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By Paul (bekosh) Polter
“Starmada” and related logos are trademarks of Majestic Twelve Games “Starmada”, “The Admiralty Edition”© 2007 Majestic Twelve Games www.MJ12games.com
OPTIONS IN PLAY Ironclad Armada assumes the following options are in use: B.6 Dual-Mode Weapons E.1 Armor Plating B.Ironclad Armada CORE RULES MODIFICATIONS Except where noted below.1 Expanded Accuracy C.2 Expanded Firing Arcs C. rule 3.11 Naval Movement CORE RULES MODIFICATIONS Wind and Weather Conditions Naval Movement under Sail Shallow Water Collisions/Ramming Fouling.3 Expanded Ranges C.0: Movement is not used.4 Countermeasures B.5 Fire Control B.11: Naval Movement is modified by special rule Naval Movement under Sail in Ironclad Armada.11: Naval Movement is in play: thus.15 Faceted Shielding C.6 Hyperdrive B.12 Tech Levels B. 2) For ships with sails instead of steam engines.1 Damage Control D. the following rules should not be used: 5.6 Rolls D.9 Three Dimensional Movement D.0 Fighters B.10 Screens D. .1 Basic movement D. with the following modifications and substitutions: 1) Option D.12 Etheric Movement E.6 Shield Reinforcement E. Ironclad Armada utilizes “essential” Starmada as described in the Core Rulebook.4 Sensor Modes E.7 Marines (Advanced) B.8 Mines B.4 Weapon Traits C. Grappling and Boarding Conversely. Option D.5 Pivots D.8 Searchlights New Equipment Option SU Cost ORAT DRAT Ram 5% 10 n/a Provides a modifier on Collision/Ramming die rolls.
) For the starting wind strength. Wind shifts 60º Counter-Clockwise.) To determine starting wind conditions. if the result of the roll is a “1” or a “2”. “Up”. pick one direction on the game board as “North”. the scenario immediately ends in a draw. Roll 1d6 to determine the starting direction that the wind is blowing towards. Wind shifts 60º Clockwise. (Example: A roll of “2” means that the wind is blowing from hex side “5” towards hex side 2. Those conditions should either be stated in the scenario setup or determined randomly. Wind shifts 120º Counter-Clockwise. If wind strength is “Storm” and the die roll calls for an increase.Wind and Weather Conditions In any game that includes sailing vessels. Becalmed. Die Roll 1-3 4-6 Wind Strength Change Table Result Wind Strength drops one level. roll 1d6 on the Wind Strength Change Table and 1d6 on the Wind Direction Change Table and apply the results. Every turn during the End Phase. Light. as the combatants are too busy trying to save their ships from sinking to continue fighting. The hex sides are numbered clockwise 1 through 6 as shown at right. .) Weather conditions may change during the course of the game. otherwise Wind Strength is Normal. There are 4 strength levels for wind. roll on the following table. the wind and weather conditions at the start of the game will need to be determined. Wind Strength Light Normal Storm 1-2 3-5 6 (Re-roll and use Storm only on a second 6. Wind Strength increases one level. roll 1d6. (See the Naval Movement under Sail section for details of the affects of the different wind strengths. Die Roll 1 2-3 4-5 6 Wind Direction Change Table Result Wind shifts 120º Clockwise. “Top”…. Normal and Storm.
Wind from the bow (GHI) move cost is 3 MP per hex. moving 1 hex forward and turning to port again. The MP cost per hex is based on the direction and strength of the wind.Naval Movement under Sail Rule D. This means that if the wind remains the same. Example of play: We have a sailing ship with a “Sail” rating of 4 heading North with a Normal wind behind it from the Southwest. a forward hex of movement at the start of the next turn would cost 3MPs or the ship would have to spend 1 MP to make a turn at the start of its movement as per Rule D. The effects are as follows: Becalmed: No movement allowed. The wind starts on the ships port aft (J) arc so the move cost for its first 2 hexes is 1MP each hex. Wind from the bow (G) move cost is 4 MP per hex. Its next hex of movement costs 2MPs for a total cost of 4MPs. moving 2 hexes forward. Normal: Wind from the stern (JKL) move cost is 1 MP per hex.11 Naval Movement is used with the following modification. .11 Naval Movement. turning to port. resulting in the wind being from the bow (G) arc. Wind from off the port or starboard bow (HI) move cost is 2 MP per hex. Sailing ships are designed the same way as normal ships. The player plots a movement of 2P1P. The ship then turns to port (P) and brings the wind to its port bow (H) arc. Storm: Wind from the stern (JKL) move cost is 2 MP per hex. However instead of “Engines” they have sails and masts. Wind from the bow (G) move cost is 3 MP per hex. Wind from off the port or starboard bow (HI) move cost is 3 MP per hex. Finally the ship turns to port again. Light: Wind from the stern (JKL) move cost is 2 MP per hex. Ships under sail plot their movement the same as steam ships but have their Movement Point (MP) cost affected by the wind conditions.
