2010 Treaty Combat Construction Battling and Safety (CBS) Rules Table of Contents Purpose of the Club 3 I. Safety 3 II. Construction & Class Rules 4 A. Construction Specification B. Scale C. Rudder Specifications D. Reverse E. Cannons F. Additional Weapons G. Pumps H. Warship Classes I. Speed J. Violations [U][COLOR=#0000ff] K. Submarines[/COLOR] 11[/U] 11 10 8 7 7 6 6 6 6 4 III. Battling 12 A. Battle Summary B. Battle Conduct C. Battle Scoring 13 12 12 IV. Rules under R & D 16 Construction, Battling & Safety Rules Purpose of the Club First and foremost the purpose of the club is to provide safe fun in the form of R/C model warship combat. Each member is to remember that this is a hobby that simulates life and death, not the real thing. Foul language and belligerent attitudes will not be tolerated. When there is competition (winner and losers) competitiveness will surface and each member is on there honor to keep it in check. Remember, we want this to be "kid friendly and wife approved". Anyone not able to follow these personal guidelines will be asked to leave. We want to bring forth camaraderie, sharing of information, friendships and sportsmanship, not hostility and anger towards fellow club members. Also, if seeing swastikas and rising suns on ships offend you, this is not the hobby for you. If you think that having model ships firing BB cannons at each other is promoting violence, do not pursue this hobby. I. Safety All members must have NAMBA insurance. A barrel safety pin must be inserted crosswise through the barrel of each firing cannon prior to lifting a ship from the water. The barrel safety pins must be permanently attached to the barrel or to a point on the ship within 6 inches of each cannon. Except for battling, the only time barrel safety pins may be removed from the barrel is during the process of tweaking the cannon. Safety penalty points will be assessed for violation (for penalties; see section on scoring). Firing BB cannons shall not be elevated above the horizontal. The wearing of safety glasses with side shields is required by all participants and spectators when in the marked pit area, when battling, and when observing combat events. Safety glasses are especially important when retrieving a ship from the water, when near the water's edge, and when inserting barrel safety pins. A safety penalty will be assigned to captions in violation. While a battle is in progress no one shall sit, kneel, or lie on the ground within 50 feet of the water's edges. If anyone enters the water to recover a ship, all firing of cannons will cease and all ship motion will stop (unless allowed by the CD) until that person is again on shore. Ships near the captain who is retrieving his ship may be moved away for safety reasons. Ships which are off their five minute rule or checking moss may also come to shore. An R/C frequency tree will be used at all events to control transmitter use. A radio transmitter shall only be operated when the marker is attached to the transmitter. A safety penalty will be assigned to captains in violation. It is the responsibility of the Contest Director of an event to provide the "Frequency Tree" All radios must be narrow band, excluding those on the ham and 27MHz bands. The 27MHz band may be used for warships, except during Campaign (to be addressed at a later date) when the 27MHz band is set. The new spread spectrum radios are acceptable. All ships must have a pressure relief mechanism between the propellant tanks and cannon valves consisting of at least two (2) inches of plastic tubing (250 maximum PSI) or a manufactured pressure relief value set at 250 PSI. The following rules shall apply to the use of C02: 1. All C02 tanks used on-board ships and as land-based storage containers must be commercially manufactured and certified for use with C02 and may not be modified in any manner. 2. All C02 systems must have a manufactured pressure regulator set to no more than 150 psi. The pressure regulator must be connected to the tank using only manufactured hoses or unions rated for C02. The regulator servers to divide the system into a high-pressure side, consisting of the C02 and pressure relief valve, and a low-pressure side, consisting of a distribution manifold, poppet valves or solenoids and conventional RlC BB cannons. Items on the low-pressure side of the regulator NEED NOT be manufactured or certified. Regulators which have been "cut down" or otherwise modified by other than the manufacturer or vendor are not permitted. 3. All refillable C02 systems must have a manufactured pressure relief valve (e.g. rupture disk or equivalent) located somewhere on the high-pressure side. 4. All C02 systems must have a 10/32 threaded hole on the low-pressure side that allows the CD to measure the pressure being delivered to the cannons. 5. The CD, or a person appointed by the CD, is responsible for certifying that all C02 systems adhere to the construction rules. Systems that are in violation may not be used during the event. 6. The CD, or a person appointed by the CD, is responsible for measuring the pressure of the low pressure side of the C02 system whenever it is deemed necessary or when requested by another captain. A system that exceeds the maximum allowed pressure will have its regulator adjusted immediately and a safety chit will be written. If a captain's ship exceeds the maximum pressure more than once in an event, then that captain will be banned from participating during the remainder of the event, and the captain's name will be forwarded to the club members for further review. 7. The club members have the authority to review all violations of C02 construction or procedural rules. If they feel that a captain has shown a pattern of C02 rule violations, then they have the authority to ban the captain from participating in all Treaty Combat events, for as long as they deem necessary. Furthermore, the club members may review the actions of a CD with regard to the C02 rules if requested by a captain in writing. A CD who did not properly adhere to the C02 rules may be banned from acting as a CD in future Treaty Combat events, for as long as the club members deems necessary. Such actions require only a simple majority vote on behalf of the club members. II. Construction & Class Rules A. Construction Specification [U][SIZE=2] 1. All ships must comply with the following test to be able to participate in R/C[I] [/I]Warship Combat. a) The ship is placed on its side. One end of a 3/16" by 1/8 by 18" or greater brass tube is placed against the ship's hull skin and equal distance between two ribs (however, the hull skin shall penetrate anywhere between the two ribs.) Insert a 12" x 1 1/8" solid