute cease fire
with penalties doubling for each succeeding offense-four minutes, eight
minutes, sixteen minutes, etc.
2. Penalties are not cumulative to the next sortie.
3 Vessels in violation of the scale speed rule may also be placed under a
cease fire by the referee. The penalty will be as described in #1. above.
COMBAT RULES
1. The "Commence Fire" command will be given five minutes after
the "Launch" command.
2. Ships in the home port may not be fired upon and ships in home port may
not Fire at(engage) ships outside of the port.
3. Guns may be test(ed) fired in home port prior to departing for battle.
4. Vessels may have fouled propellers cleared out side of home port. Ships
undergoing maintenance, or propeller clearing, may NOT be fired upon.
5. Vessels with fouled propellers that have had their props cleared are
automatically placed under a "Cease Fire" condition until they
re-enter their home port. The vessel is then free to re-enter the battle. These
vessel may be fired upon while underway to home port.
6. Vessels that have had ballast shifted due to combat collisions may have
the problem corrected and need not return to home port, however the ship may
not be removed from the water.
7. Vessels with problems such as pinned guns, shifted ballast, all systems
not turned on, jammed barrel or ammunition feed problems or other minor
technical problems may have these deficiencies corrected during the battle..
Reloading ammunition, propellent, changing batteries, switching compressors,
switching guns, is prohibited. A vessel may only be removed from the water
under limited conditions. Removing the vessel from the water will be counted as
a sinking. After a ship has left the home port or combat has started ships
removed from the water are considered sunk. Ships may only be removed from the
water and or worked on with in five minutes of the first departure from home
port to enter combat or between sorties in a multi sortie battle. The only for removal
is to make the ship combat operational. No battle damage may be repaired at
this time.
8. Except for Tug Boats and Motor Torpedo Boats no vessel may enter an enemy
home port. 721 and 722 class vessels may be designated as tug boats if properly
equipped for towing.
9. A surface ship sinking is defined as decks awash, 50% of the ship under
water or referee's ruling (ie intentional grounding). Ships failing to return
to port within 5 minutes of ‘cease fire' will be declared sunk
10. Ships declared dead in the water may be fired upon, however the firing
vessel may approach no closer than two ship lengths of the attacking ship.
11. Navigation lights must be on when leaving port for night combat
competition (this means youmusthave at least one working red, green, and white
light on your ship in a realistic position).
12. Combat lights - gun spot lights - Must be shielded so as to only allow a
narrow beam. Gun lights must hava a minimum of two inches shielding in front of
the bulb.
Note : Special combat events may supercede this rule at the discretion of
the event officer.
Note: Flood/search lights are optional and are not restricted in size or
wattage.
BATTLE DAMAGE REPAIR
1. Standard light duty masking tape will be the only covering material authorized
for hull battle damage repair between sorties.
EVENT REPORTING AND SCORING
Each Contestant is responsible to turn in their score card to the Official
Score Keeper in within twenty minutes after the completion each event.
The term "turning in" of a score card means putting it in the
Score Keepers Turn in Box. Once the box is opened for the purposes of counting
no additional sheets will be accepted.
Incorrectly completed score sheets may be returned for correction or
rejected.
COMBAT SCORING
1. Hits below the boot are 10 points.
2. Hits in the boot are 5 points
3. Hits in the hull above the boot are 3 points.
4. To be considered a hit the shot must pass completely through creating a
hole.
5. Dents on deck edges don't count.
6. Entry and exit holes will be counted.
7. One hole is one hit, no matter how large the hole is.
8. Contestants will score their own vessel, however the referee or score
keeper may elect to verify or correct thescore.
COMBAT DAMAGE VALUES BY CLASS
Class Sunk
721...............................25
722.............................. 50
723...............................75
724..............................113
725..............................163
725a............................213
726..............................275
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