End movement. decreased by the speed of the Target Vessel. The Virginia is moving at Speed 4 and the Monitor is at Speed 3. on the following turn and then normally on the turn after that. . The Virginia is moving at Speed 4 and the Monitor is at Speed 3. the Collision Speed is the speed of the Ramming Vessel. may attempt to reverse out of the shallow water hex. For hull sizes 10 or more subtract 1 from the die roll. swap bow for stern in the above situations. Example: The Virginia Rams the Monitor in the Stern. If the relative speed is reduced to 1 or less neither vessel will take damage and no further action is required. increased by the speed of the Target Vessel. • If the collision occurs in the Bow arc (G) of the Target Vessel. It is calculated as follows: • If the collision occurs in the Broadside arc (HJ or IK) of the Target Vessel. add 1 to the die roll. at the end of movement. as the Monitor's speed increases the relative speed of the Virginia. Ships that are aground during the End Phase. Collisions/Ramming When. Continue plotted movement. the Collision Speed is the speed of the Ramming Vessel. Roll 1d6 on the “Shallow Water Table” with the same modifiers.3 Moving on the Game Board to determine which ship remains in the collision hex and the location of the other ship. at a move cost of 2 MP’s per hex. a vessel is in the same hex as another. Before resolving Collision Damage. Any ship over hull size 2 whose movement plot enters a shallow water hex it may run aground. resolve each hex in the order that they are entered. Collision Speed must be established. Collision Damage If the vessels collide there is the possibility of one or both sustaining damage. A result of “Safe passage” allows the ship to move in reverse. This depends upon the angle at which the striking vessel hits. If the Target Vessel is moving astern. they have collided. adding all applicable modifiers from the Collision Modifiers table and compares the result with Ramming Damage Table. Roll 1d6 on the Shallow Water table and apply the result. The relative speed is Speed 7. as the Monitor's speed decreases the relative speed of the Virginia. For the purpose of these rules the vessel that remains in the hex is the Target Vessel and the other vessel is the Ramming Vessel. each vessel then rolls 2d6. Die Roll 1-2 3-6 Shallow Water Table Result Run aground. Safe passage. the Collision Speed is the speed of the Ramming Vessel. Then resolve the Collision/Ram using the following procedure.Shallow Water Some scenarios have areas of the map designated as Shallow Water. Use Rule 3. Example: The Virginia Rams the Monitor bows on. If the ship’s movement plot enters multiple shallow water hexes. If the relative speed is greater than 1. This gives the amount of damage inflicted upon the other vessel. Modifiers: For hull sizes 3-5. • If the collision occurs to the Stern arc (L) of the Target Vessel. The relative speed is 1. even if it has accidentally collided with a vessel on its own side.