brass rod about 1 1/8[I]" into [/I]the brass tube (do not spray any lubricants in the tube or on the rod). Letting the rod fall through the tube and striking the hull skin should result in penetration of the ship's hull skin. Maximum hull strength shall not exceed an 18" drop. It is recommended that a ship be built to 12" of drop to allow for battle repairs and hardening with age. The hull skin immediately around prop and rudder shaft exits may be impenetrable material; it must not, however interfere with the inherent penetrability of the hull. 5. Internal "armor" may be used to prevent bb's from damaging internal components or exiting the other side of the hull, as long as it does not violate rule II.A.4. (Note that internal armor is typically a sheet of plastic, plywood, or other impenetrable material mounted about 1/2" behind the hull skin, to prevent bb's from causing internal damage while still allowing them to penetrate the hull.) 6. No water belts, double hull areas, watertight compartments, or other construction advantages may be taken that are attempts to defeat the scope of construction intent. a) Watertight box(s) may be used for the purpose of protecting electronic equipment. This box(s) shall not have sufficient buoyancy to prevent the model from sinking (for the purposes of defining this paragraph only, sinking is defined as a model that will completely submerge). b) No interior box(s), bulkheads, or other interior construction shall subdivide the hull into separate compartments or that will affect the penetrability of the hull skin to bb entries. c) Solid material may be used as "water channeling" as long as it does not interfere with the inherent penetrability of the ship. Water channeling many not extend above 1" below the waterline (or equivalent) hard area. 7. A stringer shall be defined as any solid material that hull skin is attached to that forms the shape of the hull and is not classed as a rib. a) No stringer shall be used unless the shape of the hull dictates. Hull features that dictate the use of a stringer are: bulges, casement guns, knuckles or armor belts. The stringer may not extend than one rib beyond where that hull feature is prominent. b) The surface of the stringer which is against the penetrable area of the hull skin shall be no thicker than 1/8" material but may be any width. c) There shall be no more than one stringer between any two ribs in the penetrable area of the hull (on both sides of the hull). Exception (d). d) Two stringers are allowed on ships whose hull shape dictates more than one stringer, as long as the model's hull resembles the ship being modeled. 8. Penetrable hull areas shall be non self-sealing. 9. Any form of positive hull pressurization is illegal. 10. On ships which have casement mounted cannons, the cupolas may be constructed of impenetrable material. A 1/8" wide strip on each side of the cupola may also be mad impenetrable. If the flat area between cupolas is inset more than 1/[I]2" [/I]from the edge of the gunwale, the entire casement (cupolas and all flat area inset greater than [I]1/2" [/I]be made impenetrable. 11. Maximum model weight shall not exceed the heavy model weight for Class 4-7. The ship must float at scale waterline. 12. Maximum model weight shall not exceed the heavy model weight for Class 3 (as listed in the ship list) plus 10%. 13. Class 2 and lower ships using C02 may add 25% or one (1) pound (whichever is greater) to their full load displacement, and must have a minimum of 1/2" of freeboard at their lowest point. Hull depth may be adjusted as required.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] B. Scale [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] 1. Hull shape shall be relatively scale, non-scale additions to the hull that increase drag are not allowed. 2. Any ship laid down shall be built to 1/144 scale. Allowable error will be +/- 1/8" for the beam and +/- 1/2" for the length, or +/- 2% of prototype dimensions, whichever is greater. 3. The center of the marked waterline of the model must be within 1/8" of the actual floating waterline or the model. On ship Classes 2 thru 7, a ship model may have 1/4" wide tape or equivalent painted waterline and ships Class 1 may have a 1/8" wide tape or equivalent painted waterline or a scale width waterline may be used on any class ship. 4. The ship shall be equipped with a scale number of shafts. Each ship must have a scale number of props. Non-powered props must be scale, or the same size or smaller than the powered props. Speed trim disks may not exceed the size of the drive props, and must be center mounted. They cannot generate more than two seconds of variance in the 100 ft speed course. 5. Barrels must be installed in all turrets. 6. To legally enter an event, all ships must have all superstructure parts in place which exceed one cubic inch in volume.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] C. Rudder Specifications [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] 1. The ship shall be equipped with a scale number of rudders. Only rudders shall be used to turn ships (no "turning motors or other systems may be used to assist in turning). Rudders may not have horizontal features such as wings, etc. 2. The maximum total movable rudder area (measured by cross-section) allowed shall be by model class per "Rudder Spec. Chart." 3. Ships with two or more rudders, or greater than 700 feet length overall, may have 50% more total rudder surface area than allowed above. If the additional rudder surface area is utilized, all rudders must function. Cruisers over 630 ft overall length can add 50% more rudder area. 4. If a ship has a scale rudder or rudders which have more surface area than allowed above, then that ship may have the scale surface area if it can be substantiated, and if said rudder is the scale shape. Said ship must be submitted to the club members for a ruling as to its allowed rudder area. Rudder area per ship class. Class 6-8 4 sq. inches. Class 5 3 sq. inches. Class 4 2.5 sq. inches. Class 3 2 sq. inches. Class 2 1.75 sq. inches. Class 1 1.5 sq. inches.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] D. Reverse [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] 1. All model ships must be able to change from forward to reverse motion by radio control.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] E. Cannons [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] Cannon shall be defined as offensive units and shall not fire any projectile other than a bb (.177" diameter steel shot). Maximum cannon firing pressure shall not exceed 150 psi . Use of Chlorofluorocarbons (CFCs) or other ozone depleting chemicals as propellant is prohibited. Muzzle velocity – Muzzle velocity will be limited. The method for testing muzzle velocity will be …shall not penetrate through 2" DOW foam.