Combat is resolved with each ship picking a target and rolling one die per gunnery factor, and each 'hit' (generally, a roll of six) is re-rolled to produce the amount of damage generated, which is applied to the target's armor factor. If the amount of damage exceeds the armor factor, the ship is sunk. Air attacks are resolved by rolling one die for each attack at a number of targets equal to the air factor. On a roll of five, the ship is disabled, which means that it is forced to return to port.