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2016 RULES
INDEX 1-3
CHAPTER I 1.0 Club Purpose 4 1.1 Primary Guiding Principle 4 1.2 Format and Time Period 4 1.3 Executive Board-Club Administration 5 1.4 Rule Changes 5 1.5 Technical Officer 5 CHAPTER II 2.0 Ship Specifications & Class Designation 6 2.1 Ship Class/Ammunition Disbursement 6 TABLE FOR SHIP ALLOTMENTS 7 2.2 Submarine (S-Class) 7 2.3 Submarine Class/Ammunition Disbursement 8 TABLE FOR SUBMARINE ALLOTTMENTS 9 2.4 Surface Operation 8 2.5 Submersible Operation 8 2.6 Deck Gun 8 2.7 Torpedo Boats (720 Class) 9 2.8 Merchant/Cargo Vessels 9 2.9 Stationary Targets 9
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CHAPTER III 3.0 Ships Database 10 SHIPS DATABASE TABLE- (SEE SEPARATE DOCUMENT)
CHAPTER IV 4.0 Specific Construction Guidelines 11 4.1 Hull, Frames & Keel 11-12 4.2 Hull Bottom & Hard Bottom Line 12 4.3 Shell Plating 12 4.4 Hull Non Penetration Zone 13 4.5 Vac-U-Formed Hulls 13 4.6 Main Deck & Sub-deck 13 4.7 Hull General 14 4.8 Painting 14 4.9 Taped Waterlines 15 4.10 Superstructure 15 4.11 Outfitting Items 15 4.12 Ballistic Protection 16 4.13 Technical Variances 16 4.14 Variances Granted N/A RULE DELETED 2016
CHAPTER V 5.0 Armament 17 5.1 Maximum Gun Pressures 17 5.2 Fire Control & Single Shot Weapons 18 5.3 Compressed Gas 18 5.4 Gun Penetration Test 19 5.5 Armed Warship Technical Certification 19 5.6 Torpedoes 20 5.7 Mines 21 5.8 Minesweeping 21 5.9 Propeller Guards 22 5.10 Pumps 22
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CHAPTER VI 6.0 Radio Cutoff 23 6.1 Radio Frequencies 23 6.2 Technical Requirements 23 6.3 Scale Speed 23 SPEED CHART 24 6.4 Speed Controls (On/Off Switches) 24 6.5 Speed Controls (Electronic) 24 6.6 Ship Recovery Devise 25
CHAPTER VII 7.0 Eligibility to Enter Combat Events 26 7.1 Safety Requirements 26 7.2 Combat Teams 26 TEAM TABLE 27 7.3 Event Fees 27 7.4 Ramming 27 7.5 Collisions 27 7.6 Combat Power Factor 28 7.7 General Penalties 28 7.8 General Combat Rules 29 BATTLE START 29 HOME PORT 29 GUN TESTS 29 FOULED PROPS 29 1 MINUTE CEASE FIRE 29 SHIFTED BALLAST 30 TECHNICAL ISSUES 30 PROBITIONS 30 ENEMY HOME PORTS 30 SINK DEFINATION 30 SPECIAL CIRCUMSTANCES 30 NIGHT FIGHTING 31 7.9 Battle Damage Repair 31 7.10 Event Reporting & Scoring 31 7.11 Combat Scoring 32
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PACIFIC MODEL WARSHIP CLUB
CHAPTER I
1.0 CLUB PURPOSE
The purpose of the Pacific Model Warship Club is to build and operate scale warships of the highest possible quality.
1.1 PRIMARY GUIDING PRINCIPLE
It is not intended that these rules be all encompassing. In this organization, the spirit, and intention of a rule is held to be binding. The principles of leadership, responsibility, fairness, and accountability govern this club. At no time will parliamentary procedure or rules of order be invoked to subvert these principles. Using loop holes to beat the system; is not considered to be fair and honest participation.
Items not specifically covered in the rulebook will be decided on by the Executive Board at the next/earliest opportunity.