…….. All cannons must be equipped to fire single shot, except cannons which are allowed to spurt. A single shot cannon is defined as one which fires one bb for each transmitter control movement from neutral to a fire position and return to neutral. Cannon firing technology – This is no restriction on the technology used to fire cannons. Push buttons, solenoids, circuit boards, and similar devices may be used. Rate of Fire – The rate of fire shall be no more than 2 shots per second For test purposes a single shot cannon will be allowed a 20% variance in the ratio of stick movement to bbs fired. Example: for 30 stick movements the cannon may fire anywhere from 24 to 36 bbs and still-be legal. The Contest Director shall determine compliance both with shore testing and firing characteristics during battle. (Single shot cannon testing shall be by challenge only. The challenger's cannons will be tested at the same time as the challenged cannons.) Cannons must be placed in turrets or casemates occupied by the main battery of the ship modeled. Main battery cannons in a turret must exit the turret from the face of the turret. If a turret has multiple cannons, the barrels must run parallel to each other. The turret barbette must be of scale size and shape; it cannot be modified to increase the down angle of the cannon. The turret must sit flat on the barbette. No cannons may be mounted near the waterline or below the waterline. (Ships with their main armaments located all forward of their superstructure, may use an aft secondary battery to mount a single stern cannon.) Cannons may be mounted in the superstructure if the main turrets are physically too small to house. Firing BB cannons shall not be elevated above the horizontal Maximum depression of sidemounts - The maximum depression on side mounted cannons will be limited to 15 degrees. Maximum length of the cannon barrel shall be limited to: a) "O"-ring cannon: 5" from "O"-ring. b) "Restrictor tube cannon: 6" from the outlet side of the restrictor tube. Automatic-tracking and automatic-ranging systems for the cannons are illegal. All spurt cannons must have an o-ring or restrictor tube and their barrel i.d. must be no more than .190" at the muzzle.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] F. Additional Weapons [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] 1. Since the goal of the hobby is to conduct safe surface naval battles, other weapons such as mines, torpedoes, ram bow usage, depth charges, rockets, fire, acids, bases, etc., are not allowed.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] G. Pumps [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] There will be three pump capacities. a) Battleships and fleet aircraft carriers converted from battleship hulls. i. 1.25 gal./min. capacity for a full one unit pump ii. If a battleship pump is operating at ½ unit, the capacity is limited to the same as a battle cruiser iii. If a battleship allots two or more units to pumps then each pump will be reduced to the battlecruiser capacity b) Battle cruisers and fleet aircraft carriers converted from battle cruiser hulls. i. 1 gal./min. capacity for a full one unit pump ii. If a battle cruiser utilizes either 1/2 unit for the pump, or has more than one pump, then the pump, or each pump will be reduced to the .75 gal/minute amounts. c) All other warships pumps can pump .75 gal./min. even if they only allocate ½ unit for the pump. Pump discharge angle – Pump discharges must be oriented in such a way that they will not spray captains and equipment in their vicinity. A pump shall be defined as one or one half defensive unit and shall not be of a positive displacement design. A one unit pump may not be subdivided into two 1/2 unit pumps. All pumps must be electric, and composed of one motor and one pump rotor. A pump shall have only one intake.[/SIZE] [B][U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2] H. Warship Classes [U][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][FONT=Arial][SIZE=2][SIZE=2] Unless a ship has been specifically exempted in subparagraph "a." the characteristics listed in the following table take precedence over any values listed in the Treaty Combat Ship List. Only ships which were launched between 1895 and 1946 inclusive and were completed will be legal to model (refer to Treaty Combat Ship List for legal ships). Hypothetical ships – Any ship that was authorized for construction or had an order placed will be allowed. Examples are: Gascoigne, Montana (WW2), Dutch battle cruisers, German O class battle cruiser, and the French Lyon battleship (WW1). All such ships are allocated units, rudder area, speed, based on technical data. These ships should not have any unfair advantage over the ships listed below. Listed below are the authorized classes and the offensive/defensive the offensive/defensive units allowed. [B] Treaty Combat Ship Unit List[/B] 8 units = Battleships > 60,000 tons Aircraft Carriers > 60,000 tons 7.5 units = Battleships - 50,000 ~ 59,999 tons 7 units = Battleships - 44,000 ~ 49,999 tons Aircraft Carriers - 45,000 ~59,999 tons 6 ½ units = Battleships - 40,000 ~ 43,999 tons 6 units = Battleships - 33,000 ~ 39,999 tons Battlecruisers > 39,000 tons Aircraft Carriers - 23,000 ~ 44,999 tons 5 ½ units = Battleships - 27,000 ~ 32,999 tons Battle cruisers 35,000 ~ 38,999 tons 5 units = Battleships - 25,000 ~ 26,999 tons Battle cruisers - 30,000 ~ 34,999 tons Aircraft Carriers - 15,000 ~ 22,999 tons 4 ½ units = Battleships - 22,500 ~ 24,999 tons Battle cruisers - 25,000 ~ 29,999 tons 4 units = Battleships < 22,500 tons Battle cruisers < 25,000 tons Aircraft Carriers < 14,999 tons 3 ½ units = Heavy Cruisers >= 12,000 tons Pre-dreadnoughts Armored cruisers built before 1922 > 14,499 tons 3 units = Heavy Cruisers built after 1922 - 8.000 ~ 11,999 tons Light Cruisers built after 1922 -9,000 tons or more Light Aircraft Carriers (converted Heavy Cruisers) Armored cruisers built before 1922 11,500 - 14,499 tons 2 ½ units = Heavy Cruisers built after 1922 < 8,000 tons Light Cruisers built after 1922 - 6,500 ~ 8,999 tons Armored Cruisers built before 1922 < 11,500 tons 2 units = Light Cruisers built after 1922 - 4,500 ~ 6,499 tons Monitors >= 7,000 tons 1 ½ units = Light Cruisers built after 1922 < 4,500 tons Protected cruisers built before 1922 All destroyers Monitors < 7,000 tons Submarines Escort Carriers Raiders/Liberty Ships/Armed merchant ships/Troop Carriers[/SIZE] [FONT=SymbolMT][SIZE=2][FONT=SymbolMT][SIZE=2] •[/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/SIZE][/FONT][/U][/SIZE][/FONT][/SIZE][/FONT][/U][/B] b) Hull