Propulsion hits which occur beyond the available boxes are recorded in the margin and must be repaired before repairs to any propulsion boxes may be attempted. One damage mark would be recorded in the margin, and the third damaged box would be converted into a destroyed box. Main - Each main armament hit must be randomly assigned to a position, which is usually an easy task due to most main guns being positioned in two turrets. Most players assign a 1 through 6 roll to the forward turret and a 7 through 12 roll to the aft turret. French style battleships with a lozenge arrangement should use the embattled-side rule and break the location die roll into thirds instead of halves.
All main positions are available for damage regardless of their current status.
A previously destroyed main position which sustains a hit will still trigger a critical hit check unless its magazine has been successfully flooded by the vessel's commander. Secondary - Each secondary hit causes the damage or destruction of one position for each weapon type of secondary class or less. For example, if a vessel has both secondary and boat gun armaments, one position of each will be lost by an S result. Lost positions are always taken off of the embattled side of a vessel first. If no weapons are surviving on the embattled side, then other previously undamaged weapons on the non-embattled side will be affected.