1.2 FORMAT AND TIME PERIOD
Scale of all ships will be 1/72 (1"=72").
To be eligible for combat, the ship has to have been laid down after October 1906 (the launch of the British Dreadnought) and launched prior to December 31, 1945.
A ships specifications and capabilities will be based on “Conway’s, ALL THE WORLDS FIGHTING SHIPS books.
Merchant vessels will adhere to the same basic time period.
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1.3 EXECUTIVE BOARD/CLUB ADMINISTRATION:
Decisions for the Pacific Model Warship Club will be made by the Executive Board:
The Executive Board is: Deryk Haole Gary Powell John Kort The Executive Board will be responsible for all operations of the club.
1.4 RULE CHANGES
The Executive Board will decide on all rule change proposals. Rule changes will be passed by unanimous vote. If on a vote a unanimous decision cannot be accomplished; after agreement and further discussion a rule change can be passed by a 2-1 vote.
1.5 TECHNICAL OFFICER
The Executive Board will ensure all combat weapons systems of club vessels are in full compliance with ship specifications, construction and technical requirements.
Any ships not in compliance or meeting the minimum requirements will be brought to the full Executive Board for a decision regarding the issue/s in question.
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CHAPTER II
2.0 SHIP SPECIFICATIONS AND CLASS DESIGNATIONS 1/72
SCALE
A ships specification and capabilities will be based on “Conway’s,
ALL THE WORLDS FIGHTING SHIPS books, as updated.
Ships specifications and capabilities are provided in the Ships
Database, compiled and maintained by the Executive Board.
The database is the official document that determines the Ship
Class Designation for each vessel.
Only ships in the database are eligible to participate in combat,
based on the capabilities defined in the database. Aircraft Carriers
are not included at this time and Submarines are still being studied
and evaluated.
Anyone can petition the Executive Board to have a ship added to
the official database, by first submitting to them a set of plans. The
Executive Board will make every effort possible to add a requested
ship to the database; however, there is no guarantee that it will.
Any ship meeting the time period criteria, but not in the database
may participate in all club activities, except combat.
2.1 SHIP CLASS/AMMUNITION DISBURSEMENT
Total Ship Class ammunition allotment will be disbursed equally, or as close as possible between all guns allowed the ship. If for some reason the ship is not fully gunned, ammunition for that gun is forfeited. Only primary gun can be armed.
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SHIP CLASS & AMMUNITION ALLOTMENTS SHIP NUMBER TOTAL PER BILGE
CLASS CALIBER GUNS ROUNDS GUN PUMP
720 1/4" 2 Tubes 4 2 0
721 3/16" 1 50 50 1
722 3/16" 2 100 50 1
723 3/16" 3 165 55 1
724 3/16" 4 240 60 1
725 3/16" 5 375 65 1
726 3/16" 6 420 70 2
727 3/16"
728 3/16"
729 3/16" 9 450 70 2
722-250 1/4" 2 110 55 2
723-250 1/4" 3 180 60 2
724-250 1/4" 4 260 65 2
725-250 1/4" 5 350 70 2
726-250 1/4" 6 450 75 2
727-250 1/4" 7 560 80 2
728-250 1/4" 8 680 85 3
729-250 1/4" 9 810 90 3
2.2 SUBMARINES (S-Class) In an effort to incorporate Submarines into the game, an experimental/trial set of rules for their construction and operation will be developed. As these rules are being developed, all submarines will be expected to make immediate changes that adhere to the evolving submarine rules. The reconstruction must be completed before entering another combat sortie. It should be understood that until a final set of rules are adopted (if ever adopted), submarines could go through several reconstructions.
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PACIFIC MODEL WARSHIP CLUB 2.3 SUBMARINE CLASS/AMMUNICATION DISBURSEMENTS Submarine classes and capabilities are found in the Sub Database. Submarines must have a penetration area similar to what is required of surface ships. They must be capable of being sunk by gunfire. Each torpedo tube will receive a single torpedo shot. Multiple torpedo tubes are not allowed to fire simultaneously.