skin must penetrate in 3 out of 5 locations on first drop. c) Superstructure surfaces may be constructed of any material. d) Hull hardness testing (as described in paragraph a. above) shall be by challenge only. 2. The total hull length that can be solid material shall not exceed 15% of the overall length of the hull. This includes ribs, solid material at bow and stem, and fillets. Measurement shall be made along the longitudinal centerline of the model (farthest point forward to farthest point aft of hard area). a) A rib or keel shall be defined as any solid material attached to the hull skin, which is perpendicular to the plane of the waterline, and whose function is defining the shape of the hull. b) Ribs and keel can be no thicker than [I]3/8" [/I]thick material. c) Minimum spacing between ribs shall be no less than 1" from rib centers. d) Solid material in the bow may extend no more than 2" aft following the contour of the bow. (See Diagram A.) [B][U] Diagram A[/U] [B]Shaded Area may be solid[/B] e) Solid material in the stem can extend no more than I" forward from the extreme stem measured along the longitudinal centerline of the model.[/B][/U] [U][B] [/B] 3. The main deck(s) may be no more than [I]3/8" [/I]thick (maximum thickness of any single or multiple deck assembly). 4. Impenetrable material may be used as hull skin, but must be at least 1" below the waterline or more than 45 degrees down the turn of the bilge. (See Diagram B) [/U] Exemptions from the table above include the following: I. Speed The model's maximum speed shall be determined per values listed in the Treaty Combat ship list. Information will be taken from Conway's All The World's Fighting Ships, or a reputable source approved by the founders. Ship's maximum speed will be based on designed speed, or the highest speed attained on trials (whichever is greater). Rounding down to the last full knot. Ships speeds must match the guise (or era) of the ship as modeled. If a ship had a max speed of 30 knots as completed, but was then bulged, or refitted, and the max speed was then 28 knots, then the speed needs to match the ship in the guise as modeled. Speed testing will be by challenge only and may be conducted before a sortie begins or immediately after a sortie has been fought. The ship begin challenged may not be opened or modified in any manner before the test is performed. The test will be conducted using the batteries that exist in the ship at the time the ship is challenged. Pumps may be turned on only if the ship is in danger of sinking during the speed test (or if the pump is always on or automatic) Testing will be over a measured course from a running start. The challenged ship will be piloted by the challenger and the challenger's ship will be piloted by the challenged, the timing will be done by the Contest Director or by someone appointed by him. The actual length of the course for measuring speed can be any distance with the listed speed being a rate rather than an absolute. No change in the resistance in the throttle section of a ship is allowed between sorties A ship may not exceed its maximum allowable speed in any direction of movement either forward or reverse. A timed throttle system that enables a ship to exceed its maximum allowable speed for any portion of the measured course is an illegal system. A throttle system which uses a "feedback" type sensor to apply greater thrust when the ship is not at maximum speed is an illegal system. Ships speeds will be determined by the list below. Ship's speed Model's speed (in knots) (seconds/100 ft.) 20 knots………………………………...…40 seconds 22 knots.......................................................38 seconds 23 knots.......................................................37 seconds 24 knots.......................................................36 seconds 25 knots.......................................................35 seconds 26 knots.......................................................34 seconds 27 knots.......................................................33 seconds 28 knots.......................................................32 seconds 29 knots.......................................................31 seconds 30 knots.......................................................30 seconds 31 knots.......................................................29 seconds 32 knots.......................................................28 seconds 33 knots.......................................................27 seconds 34 knots.......................................................26 seconds 35 knots.......................................................25 seconds 36 knots.......................................................24 seconds 37 knots.......................................................23 seconds 38 knots.......................................................22 seconds Minimum warship speed will be 22 knots, so anything that didn't go at least 22 knots can still go 38 seconds/100 ft. The minimum warship speed of 22 knots allows some of the inter-war ships to have a slight speed advantage over the early WW1 ships. Convoy ships speeds will be 20 knots (40 seconds/ 100 ft), or whatever the actual ships top speed was historically. So if you use either an aircraft carrier, or an ocean liner as a convoy ship, and that ship’s top speed was 31 knots, then it can go 29 seconds/100ft. J. Violations 1. A violation shall be defined as any ship that is not constructed in accordance with anyone or a combination of the preceding construction rules, 2. Any ship suspected of being in violation of any rule shall be brought to the attention of the Contest Director. The Contest Director or someone appointed by him will immediately investigate the suspected violation and/or apply the appropriate test. 3. A Citation of Non-Compliance will be issued to any captain whose ship has been determined to be in violation of one or more construction rules. All Citations of Non-Compliance will be submitted to the Treaty Combat Secretary and kept on record. A copy of all outstanding citations will be mailed to the Contest Directors of all future Treaty Combat events. The ship receiving the citation shall not compete in any future Treaty Combat events until it has been inspected and/or tested by a Contest Director and found to be in compliance with the rule(s) which were violated. This Contest Director shall then inform the Treaty Combat Secretary that the ship is now in compliance and the outstanding citation will be stricken from the record of Non-Compliance will be submitted to the Treaty Combat Secretary and kept on record. A copy of all outstanding citations will be mailed to the Contest Directors of all future Treaty Combat sanctioned events. 