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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
than 5" in the previous turn.
Hull & Paddle Wheel Damage Chart*
Ship Type Hull Toughness Hull Damage Points Paddle Wheel Toughness Paddle Wheel Damage Points 5 7 8
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
Full Throttle Chart, 2D6 + Number of Steam Points
3-8 910 1112 13 The boiler shakes but produces the correct amount of steam. The boiler shuts down. The ship moves only 1" further. No other ill effects. Loss of pressure. The ship moves no further this turn. Next turn, the ship will generate only 1 Steam Point. Boiler malfunction. The ship moves no further this turn. At the start of your next turn, roll a D6. 1-3, The boiler doesn't start; the ship is Adrift; roll again next turn. 4-6, The boiler restarts but generates only 1 Steam Point this turn. Blown valves! For the rest of the game, the boiler will generate only 2 Steam Points/turn and cannot go Full Throttle. The ship & crew go down instantly.
Paddle Wheel Chart, D6
The shot falls into the water - no effect. The shot hits the hull instead. Roll to Wound as normal. 3-5 The shot hits the Paddle Wheel. Roll to Wound as normal. 6 The shot hits the Paddle Wheel. If the roll to Wound is successful, shrapnel causes D3 S4 hits to the nearest crew as well. If the paddle wheel is reduced to half its original number of Damage Points or below, reduce the ship's movement by half. If the paddle wheel is destroyed, the ship must use another form of locomotion or be Adrift. 1 2
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
Ship Size Move Before Turn* Small 1" Medium 1" Large 2" *This rule applies only if the ship moved more
. Medium and Large Ironclads add +2.Ramming Small Ironclads add +1 to their die roll to determine Damage Points inflicted by a ram.