SUBMARINE CLASS & AMINITION ALLOTMENTS SUB NUMBER TOTAL PER #
CLASS CALIBER TUBES ROUNDS GUN BILGE
721-S 1/4" Torp 1 1 1 1
722-S 1/4" Torp 2 2 2 1
723-S 1/4" Torp 3 3 3 1
724-S 1/4" Torp 4 4 4 1
725-S 1/4" Torp 5 5 5 1
2.4 SURFACE OPERATION ONLY Surface running submarines cannot have any type of ballast system normally used to submerge the submarine. 2.5 SUBMERSABLE SUBMARINES The areas of the submarine serviced by a bilge pump and ballast system shall be kept separate. 2.6 SUBMARINE DECK GUN In addition to the torpedo tube allotments, all submarines are allowed one 3/16" caliber gun, with 20 rounds. The submarine deck gun may only be fired when the submarine is running completely on the surface (not simply decks awash).
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2.7 MOTOR TORPEDO BOATS (720 Class)
For safety purposes, Motor Torpedo Boats (MTB's) will use two (2)
1/4" bearing to represent a torpedo.
MTB's can utilize two tubes, each firing 2 bearing or a single tube,
capable of being reloaded for a second shot (of 2 bearing).
2.8 MERCHANT/CARGO VESSELS (Target Ships) Target Ships can be built either sinkable or un-sinkable, but can only be used in events utilizing that style of ship. Target ships are not armed at this time. Target ships can run at 20 knots minimum. Unsinkable Target Ships, will be made capable of towing target barges (tow hook on stern). Sinkable Target Ships will be constructed following all standard combat ship construction rules, including the incorporation of water channeling. Sinkable Target Ships will utilize a hull thickness of 1/16". Sinkable Target Ships are allowed one pump, with a 1/4" discharge hole. Submarines and Aircraft carriers are not currently allowed to be designated as Merchant/Cargo vessels. 2.9 STATIONARY TARGETS Stationary targets can be comprised of anything time period appropriate, as long as both teams have equal numbers and types of items.
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CHAPTER III
3.0 SHIPS DATABASE
1. The Ships Database as maintained by the Ship Certification
Committee is the official document used to determining
the Ship Class Designation (SCD). The primary purpose of
the SCDs is to provide a structure that allows a reasonable
degree of equality between ship classes of different navies.
NOTE:
The Ships Database Table is Contained in a Separate
Document.
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CHAPTER IV
4.0 SPECIFIC CONSTRUCTION GUIDELINES
Scale of all vessels are allowed a tolerance of 2% +/- as
allowed for construction variations.
For proper ship size ranges, refer to the Ships Database.
The Ships Database referenced in Chapter III is the official
document used to determine the Ship "Class" Designation.
To be eligible for combat, the ship class must be on the
club database. All 1/72 scale ships meeting the time
period are allowed in maneuvering type events.
4.1 HULL, FRAMES and KEEL
Frames may be no thicker than 3/8 inch.
Frame spacing must not average closer than 3 inch center
to center with 3/8 inch frames.
Frame spacing must not average closer than 2 inch center
to center with 1/4 inch frames.
Frame spacing must not average closer than 1 inch center
to center with 1/8 inch frames.
NOTE: To find proper number of frames and correct
spacing divide the ship length by the center to center data
shown above.
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The use of one double thickness frame, at the center of the
ship is allowed if the model is to be separated at that point.
The area between the bow of the ship and the first "full"
frame may be solid.
The area between the stern of the ship and 1" towards the
bow may be solid or what is reasonably necessary to
attach the side shell plating.
4.2 HULL BOTTOM and HARD BOTTOM LINE
Hull bottoms may be reinforced from the keel to a point up
to 1/2 inch below the Light Ship Water Line (bottom of the
boot). This a "minimum" distance, so your actual
construction of the ship should be generous with regard to
this amount.