4. If a ship is in violation, a secret ballot will be taken among all participating captains (both sides) to decide if the violating ship can compete without correcting the violation. A 2/3rcls approval vote is required for the ship to compete. a) If a battle is in progress, this vote will occur prior to the next sortie. Otherwise, the vote will be taken prior to each subsequent battle as long as the ship is still in violation. b) This voting will only be allowed during the sanctioned event in which the violation was discovered. K. Submarines 1. Any rules pertaining to the construction, operation, and scoring of surface ships within the rules apply to submarines unless specified. 2. A submergible submarine may have a pump if the pump can only be used to pump water into and out of an enclosed ballast tank. In no way may the pump be used for damage control. 3. Submarines are not considered sunk by decks awash or resting on the bottom, but by their failure to surface when requested by a CD. 4. All penetrable area on a submergible submarine that participates in fleet battle is considered "below the waterline area for scoring. 5. On submarines, impenetrable material may be used as hull skin, but be at least 1" below the waterline, more than 45 degrees below the turn of the bilge, or more than 45 degrees above the turn of the hull. 6. A submarine must have at least 1/2" of penetrable area amidships. 7. A submarine does not need at least 1/2" at its lowest point. III. Battling A. Battle Summary A battle is conducted in the following manner: Two fleets are mutually decided upon, each fleet consisting of one or more ships. These ships are launched at the appointed time. When all participants have announced that they are ready to battle the Contest Director (or someone appointed by him) announces, "LET THE BATTLE BEGIN". Combat is engaged according to the rules in section B, "BATTLE CONDUCT". After all ships have completed the "Five Minute Rule" time period and have been removed from the water, that sortie is declared over. At this time combat damage is assessed and recorded on the COMBAT DAMAGE REPORT form. If there are additional sorties to be in this battle, the ships' cannons are then reloaded with bs and/or propellant. At the appointed time the ships are then re-launched for the next sortie. At the end of the last sortie the battle is declared over, combat damage is assessed and tabulated, and a battle winner is declared. Combat damage may then be repaired and batteries may be legally replaced in preparation for another battle. B. Battle Conduct A sortie is officially counted when a ship is on the water at the time that battle is declared between two opposing sides. A battle is a series of one or more sorties. The number of sorties is to be agreed upon by both sides previous to the start of the first sortie. When a captain desires to withdraw from a sortie, he announces to all participants that he is invoking the "Five Minute Rule" for ships in Classes 7 through 2 or the "Two Minute Rule" for ships in Class 1. h) At the announcement of "Five Minute Rule"/ "Two Minute Rule", the ship must remain in the battle for five/two minutes before being touched by the captain or removed from the water. i) A ship on "Five Minute Rule"/ "Two Minute Rule" may not fire upon opposing ships, but may be fired upon by any other ship not already on the "Five Minute Rule"/"Two Minutes Rule. j) A battler may not announce "Five Minute"/ "Two Minute Rule" while anyone is in the water. k) A ship off the Two/Five Minute Rule must be brought to shore immediately and may not be fired upon. If the majority of the participants in a battle agree, or at the Contest Director's discretion, a "Fleet Five Minute Rule" may be used. The "Fleet Five Minute Rule" varies from the normal "Five Minute Rule" in that all ships of a fleet announce "Five Minutes" simultaneously, with no individual "Five Minute Rule" announcements being allowed. If a ship is out of control, a captain can declare "Out of Control Five Minutes" for ships in Classes 7 through 2 or "Out of Control Two Minutes" for ships in Classes 1. a) A ship can be declared out of control when: The ship loses either forward or reverse controlled propulsion. The ship loses controlled steering. The ship is ACCIDENTALLY beached. b) A ship on "Out of Control Five Minutes/Out of Control Two Minutes" may fire on opposing ships and may be fired on by any other ship not already on "Five Minute Rule/Two Minute Rule". c) If control is regained of a ship on "Out of Control Five Minutes/Out of Control Two Minutes" the ship may, after announcing that control has been regained, return to full battling status. Time accumulated on "Out of Control Five Minutes/Out of Control Two Minutes" is canceled on reentering the battle in full status. "Out of Control Five Minutes/Out of Control Two Minutes" one minute rule – When a captain declares that they are out of control,(drive or steering system only), they will only be a target for the first one minute (60 seconds). After that they will have to survive the remaining four (or one) minutes. After the first 60 seconds they can no longer be attacked and they can no longer fire on others. "Out of Control Five Minutes/Out of Control Two Minutes" notification rule – If any captain that is on their 5 (or 2) minutes is asked if they are on 5 (or 2) minutes, they must inform the person asking that they are on the time and also inform them how much time remains. Between sorties water may be removed from a ship's hull, and ram damage (as approved by the CD, opposing Admiral, or ramming captain) may be repaired, but battle damage may not be repaired. Between sorties no weights may be shifted inside a hull. This is to prevent any ship from gaining an advantage by changing the effective waterline. There shall be no firing at another ship from shore or firing from shore to water during a battle. Prop-washing rule – Prop washing is not allowed. The CD shall call attention to prop washing at their discretion. A ship that is declared sunk (see SCORlNG, paragraph 6) may not fire on other ships. A ship that has received no bb hits in the hull during a battle but sinks will be declared and "Un-seaworthy sink". All ships may change any or all batteries between sorties. If a ship is not ready to battle at the appointed time for a sortie to start, it may not participate in the remainder of that battle. If both fleet admirals agree, this ship may enter the battle at the beginning of a later sortie. A ship that withdraws from a battle for any reason other than ram damage will