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playing ironclads
ironclads
space battles in the
victorian aether
A table top tactical space combat game set in 1890s.
www.tripleacegames.com
©2021 Triple Ace Games Ltd. Ironclads and all related marks and logos are
trademarks of Triple Ace Games Ltd. All Rights Reserved.
While both are good for short be purely commercial. Engineers and scientists
distances and short messages, were put to work creating weapons suitable for
it is not realistic to use them to aether warfare. As each nation developed a true
send long messages. aether navy, the cornerstones for later technology
Long range fleet couriers are used were set. Every faction its own simple weapons—
to pass orders between command
bases and distant fleets. light cannons, torpedoes, and turret guns—but
Message capsules also form the each followed a different path elsewhere.
main way an admiral can deploy The British, for instance, favored heavy ballistic
its fleet. These small clockwork weapons, which could be retrofitted from her
powered gadgets can be sent mighty traditional navy. Germany, on the other
from the admiral’s ship into the hand, took great leaps forward in aether rocket
battle for captains to pick up the and torpedo technology. Of the others, only the
message. Americans adopted weird science.
COMPUTATORS
Plotting a navigational course The Second Martian War
or firing pattern requires a great A late player in the game, Russia soon realized
deal of mathematical skill. that its rivals had already staked claims on the
Most crews rely solely on the richest swathes of land. In a bid to jump ahead in
brain power of their navigation
and gunnery officers to get to
the game, the Tsar ordered the Imperial Russian
their destination and blow the Fleet to attack and conquer existing holdings in
enemy out of the aether. More Mars.
modern ironclads make use The Russians could not have arrived at a
of mechanical computators to worse time. Having secured its territorial rights,
support their crew. Germany watched with amusement as her rivals
Likewise, a ballistic computator squabbled among themselves. With its rivals
can take into account the distracted, Germany could muster its entire
direction and speed of both Martian aether warship fleet to meet the Russian
the firing and target vessels,
advance. As the Russian fleet advanced, their
gravitational effects of planets,
and aether turbulence, before approach was detected by powerful telescopes.
delivering a firing solution. While the Russians were still three days from
The navigational analytical engine orbit, the German fleet maneuvered to engage.
aids in plotting optimism courses, This time the war would be fought with true
either through the aether or in a warships. With advanced technology still largely
planet’s atmosphere. on the drawing board, it would be the retort of
CREW COMFORT basic weaponry that echoed through the aether.
Lacking support ships capable of rearming
Napoleon once said that an
army marches on its stomach. and repairing their fleet, the Russians put all
This adage applies equally well their eggs into one basket, as had the British
to the various aether navies. In earlier. Again, it was a costly mistake.
addition to supplying nutrition, With poorer quality ships and untrained crews,
regular meals boost morale. the Russians were decisively beaten. With its fleet
In order to save space, many in tatters, Russia had no option but to sue for
larger vessels are fitted with a peace. As well as financial restitution, the Peace of
Mars, signed by all nations with Martian territory,
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11
12
Many asteroids proved rich in certain takes control of the ship and
elements, such as iron and nickel, while others steers it away from a collision.
were made of ice, but these findings were given
no attention except by Germany—such things COMMUNICATION
could be found elsewhere, where they could be BETWEEN PLANETS
exploited at significantly lower cost and effort. It Attempts to communicate
was only the discovery of aetherite that sent the between worlds using lights
Great Powers rushing into the deep reaches of never left the drawing board.
the solar system. Not only could messages only be
Like with selenium ore and porphyrite, aetherite viewed by the receiving station
was a potent fuel when refined. A new range of telescopes at night, but the power
requirements of creating a light
propulsion systems had to be constructed, but
powerful seen across space were
the cost was considered worth it. Ships burning astronomical.
aetherite could reach the Asteroid Belt at speeds A heliograph system using the
that made mineral exploitation a worthwhile Sun’s light was suggested in
endeavor. place of lamps, but the entire idea
More importantly, the previously ignored had an inherent flaw—any signal
common elements could be mined and smelted would be received by anyone
in place, allowing the construction of mining with a telescope. Even encoded
stations and aether ships locally. With the ice messages could be decrypted.