The hard bottom may be raised if necessary in the stern
for shell plating attachment; however it may not rise above
the Design Water Line (usually one half way up boot).
4.3 SHELL PLATING (sheeting on hull)
Standard shell plating for all combat eligible ships shall be
balsa wood, in the thicknesses listed below:
720 Class MTB's- 1/32 inch
721 to 725 Class Ships- 1/16 inch
Cargo/Merchant Ships- 1/16 inch
726 to 729 Class Ships- 1/8 inch
The lamination of balsa wood for shell plating is not
allowed.
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4.4 HULL NON-PENETRATION ZONE
728-250 and 729-250 Class Ships receive a Non-
Penetration Area, from "A" turret to towards the stern of
the ship, equal to 25% of the ships overall length.
This is in addition to allowed solid bow and stern areas.
4.5 VAC-U-FORMED HULLS
The following can utilize "vac-u-formed" styrene hulls and
must contain the proper number of ribs:
MTB's - .030max.
Penetrable Cargo/Merchant Ships- .060max.
Submarines - .060max.
Any penetrable hull over .060 thick styrene, must cut
penetration windows in the hull and sheet with acceptable
thicknesses of balsa wood.
Non-penetrable Cargo/Merchant ships can utilize any
thickness styrene.
4.6 MAIN DECK and SUBDECK
Main Deck and Sub deck thickness will not exceed 3/8 inch total
thickness.
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4.7 HULL GENERAL
All hulls must: comply with the following:
a. Must have the correct number of propellers and rudders
in their proper location; however, a single prop and rudder
can be used on 720 Class MTB's.
b. Rudders may be 25% oversize.
c. Propellers may be any size reasonably necessary to
attain scale speed.
d. Bilge Keels need not be installed.
e. All effort possible should be taken to ballast the ship so
that it floats at the waterline.
f. If the boot information for any particular ship cannot be
found the builder should use the known dimensions from a
similar ship of the same relative tonnage.
4.8 PAINTING
All ships must be painted in a realistic color scheme.
Camouflage may be used as long as it is of the type, pattern
and color used by that navy during the period in which the
ship is configured.
Hulls must not be painted in such a way as to increase
their hardness. Flat house paints are allowed.
Hulls may be covered with one layer of any grade Silkspan
to reduce splitting.
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4.9 TAPED WATERLINES
Taped waterlines are allowed when using painters tape
which is comparable to the original "Scotch Blue". It must
be made with a crepe paper base and have a maximum
thickness of 7 mil's. Painters tape that is reinforced with
cloth or rubber are not allowed.
4.10 SUPERSTRUCTURE
The superstructure will not be scored, so it may be
constructed of any material. This does not relive the
builder of the requirement to conform to fidelity of scale.
4.11 OUTFITTING ITEMS
Ship outfitting items and all other construction above the
main deck may be built from any material as long as the
item maintains a scale appearance.
All ship outfitting larger than 3/4 inch in 1/72nd scale (4.5
feet actual) must be installed on the ship. However a
representative number of (no less than 50%) of bitts,
chocks, cleats, capstans, doors, hatches, scuttles are
required.
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4.12 BALLISTIC PROTECTION
The use of ballistic protection around delicate equipment
in the hull is encouraged.
Use of internal armor or soft material to prevent shot exit damage is allowed.
All internal components, including ballistic protection
must be installed a minimum of 1/4" away from the
penetrable portion of the hull and cannot be installed in
such a way that restricts water flow into the ship.
4.13 TECHNICAL VARIANCES
Technical variances are not permitted.
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CHAPTER V
5.0 ARMAMENT
Only primary guns can be armed on surface warships.
Since Submarines are at an operational disadvantage, they
will be allowed to arm their primary "torpedo" weapon
system and their secondary system or "deck gun".
The arming of the Submarine deck gun comes with
limitations, as identified in the Submarine Database.