be penalized (for penalties, see section on scoring}. A ship which enters battle with the barrel safety pins still inserted in the barrels or the guns turned off (gas/electric) may be brought to shore and have the pins removed or guns turned on, during the first two minutes of the battle. The ship may not be fired upon while returning to shore and until the captain declares he is reentering the battle. Any ship entering a sanctioned event must have all superstructure damage patched and/or repaired prior to entering its first battle of that event. The assessment of battle damage/penalties shall be done at the end of each sortie and recorded on the Treaty Combat's COMBAT DAMAGE REPORT. A report shall be filled out for each ship which participated in the battle. At the end of battle, the completed COMBAT DAMAGE REPORTS shall be turned in to the Contest Director. When assessing battle damage between sorties an opposing captain must be present to verify battle damage/penalties. This opposing captain will initial the COMBAT DAMAGE REPORT signifying his acceptance of the figures recorded for that sortie. By a majority vote of the participating captains, a "Fifteen Second Moss" rule maybe invoked for a combat event. The "Fifteen Second Moss" rule is defined as follows. d) When a ship's propulsion system is fouled by a foreign object, such as moss, fishing line, etc., the captain may call "15 Second Moss". e) Upon calling "15 Second Moss", the captain starts a 15 second timer and the ship remains on the water as a target and able to return fire until the timer expires. f) Upon expiration of the timer, the captain may retrieve his ship and remove the foreign object (s). After removal of the object(s), the ship must be placed reasonably close to where it was retrieved. g) If a ship was aground (beached) when "15 Second Moss" was called, the ship must be returned to the same grounded/ beached state. The moss rule is not a "get off the beach free card". If moss rule is used to "un-beach" a ship, it will be considered a declared sink. C. Battle Scoring First offense Warning, Second offense 250 points, Subsequent offenses 500 points. 5. Any contact between ships may result in a ram penalty assigned to the ramming captain. a) A damaging ram shall be defined as any contact which causes damage affecting the ship's combat serviceability, the hull's watertight integrity, and/or breakage or dislodging of superstructure parts. b) Non-damaging rams shall have no penalties. c) The contest director will assess ram damage penalties of 100 points for hull damage above the waterline, and 200 points for hull damage below the waterline. d) A ram which causes a ship to sink shall result in penalty points equal to the sunk ship's sink points by class. e) A captain whose ship is rammed must immediately bring his ship to shore for inspection of ram damage. This ship cannot be fired on while returning to shore for inspection and until the captain declares he is reentering the battle. If no damage to the ship's watertight integrity or combat serviceability is found by the captain, he will immediately return his ship to battle. If damage to the hull is found and can be patched within five minutes, the captain may reenter the sortie in progress after making necessary repairs. If repairs to the hull cannot be effected within five minutes, that ship is out of the sortie but may reenter the battle in a later sortie. If repairs cannot be made in time to reenter either the sortie in progress or any remaining sorties, there will be no penalty for the rammed captain. f) If a captain refuses to immediately bring his ship in for inspection after being rammed by another ship or inspects and/or repairs his ship which later sinks as a result of the ram, this will not count as a ram sink, but will count as a combat sink and the opposing fleet or captain will be awarded full battle sink points. g) If a rammed ship goes out of control immediately following a ram, the captain must immediately recover his ship for inspection. At this point procedure outlined in paragraph (e) above applies. h) A ship that has been sunk due to ram damage may be repaired and returned to the sortie in progress (if repairs can be made within five minutes) and/or any remaining sorties of the battle. Even if a ram sunk ship is repaired and returned to battle, the ramming captain is still penalized during the sortie in which the ram occurred. A ramming captain shall have his ship removed from the water while the ram damage is being repaired on the rammed ship. He may reenter the sortie when the rammed ship repairs have been affected, providing damage is repaired within five minutes. If the rammed ship cannot reenter the sortie in progress because of the ram damage, then the ramming captain shall also remain out of that sortie. The fact that the rammed ship may not be able to enter any remaining sorties in the battle will not prevent the ramming captain from entering any remaining sorties in the battle. j) If a ship on the "Five Minute/Two Minute Rule" rams (or is rammed by) his own teammate, the captain on "Five/Two" must stop his timer while the ram is checked. k) With any damaging ram, all ships involved will stop their timers while the ram is repaired. 6. A sink shall be declared when a ship has any portion of any deck awash on both sides of the hull or when any part of the hull is resting on the lake bottom. This applies to sinking from any and all causes. (Note: the Contest Director, or someone appointed by him, must rule on any ambiguous or questionable sinks; i.e. a ship which is beached). Submarines are not considered sunk by decks awash or residing on the bottom but by their failure to surface at the end of a battle and return to port. A ship's captain may declare his ship scuttled at any time during a battle. The opposing fleet or captain shall be awarded points equal to double the sink points of the scuttled ship. 7. Division of points at the end of a fleet battle shall be determined using the following weighted system: d) At a sanctioned event, the contest director in conjunction with the two fleet admirals, may assess penalties for violations not specifically addressed by other rules or Bylaws. g) The Contest Director at his discretion may test randomly for magazine loads. Just prior to battle the Contest Director may test one or more ships on each fleet. One cannon on each ship will be tested. If more than 55 bbs (28 for a half unit and 82 for a one and a half unit) are in the magazine, there will be a 1000 point penalty and the battler will sit out the rest of the battle. 