. If the result is “Ships are fouled” see Fouled Ships under Fouling/Grappling for the affects.5) causes 1 point of damage. Roll 2 Engine Damage dice. add 1 to the die roll. Roll 3 Hull damage dice.3. Roll 1 Engine Damage dice. they may continue to move normally the next movement phase. Roll 4 Hull damage dice. When a collision occurs. locking the ships together. Modifiers: If one or both Ships have no masts. Roll 5 Hull damage dice. Roll 2 Hull damage dice.Collision Modifiers Testing Vessel is… Ram Equipped Vessel Striking Bows on Hull size 1-4 Vessel Striking Bows on Hull size 5-9 Vessel Striking Bows on Hull size 10+ Vessel Striking Bows on Other Vessel is… Armor 0 or 1 Armor 2-3 Armor 4-5 Hull size 1-4 Vessel Hull size 5-9 Vessel Hull size 10+ Vessel Struck on the Bow of Ram Equipped Vessel Struck in Bow/Stern Arc Struck in Broadside Arc Relative Collision Speed Relative Speed 2-3 Relative Speed 4-6 Relative Speed 7-9 Relative Speed 10+ Modified Die Roll 6 or less 7 8 9 10 11 12 13 14 15 or More Ramming Damage Table Result No Damage Roll 1 Hull damage dice. If the result is "Ships are not fouled". Roll 5 Hull damage dice. Armor plating protects the hull from this damage on rolls of 1. the rigging of the involved ships may entangle and be fouled. the Ramming Vessel must roll on the fouling table. Die Roll 1-2 3-6 Fouling Result Ships are fouled. Roll 3 Engine Damage dice. Roll 3 Engine Damage dice. Roll 4 Engine Damage dice. Roll 3 Hull damage dice. +2 -1 +1 +2 0 -1 -2 +2 +1 -1 -4 -1 +1 -1 0 +1 +2 Each damage die that comes up an odd number (1. Roll 4 Hull damage dice. Ships are not fouled. Roll 6 Hull damage dice. Roll 2 Engine Damage dice. When a collision occurs. Roll 1 Engine Damage dice.
4. Players need not attempt to un-foul if they do not wish to. any ship still remains fouled to one or more enemy ships. If after the completion of all un-fouling attempts. subtract 2 from the die roll. Un-grappling 1. Unfriendly Ships that are fouled may engage in Shipboard Combat that turn and any subsequent turns that they remain fouled. Ships remain fouled. After all attempts at grappling have been made in this phase. If the attacking ship and target ship are fouled together. grappled ships cannot move or turn in place. subtract 1 from the die roll. 2. If a ship is fouled with more than one ship. If un-fouling is successful. they may roll one die for each of their ships that are fouled. both ships may move normally on that turn. Un-fouling Table Result Ships are un-fouled. During the End Phase. During the End Phase. must wait till next turn to attempt to un-foul. 2. If the target ship has no masts. any ship that has been successfully grappled may attempt to un-grapple by rolling one die and consulting the Un-grappling Table. Ships that have fouled their rigging may attempt to un-foul. Grappling Fails. an attempt to grapple is made by rolling one die and consulting the Grappling Table. 3. prior to Shipboard Combat. If the involved ships are friendly. Unfriendly Ships that are grappled may engage in Shipboard Combat that turn and any subsequent turns that they remain grappled. 6. however. Die Roll 1-2 3-6 3. a player may roll once for each fouled enemy ship. A ship may make one attempt to grapple each ship that it is adjacent to. If the adjacent ship is unfriendly. Grappling 1.Fouling and Grappling Fouled Ships 1. While fouled or grappled ships cannot move or turn in place. As with fouled ships. Grappling Table Result Grappling Succeeds. any adjacent ships may attempt to grapple. grappling and un-grappling is performed automatically without rolling a die. 5. add 1 to the die roll. Die Roll 1-2 3-6 Modifiers: If the target ship is moving under sail. Un-grappling Table Result Un-grappling Succeeds Un-grappling Fails Die Roll 1-2 3-6 . Ships attempting to un-foul use the Un-fouling Table. prior to Shipboard Combat and after un-fouling attempts.
Shipboard Combat Shipboard Combat is resolved using the Advanced rules in B.7 Marines. Ships must be in adjacent hexes and either fouled or grappled together for Shipboard Combat to occur. If after completion of all un-grappling attempts. If a ship is grappled more than once. 4. it must un-grapple every successful grapple before it is free. A ship may attempt to un-grapple once per turn for each successful grapple. 3. any ship still remains grappled to one or more enemy ships. Each un-grappled ship may move normally the next turn. .2. On each turn that a ship is in a grappled state. if may attempt to un-grapple. A successful un-grapple negates all affects of the grappling. 5. it must wait till next turn to attempt to un-grapple.