Projectile size for all ships is listed in the ships database.
Armed barrel length showing is scale plus +2% maximum
on exposed guns.
Gun barrels must be contained within the ships turret
(when turrets are on the ship).
Open gun mounts should be made to look as scale in
appearance as possible.
Any ships with armed barrels hidden within superstructure or
mounted to the side of the turret, will no longer be allowed to
participate in combat until moved to the proper location.
5.1 MAXIMUM GUN PRESSURES
Guns and torpedoes may not be operated at greater than
120 psi.
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5.2 FIRE CONTROL / SINGLE SHOT WEAPON
As there is no rate of fire requirement currently in effect
the vessels weapons must be in compliance to pass
technical certification.
All weapons must be single shot.
Fully automatic weapons (machine guns) are not allowed.
The weapon must only fire once when the fire control
switch is activated.
5.3 COMPRESSED GAS
The only compressed gasses authorized for use are CO2,
onboard compressor driven compressed air or external air
pump/hand pumps for single shot type systems.
HPA/High pressure as an air source for firing guns is not
allowed.
Pressurization of magazines is not allowed
Use of an "O" ring restrictor in the barrel portion of the
gun is not allowed.
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5.4 GUN PENETRATION TEST
High density insulation foam (pink) will be the only
medium used for determining gun penetration. The foam
must be held within six inches of the muzzle. A gun is
acceptable for event use if it does not fire through two
inches of the foam.
Comparison testing of the “white” foam for gun
penetration testing will need to be done before its use will
be authorized.
When using a velocity tester, the following gun penetration
test will be utilized:
CALIBER RATE/SPEED
BB or .177 205 FPS
3/16" or .187 205 FPS
7/32" or .218 185 FPS
1/4" or .250 165 FPS
5.5 ARMED WARSHIP TECHNICAL CERTIFICATION
All armed warships will pass a Technical Certification
before they will be allowed to enter any event requiring
the firing of projectiles.
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5.6 TORPEDOES
Are only approved for use in Submarines. 721 Class
Torpedo Boats will use 2-1/4" bearings to represent a
torpedo.
Torpedo diameter will be ¼ inch.
Torpedo maximum length is 4 inches, with the minimum
length being 2 inches.
Maximum torpedo tube length is 12 inches. (Not including
loader assembly)
Torpedoes must have domed warheads.
All externally mounted torpedo tubes must be no longer
than scale length plus 15%.
Torpedoes must fire from prototypical locations that are
below the water.
Allowable number of torpedoes is according to the
Submarine Database.
Torpedoes may be fired from a single shot reloadable tube
or from multiple single shot tubes.
Torpedoes must travel through the water and not through
the air.
A submarine that fires to many shots that exit the water,
will be "Red Flagged" immediately. It will not be allowed
to participate in combat until the problem is remedied.
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5.7 MINES
Floating mines consist of not smaller than 3/8 inch cork,
plastic, or wooden spheres attached to a string.
The spheres are attached to the line at 12 to 24 inch
intervals. The basic floating string is limited to 8 feet in
length and must be anchored on one end.
The anchor line must not float or present a hazard to
navigation.
All mine laying ships can deploy 2 strings.
Mines must be dropped from the ship.
Mines are not allowed to be dropped in front of other
ships.
5.8 MINE SWEEPING
If a ship is set up to sweep mines, by utilizing propeller
guards, it cannot be armed.
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5.9 PROPELLER GUARDS
Propeller guards may not extend past the tiller post or
extend deeper than necessary to clear the propellers and
rudder(s).
The propeller guard shall consist of a single wire (one per
propeller). To carry this modification the ship must be an
actual Minesweeper or Destroyer Minesweeper
(documented) with some type of device aboard to actually
clear a mine string.
Minesweepers can maintain the minimum 20 knots, even
when sweeping mines.
5.10 PUMPS
Any number of bilge pumps may be carried, however the
number of 1/4" I.D. overboard discharge holes is according
to the ships database.