Heliographs are used to send
asteroids providing adequate water, the only
emergency broadcasts only
outside resource required was food. where speed outweighs security
concerns.
A New Age of Piracy Believe it or not, the various
Despite claiming vast swathes of the other postal services deliver to each
distant world, even in the
planets and governing them, most mineral
Asteroid Belt. It may take takes
exploitation is undertaken by private companies long months to receive anything,
under license. Although forbidden from selling but post carries on!
propulsion ores to rival nations, the companies Governments send important
exist to make money, not pander to governments information via high-speed
and their politics. As a result, selenium ore, couriers. Those working between
porphyrite, and aetherite have all found their Earth and the Moon are usually
way into the hands of smaller nations and even gunboats, while destroyers are
independent groups. required for longer distances.
Dedicated couriers typically
Directly attacking a colony is a fool’s errand.
eschew heavy weapons, using
Not only are major colonies and space stations lighter ones because they weight
protected by aether warship fleets or squadrons, less. The rest of the available hull
many have gun emplacements capable of space is dedicated to upgrading
knocking an aether vessel out of the sky. the propulsion to its maximum
No nation has the resources to escort single rating. Rarely employing armed
freighters. Most often, merchant vessels gather escorts, they rely on their speed
into convoys, but private ventures cannot always to avoid trouble.
afford the fees demanded by the navies, nor do
their schedules allow for lengthy delays. When
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Ironclads Quick-start
fig. 1
For your first game of Ironclads we
recommend following these quick-start
instructions to get you up and playing as
soon as possible.
WHAT TO SUPPLY
• x6 D6’s for attacks.
• x6 D6’s for Hull
• x12 Magnets (round 2mm x 1mm)
• x1 Tape Measure (in inches)
WHAT TO 3D PRINT
BEGIN HERE
To get playing you will need to 3D print
Super glue the
the following files: neodymium magnets
British Fleet into the recesses in
the ironclad hull and
• x1 British Gunboat
armament. Make
• x1 British Destroyer sure the poles of the
• x3 Armaments magnet attract!
German Fleet
• x1 German Gunboat
• x1 German Destroyer
• x3 Armaments
Game Components
• x4 Flight Stands
• x3 British Area Command Token
• x3 German Area Command Token
• x3 Flight Template
• X1 Crates Objective Token
• x4 Ship Sheet
• x1 Asteroid and stand
• x1 Loot Marker - Crate
Ship Sheets 2
A Ship Sheet shows all your ironclads’ 1
stats. They are also used used to track
8
damage, speed, and armamentss. Here 3 4 5 6 7
you can see a picture of a ship sheet 9
with the following items marked: 10
1. Ship Name: So you can identify
which ship it represents. 9
2. Faction: Nation alignment. 10
20
11. Damage Tracker: 6-sided dice Build your Ironclad first attaching the Flight
are used to track Hull, Crew, and Base by gently inserting the base into the
Marines damage. Different coloured key socket in the bottom of your ironclad
dice help with identification.
Set-Up
You will need a flat 3ft x 3ft (or 1m
x 1m) playing surface (also referred to
as a map) and a separate small area
for your ironclad Ship Sheets and game
components. The players should sit
opposite each other on their side of the
BEGIN HERE
playing surface.
Each player picks a Faction and takes Then add the
the two Ship Sheets for that Faction. The armaments to
players should put their Units together the magnetic
to match the Ship Sheets by connecting hardpoints.
armaments to a magnetic hardpoint
on the ironclad. Each destroyer has two
armaments and each gunboat has one
armament. The ironclads should be
mounted to a Flight Base. Once this is fig. 4
done, the two vessels should be placed
with one segment of their base aligned
21
1
ge
3
2
ium
4
number of symbols or Orders. Below is
e
ang
3
a key to the three basic Commands you
r
5
rt
4
will need to know.
sho
22
players pick the three Area Command the player may discard an unused ACT.
