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1 | Page PACIFIC MODEL WARSHIP CLUB 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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PACIFIC MODEL WARSHIP CLUB

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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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.

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