This makes it good fit for 1:2400 scale miniatures. The “City” or Cairo class Union Casement Ironclads was unarmored on the stern so use Faceted 10 (2.3. For ships that no speed information is available either use a speed from a similar vessel or. Casement ironclads and monitors use standard shields with the exception of Casement vessels that were known to have different armor thickness over different parts of the hull. .3.html) Tumbling Dice UK.5 and rounded to the nearest full number for the Shields/Armor rating.2. use maximum speed in knots. German/Prussian ships are +1 weapon tech.3. Royal Navy & German/Prussian ships are +1 shields (armor) tech.html) Figurehead.3. ACW (http://www. gain 1 extra shield point for every 12 inches of wood backing.2.3.panzerschiffe. +2 weapons for turret ships. Some of the available 1/2400-scale miniatures are from: Panzershiffe. (For example.pdf) Time Scale: Each turn represents approximately 2 ½ minutes.) Ships with armor backed by wood.nobleminis.2. Many Civil War era ships failed to reach their design speeds in actual action.) Broadside and Citadel and other conventional ironclads use faceted shields with bow and stern shields ½ the strength of broadside armor rounded up or down as appropriate to the armor data.2. Victorian & ACW (http://www. After 1870 all Royal Navy tech levels are +1.) Then use the following modifiers to the speed. corvettes.1). Turret ships are +1 weapon tech.3. So use Faceted 14 (1. Iron & Steam (http://www. ROUNDDOWN (√Tonnage/8) (√Tonnage =Square root of the ships Tonnage. frigates & sloops of war. After 1870 all other fleets are +1 engines & +1 shields (armor) tech.34x √ WL) divided by 4. Shields/Armor: The armor thickness in inches (round to nearest full inch) is divided by 2. +1 for brigs.2). The HMS Hector corrected that problem so it has Faceted 16 (2. divided by 2 and dropping fractions. Hull size: The hull size was determined with the following formula.com/Warships_from_the_American_Civil_War.) Speed: For steam ships. After 1870 all Royal Navy turret ships become +2 weapon tech. +2 for schooners.0). Tech levels: Unless otherwise specified. Be careful with your reference material since the speed listed is often times the design speed. no modifier for large frigates. (√ WL=Square root of the waterline length. all tech levels are 0. (For ex. The HMS Warrior class Broadside Ironclads are known to have weak armor on the bow and stern. +2 for turret ships.com/Figurehead/Figurehead2400. nearly all of which are less than 2 inches long.tumblingdiceuk. Royal Navy & German/Prussian ships after 1866 are +1 engine tech.Conversion Notes Map Scale: The map scale is approximately 12 hexes to the mile making the scale roughly 1:2640 if you use 2-inch hexes. After 1876 all fleets tech levels are +1. -1 for Ships of the line & large merchant ships. you can calculate a speed using the standard hull speed formula (1. small sloops and other small fast ships.3. You can also use this formula to calculate a speed for sailing vessels.3.com/sail_steam.
9” Light 13-47lbs 5”-6. crews of wooden ships would drape chains over the sides of the ship to provide some minimal protection before going into action.mil/danfs/) NavSource Naval History (http://www. Conway Maritime Press. Note that at times.wowway.Small. In these instances. 1979. Normal wooden hull ships (Sloops. use the Faceted shields of 10 (1/2/2/2/2/1) instead of the normal Shield of 1.6”-4.) Ironclads and Blockade Runners (http://users.5”-7. being famous examples. Large Frigates and Ships of the Line have faceted shields of 10 (1/2/2/2/2/1).5” 3. the USS Kearsarge during her engagement with the CSS Alabama and the USS Hartford at the battle of Mobile Bay.5”-10” Over 10” Bibliography Conway's All the World's Fighting Ships 1860-1905.navy.6”-13” Ultra Heavy Over 200lbs Over 13” Marines: Divide the ships complement by 20 and round to nearest number.6”-6.org (Many categories and individual articles related to the Ironclad era at sea.Griffin and Co. Other Equipment: Monitors & some Casement Ironclads have Armor Plating due to the difficulty of damaging the low freeboard hull.4” 6. J. Frigates and other mid-sized ships) have a shield of 1. lightly built wood gunboats have no shields.4” Medium 48lb-75lb 6. Size Caliber Weight of Shot Categories (Smooth Bore) Very Light Up to 12lbs Up to 4.history.navsource.4” 7.5” Heavy 76-100lbs 7.6”-9.htm) Dictionary of American Naval Fighting Ships (http://www.5” Very Heavy 101-200lbs 9.com/~jenkins/ironclads/ironclad. Monitors and other similar small low freeboard vessels have Countermeasures due to the small target area compared to a conventional ship. Guns: See the Ships Section for the stats for each category. 1888 (Available from Google Books) Wikipedia. Brassey’s Annual 1887.5”-7.5” 4.org/) . Caliber (Rifle) Up to 3.
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