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Queen's Own Scale Model Warship Club

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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.

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Queen's Own Scale Model Warship Club

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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.

OPERATING 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 NOTbe 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.

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Queen's Own Scale Model Warship Club

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7. Vessels with problems such as pinned guns, shiftedballast, 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 onlybe 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 orbetween 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 lengthsof 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

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QUEEN’S QWN 2003
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Queen's Own Scale Model Warship Club

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1. Standard light duty masking tape will be the only covering material
authorized for hull battle damage repair between sorties.

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Publication date 31 January 2003

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MANEUVERING RULES

DOCKING EVENT

The docking event is a time scored event. The object is to cross the start line, lay the
ship alongside the dock fully stopped and cross thefinish line as quickly as possible
with a minimum number of hits on the dock. The ship is not permitted to travel faster
than scale speed. The ship may use either side of the dock and approach from either
direction. The contestant may stand anywhere while operating the vessel.

1. To be considered fully docked the ship must be stopped with at least 75% of
the ship length overlapping the dock, and must remain so until the referee
states “Docked”.

2. One penalty free hit is allowed for docking contact.

3. All further hits will cause 10 seconds to beadded to the contestants score.

4. The ship with the shortest time wins.

5. A maximum of five minutes per contestant is allowed.

6. The use of the docking impact indicator (shell) may be used in place of
counting ‘hits’.

GUNNERY

Any and all types of Gunnery Events shall be scored and counted as a Maneuvering
Event.

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QUEEN’S QWN 2003
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