1. Battle damage points are accrued by shooting holes in the opponent's ship. a) A bb entry hole in the hull above the waterline will count 10 points. b) A bb entry or exit hole on the waterline will count 25 points. c) A bb entry or exit hole below the waterline will count 50 points. d) If a bb makes both entry and exit holes, the highest scoring hole is counted and the remaining hole is not counted. e) If a bb hole lies in the hull above the waterline but touching the vinyl waterline tape, it shall be counted as a waterline hit. f) If a bb hole lies in the vinyl waterline tape but touches the below-the-waterline area of the hull, it shall count as a below-the-waterline hit. g) Points will not be awarded for superstructure damage caused by bbs. 2. A bb hole shall be defined as any damage which has a visible break in the hull. a) In the case of large holes, if there is evidence that more than one bb caused the damage (i.e., rounded dimples around the edge of the damage), then each bb shall be assessed as a bb hole. b) Dents in legally solid areas of a model shall not be assessed as a bb hole. 3. Battle sink points shall be counted as follows: a) If a ship's captain withdraws his ship from a battle between sorties for any reason other than ram damage, the opposing fleet or captain shall be awarded points equal to the withdrawn ship's battle sink points. b) Exemptions, the Yamato class are worth 1200 battle sink points. c) Sink points only may be counted and not count damage. Based on either class of ships sunk, or max tonnage of the sunk ships (if they are the same class). 4. Penalty points will be assigned a ship's captain for the following infractions: a) Un-seaworthy sink shall count one-half of the ship's battle sink points by class. b) A captain who intentionally beaches his ship to avoid sinking due to combat damage shall be penalized double the ship's battle sink points by class. c) Safety penalty points (barrel safety pins, safety glasses, frequency marker, etc.) will be assigned against specific battlers (and not their team) during an event by the following ascending scale. First offense 100 points, Second offense 200 points, Subsequent offenses 500 points each. Penalty points for speed violations will be assigned, against the individual and team, during an event by the following scale. Class 8 1200 pts Class 7 1100 pts Class 6 1000 pts Class 5 900 pts Class 4 800 pts Class 3 700 pts Class 2 600 pts Class 1 400 pts a) The weight factor points of all ships in a fleet are totaled and the combat damage point total of the opposing fleet is divided by this number. This produces the damage award factor. To determine the points awarded to a particular ship, the damage award factor is multiplied by the ship's specific weight factor from the list above. Individual penalties assigned to this ship are deducted from that ship's total points to produce the final score for the captain of that ship. This process is done at the end of each sortie. Captains receive points only for those sorties in which they participated. If combat damage is assessed only at the end of the battle rather than between every sortie, then captain who did not participate in a sortie will only receive points for the fraction of the battle they participated in. For example, if a captain participates in only one of two sorties, his weight factor will be halved, so that he receives 1/2 the points that he would have if he had participated in both sorties. He receives the points that he would have if he had participated in both sorties. b) The final scores of all captains participating in that battle are added together to obtain the final fleet score. c) The opposing fleet's final scores are compared. The fleet with the highest final fleet score is declared the winner of that battle. d) Ship-to-ship battles are scored as if it were a fleet battle with one ship in each fleet. IV. Rules under R & D The following are rules that are currently being considered. 1. Allow large magazines on bow and stern cannons (only) 100 rounds max. So a cruiser could have a two unit cannon in the stern with 100 rounds. This does not apply to sidemounts. 2 Multi-unit pumps Ships can have single pumps that count as 1.5, or 2 units etc. as long as they do not exceed the capacity of a pair of pumps under the pump guidelines. 3. Pre-dreadnaughts with a beam of at least 73' can have sidemounted cannons for the 2010 battling season, under R+D. 4. Aircraft-carriers (class 4 and above), (and with a beam of 80' or more), will have bow, and stern quadrants that are 60 degrees wide (30 degrees to each side of the center-line). Cannon units in each of these quadrants must be evenly distributed to port, and starboard of the centerline. This is for the 2010 battling season under R+D. All Some of the members have asked us to clarify, or interpret a few of the rules that seemed to have areas that were either... 1 Open to interpretation. 2 Gray areas. 3 Loop-holes. That being said. Here are our conclusions on the matters. 1. During the world wars, some ships had to run sea trials in shallow water ( Conways refers to this as the shallow water mile), where any given ship's speed trial results would be slightly lower (generally 1-2 knots) than it would have been had the speed trial been run in the deep water (which was normal practice). In almost all cases, Conways will list both the actual trial speed attained, and what the trial speed results had the speed trials been conducted on the deep water mile. So as long as Conways mentions that the speed trials were conducted in shallow water, and lists what the trial speed would have been had the trials been conducted in deep water, then we will allow the higher speed for those ships, when it comes to determining what speed the ship is allowed to go according to our speed chart. We will have the higher figures in the club's ship list when it is completed. 2. On ships that have a raised center section (above the main deck), such as the Richelieu, Dunkerque, and perhaps others, the 01 level will not be considered part of the hull, and does not have to be penetrable. That portion of the ship above the line of the fore castle deck is considered superstructure. 3. Rate-of-fire. We have limited the rate-of-fire to 2 shots per second. The intention is to have a half-second between shots. So one shot every half-second. 