There is no restriction on the amount of internal pumping.
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CHAPTER VI
6.0 RADIO CUT OFF SWITCH
There is no requirement that a ship have a radio cut off
switch mounted; however, it is recommended.
6.1 RADIO FREQUENCIES
Members utilizing older “fixed frequency” radios (75mhz
or 6 meter) will be responsible for making sure that there
are no conflicts at an event. It is encouraged that all
members convert to the newer 2.4 ghz radios. Conflicts
will be resolved by a flip of a coin.
6.2 TECHNICAL REQUIREMENTS
To be provided at a later date
6.3 SCALE SPEED
Vessels undergoing speed certification must run the trials
with fresh, fully charged batteries.
Ships speeds will be identified in the ships database.
The following chart will show the number of seconds a
ship should take to travel 100 feet in a straight line at its
scale speed. A timed run will be done in two directions
back-to-back. The average of the two runs will used.
Minimum scale speed for all ships is 20 knots or scale
speed if it is faster.
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6.4 SPEED CONTROLS (ON/OFF SWITCHES)
The use of simple servo actuated electrical switches is the
encouraged method of use for controlling the ships speed.
This method does give the ship only three options. Full
forward, neutral and full reverse. Maximum speed
adjustment is handled through use of permanently
installed resistors, smaller/larger props or changing the
ships propulsion voltage higher or lower.
6.5 SPEED CONTROLS (ELECTRONIC)
When speed testing a ship that uses an electronic speed
control in-lieu of on/off switches, it must be done with the
motors running at their absolute maximum. When testing
takes place, it will be verified that all adjustments capable
of increasing the speed will be set in their full on positions.
If the ship goes to fast when all settings are at their
maximum, than the ships speed will need to be adjusted
using the methods described in Section 5.5.
KNOTS SECONDS KNOTS SECONDS KNOTS SECONDS KNOTS SECONDS
1 13 86.54 25 45.00 37 30.41
2 14 80.36 26 43.27 38 29.61
3 15 75.00 27 41.67 39 28.85
4 16 70.31 28 40.18 40 28.13
5 17 66.18 29 38.78 41 27.44
6 187.50 18 62.50 30 37.50 42 26.79
7 160.71 19 59.21 31 36.29 43 26.16
8 140.63 20 56.25 32 35.16 44 25.57
9 125.00 21 53.57 33 34.09 45 25.00
10 112.50 22 51.14 34 33.09 46
11 102.27 23 48.91 35 32.14 47
12 93.75 24 46.88 36 31.25 48
PACIFIC MODEL WARSHIP CLUB-
SCALE SPEED CHART
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6.6 SHIP RECOVERY DEVISE
While not required, each ship should contain some type of
recovery/location device. It is advised that the device be
capable of recovering a ship from up to 20 feet deep water
without anyone having to swim to recover it.
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CHAPTER VII
COMBAT RULES
7.0 ELIGIBILITY TO ENTER COMBAT EVENTS
Ships must have completed all Technical, Safety and Ship
Certifications.
7.1 SAFETY REQUIREMENTS
Properly fitting safety glasses or goggles with side shields
MUST be worn by all participants and spectators
whenever any weapons are armed, the Red Flags up, or at
the request of any event official. If, in the opinion of any
one of the administration members or event director, an
individual’s eye protection equipment is ill fitting or
inadequate, she/he must immediately correct the
deficiency, replace the protective device, or leave the
event.
7.2 COMBAT TEAMS
Whenever possible, combat teams will be divided up
allied/axis. When determining which nations were
allied/axis, certain nations are naturally considered one or
the other based on some point during World War II. For
ships from nations that participated on both side or were
neutral during World War II, it is the ship captains’ option
as to which team the ship will fight. It is encouraged that
the “swing” ship captains would attempt to even the sides
up, BUT IT IS NOT NECESSARY. For simplification
purposes, the following are the major combatants:
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ALLIED AXIS EITHER
United States Germany France
England Japan Italy
China Russia
Canada
7.3 EVENT FEES
Event fees can vary widely from event to event and will be
set by prior announcement.
