Beruflich Dokumente
Kultur Dokumente
Size Chart*
Ship Length Crew Size (min/max) Small 4-10" 10/25 Medium 11-18" 14/40 per deck Large 18"+ 18/50 per deck *There are no Ironclad Dinghies. War Machines 0-2 0-4 per deck 0-5 per deck
Speed
Ships generate 3 Steam Points safely. Each Steam Point can do the following: Move the ship forward up to 2". Move the ship backward up to 2". Pivot on the spot up to 45 degrees. Ships can make one turn of up to 45 degrees for each 2" of movement. Up to 3 additional Steam Points can be generated by going Full Throttle. Decide how many additional Steam Points you wish to generate, add that number to the roll of 2D6, and consult the chart below.
Small 9 6 8 Mediu 9 10 9 m Large 9 16 9 *Both the hull and paddle wheel have fixed 5+ saves (not modified by the Strength of the attack).
Rudder Chart, D6
The missile has gone wide - no effect. The shot hits the hull instead. Roll to Wound as normal. 6 A hit! Roll to Wound as normal. All rudders have T8 and 1 Damage Point. A ship without a rudder cannot steer or make any turns for the rest of the game and is Adrift. 1-3 4-5
14
Turret Chart, D6
The shot has no effect. The shot hits the turret. Roll to Wound as normal. 6 Roll a D6. On a 4+, the turret is jammed. The gun may fire but cannot pivot from its current position until a 6 is rolled at the start of the Dwarf turn. Turrets have T9 and 4 Damage Points. Once reduced to 0 Damage, the turret, its war machine, and its crew are destroyed. 1 2-5
15
Move Chart
Ship Size Move Before Turn* Small 1" Medium 1" Large 2" *This rule applies only if the ship moved more
Ramming
Small Ironclads add +1 to their die roll to determine Damage Points inflicted by a ram. Medium and Large Ironclads add +2.