4. Concerning areas of our rules package that could be seen as gray areas, loop-holes, or open to interpretation. We are comfortable with our rules package getting bigger because skippers come up with new ways of making the hobby more fun for the club as a whole. We are not comfortable with our rules package getting bigger because some individuals make a habit of finding ways around the rules, by finding loop-holes, gray areas, and areas that could be open to interpretation, and exploiting them in order to obtain an un-fair advantage for themselves, or their ships, over those of us who have enough respect for the club, it's membership, and it's rules package, to follow the rules as they are written, and/or intended. If anyone comes up with something that is not covered in the rules package, then please bring it to the attention of the founders, for approval. If we are certain that it will not give anyone an un-fair advantage over anyone else, then we will more than likely let you give it a try. If we aren't sure that it will not give anyone an un-fair advantage over anyone else, then we will more than likely still allow you to give it a try, but under R+D, just in case. If it is obvious that it will give someone an un-fair advantage over anyone, then we will not allow it. We want to provide the membership with an atmosphere that is safe, and fun for everyone. Thanks for your participation. The Founders. Ships of the IJN Yamato classes which are built in 1/144 scale are class 7 and have 8 units. Ships of the Scharnhorst class are classified as battleships with a standard displacement of 32,000 tons and will have 5.5 units. All displacement values shown above are standard displacement. All displacement tonnages listed above are in English tons (long tons) of 2240 pounds each. All ships are classified according to their original AS BUILT specifications; reconstructions at a later date will not affect the class of the ship or the number of units it receives, with the following exceptions: d) Conversion of completed ships into full aircraft carriers can be rated at their original configuration AND for their original reconstruction into an aircraft carrier e) Japan's Mogami class light cruisers will also have a listing for their conversion to eight inch gunned heavy cruisers (note. They are still 3 units). f) Great Britain's Furious will be classed as both an aircraft carrier, and a battle cruiser. g) Three unit cruiser rule – Three unit cruisers may break down one of their units into two ½ units. In so doing, they can then use a ½ unit for a pump and add the other ½ unit to an existing cannon or create a ½ unit cannon. A one unit cannon carries a load of 50 bbs fired singles shot, or 15 bbs if spurted. A 1/2 unit cannon carries 25 bbs fired singles shot. A 1/2 unit cannon magazine may be added to a 1 unit cannon magazine, making a 11/2 unit cannon with 75 bbs. Cannon units may not be subdivided into smaller cannon units (a 1 unit cannon may not be made into two 1/2 unit cannons). A ship may mount only a single ½ unit cannon in its offensive armament. In Ship Classes 3 and above, any legal 1/2 unit may be used as cannons with 75 bbs in the magazine. Only Class 1 ships may be armed with (1) spurt cannon. a) All Class 1-5 ships may use their extra half unit as either a cannon or a pump. b) All Class 2 and smaller ships are allowed to split off a separate half unit to use for a single pump. For example; a 2-unit ship could have a 1/2 unit pump, a 1 unit cannon, and another 1/2 unit cannon. Splitting a full unit cannon – Captains can split full unit cannons into ½ units and add the ½ units to already existing cannons. For example, the captain of a South Dakota class battleship (6 units) can take one of the three stern cannons out and add ½ unit of ammo to each of their sidemount. Or, they could take out one of the three stern cannons and have two 75 round (1.5 unit) stern cannons. NOTE: This rule does not apply to ships with twin side-firing turrets. All side-firing turrets with 2 cannons (twin mounted side-firing) are limited to 100 rounds max. (2 50 round magazines per turret). Bow and stem firing cannons on all classes of ships cannot be angled more than 15 degrees either side of the longitudinal centerline of the model. Classes 7, 6, 5 and 4 may have side mounted cannons (any cannon which is angled more than 15 degrees from the longitudinal centerline of the model). c) Ships under 720': These ships may carry a maximum of two side mount cannons with maximum of one firing cannon covering any specific side. On these ships, one specific fixed quadrant shall be left unarmed at all times. The definition of quadrants are: forward and stem quadrants are 30 degree segments arranged 15 degrees either side of the ship's longitudinal centerline; side quadrants are those extending from the end of the bow quadrant to the beginning of the stem quadrant on either side. d) Ships over 720': These ships may carry a maximum of three side mount cannons with a maximum of two firing cannons covering a specific side. When two cannons are firing into the same quadrant, they must be in separate turrets. All quadrants may be covered. e) Yamato, Iowa, Richelieu, Vanguard and Rodney classes: These ships may carry a maximum of four side mount cannons with a maximum of two firing cannons covering any specific side. When two cannons are firing into the same quadrant, they may be mounted in a single turret. All quadrants may be covered. f) Aircraft Carriers will be divided into classes 1 thru 8 based on the ships tonnage. The cannons may be mounted under the flight deck. Cannons can cover the bow, and stern quadrants only, with no more than 75% of the offensive units covering either quadrant Aircraft Carriers will not be allowed to have side mount guns. Guns must have a minimum spacing of 1/2 inch CL to CL of the barrels. g) Rotating turrets (turrets that traverse from one quadrant to another) are allowed on classes 4-7 provided that they do not violate the above restrictions. h) Pivoting turrets (turrets that traverse within one quadrant, and do not leave that quadrant) are allowed. i) Ships that are allowed to have twin side-firing turrets may rotate these turrets as long as they do not violate the two cannons in one side quadrant at one time rule. Example, a ship with two cannons in "B" turret can rotate them from port, to bow, to starboard as long as that ship has no other sidemounts in either side quadrant at the same time that the dual turret covers the side. j) A ship that has two turrets with twin cannons can have those turrets trade sides as long as they are never covering the same side at the same time. k) Side mounted (broadside) cannons may not be down angled more than 15 degrees measured from the horizon. The ratio of offensive and defensive units is the choice of the captain but may not be changed during the course of a battle. Offensive unit positioning may be changed between sorties of a battle. Any offensive units carried on board a ship in excess of the selected offensive/defensive ration must be pinned. All ships may change batteries between sorties.