7.4 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.
7.5 COLLISIONS
Any contact between two vessels is defined as a collision.
There is no penalty assessment for inadvertent contact
between ships. It's combat, so PLAY ON!
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7.6 COMBAT POWER FACTOR
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).
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.
7.7 GENERAL PENALTIES
A warning will be issued by the event director for any
violation. Subsequent same violation will incur a five point
penalty for each offence.
Penalties are not cumulative to the next sortie.
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.
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7.8 GENERAL COMBAT RULES
BATTEL START:
The "Launch Ships" command will be given, followed by
"Commence Fire" five minutes later.
HOME PORT:
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.
GUN TESTS:
Guns may be test(ed) fired in home port prior to departing
for battle.
FOULED PROPS:
Vessels may have fouled propellers cleared out side of
home port once during a normal 12 minute sortie without
penalty. This amount may be adjusted for sorties of a
longer duration or events being held in less than preferred
conditions.
1 MINUTE CEASE FIRE:
Ships undergoing maintenance, or propeller clearing, may
NOT be fired upon for 1 minute.
At the end of the 1 minute cease fire, the captain must
cease clearing or resolving the issue.
The ship will either have to make its own way back to
home port or the Captain can declare a "Withdrawal".
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SHIFTED BALLAST:
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.
TECHNICAL ISSUES:
Vessels with minor technical problems may attempt to
correct the issue without penalty anytime during a sortie,
providing the ship is not removed from the water. If the
problem cannot be corrected within one minute, it'a
captain is encouraged to withdraw the ship from combat.
PROBITIONS:
Reloading ammunition, propellant, changing batteries,
switching compressors, switching guns, is prohibited.
ENEMEY HOME PORTS:
Except for Tug Boats and Motor Torpedo Boats no vessel
may enter an enemy home port.
Only designated Tug Boats, properly equipped for towing
can capture or retrieve another ship.
SINK DEFINATION:
A sink is 50% decks awash or the event directors
determination.
SPECIAL CIRCUMSTANCES:
Special combat events may supersede any of these
operational rules at the discretion of the event officer or by
prior arraignment.
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NIGHT FIGHTING:
Navigation lights must be on when leaving port for night
combat competition (this means you must have at least
one working red, green, and white light on your ship in a
realistic position).
Combat lights/gun spot lights, must be shielded so as to
only allow a narrow beam. Gun lights must have a
minimum of two inches shielding in front of the bulb.
Flood/search lights are optional and are restricted in size
and wattage, to only what is necessary.
7.9 BATTLE DAMAGE REPAIR
Standard light duty masking tape or silkspan patches will
be the only covering materials authorized for hull battle
damage repair between sorties.
7.10 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.
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PACIFIC MODEL WARSHIP CLUB
7.11 COMBAT SCORING
All hull hits, regardless of location will be counted as one
point each. One hole is one hit and equal to one point, no
matter how large the whole is.
To be considered a hit the shot must pass completely
through creating a hole.
Entry and exit holes will be counted, but dents on deck
edges and ribs will not.
Contestants will score their own vessel, however the
referee or score keeper may elect to verify or correct the
score.
A sink is scored as 2x the battle damage received, with a
minimum of 5 points to be assessed.
A withdrawal (removing the ship from combat) or not
returning to port (reaching shoreline) under the ships own
power is scored as 1.5X the battle damage received, with
a minimum of 5 point to be assessed.
Completing the sortie, not sinking or withdrawing, and
returning to port in the acceptable time, damage is scored
in the normal manner, with no penalty assessment.
Ships that do "Not Return to Port" within 5 minutes of
the Cease Fire order, will be scored as 1.5x the battle
damage received, with a minimum of 5 points to be
assessed.
These penalty assessments are not in addition to the battle
damage score, they are "In-lieu" of.