Tokens (ACTs) and begin placing them. This allows them to reposition all of their
Taking it in turn, the Starting Player other ACTs that haven’t been used yet
places one of their ACTs face down, and repair 1 damage suffered to a single
either in the play area or on one of their ship in your fleet. If this is done, play
Ship Sheets. TheAction
ACTs can be placed in automatically passes to the next player
any order. without any of ironclads being triggered.
Engage Once all of the ironclads that will be
MANOEUVRE used are identified the active player now
Manouvre
Action has a chance to align their armaments.
ENGAGE They can choose to align them on some
Repair
Engage of their ironclads or on all of the Ironclads
BEGIN HERE
that have been triggered—it is their choice.
Action
ACTION
+1 Dice when Engaging at all ranges
Manouvre The player then selects and orders
each Triggered ship one at a time.
Engage
+1 Dice when
Repair
ACTs in the play area can Engaging
be placedat C & SNote a ship must complete all of its
when they are revealed selected orders before the next ironclad
anywhere, but Manouvre
during the OrderUnlimited
+1 DicePhase Steering
when When
unitsatManouvering
Engaging
only allisranges
Triggered.
within Short Range
Repair of the token will be A player may decide not to Trigger an
Movement
+1 Dice Template when
when Engaging & manouvering
at C ironclad,
S even if it is in activation range.
Triggered, so choose wisely. Tokens
must be placed+1inDicean when space onat allSimilarly,
emptyEngaging ranges a player may also decide not to
Command the FleetWhen Manouvering
Unlimited Steering
map—you cannot stack them together or use all of their orders. Once the player
place them on any model
+1 Dice when
Movement
base.
Engaging at C has
Template when S finished ordering their ironclads,
& manouvering
The tokens placed on Ship Sheets the ACT is removed from the map and
only activate that single unit.
Unlimited Steering returned to the player’s ACT pool ready
Command the FleetWhen Manouvering
Once all ACTs have been placed play for the next Command Phase.
moves to the Order Phase. Template when manouvering
+1 Movement Every ACT has a number of icons. Each
2) ORDER PHASE icon is a single Order. Each Order has its
Command the Fleetone of own set of rules to follow. Some orders
Players now alternate choosing are effects that improve other orders on
their ACTs to activate. The Starting Player the ACT. Some of these are explained
Action
goes first. The player selecting the token below, while others will be listed in the
is the Active Player. All other players are appropriate Fleet Manual.
Engage
called an Opponent.
The Active Player is permitted to select Manoeuvre
Manouvre
any ACT in play to activate. Players may Each ironclad has two statistics that
look at their own face-down ACTs at any determine Repairhow it can move—Propulsion
time in the game but must make sure they and Steering.
are placed back in the same position. Propulsion:
+1 Dice when ThisEngaging
is the number of
at all ranges
Once the Active Player has selected an Flight Templates an ironclad can use
ACT, it is turned over. If the chosen ACT this during +1 Dice this ACTEngaging
when to move (see
at C fig.
& S 6).
is on a Ship Sheet, that single ironclad Steering: Steering points can be
is Triggered only. If the ACT is on the spentUnlimited to rotate Steering
at the start
Whenor end of the
Manouvering
map, all ironclads within Short Range manoeuvre or to change direction whilst
of the ACT are Triggered. Alternatively, using+1 Flight Templates.
Movement Template when manouveri
in strict order when performing a iii. The ironclad is now moved and
Manoeuvre. Any of the first three steps placed with the back of its flight
may skipped by the Active player: base adjacent to an exit of the final
i. Rotate Flight Template. Again, the player’s
ii. Flight Templates ironclad must have enough Steering
iii. Move Ironclad points remaining to use the exit
iv. Collisions chosen. If the ironclad cannot be
Each step is explained below. placed without making contact with
i. Steering points are used when another model (either through base
the ironclad is turned one or two to base or ironclad to ironclad/
segment in any direction. The cost asteroid contact), see V. below.
is indicated on the Flight Template. iv. In Ironclads, collisions between
ii. Place the back of a Flight Template ironclads is ignored. Although the
adjacent to the front of the game takes place on a 2D tabletop,
ironclad’s base. Additional Flight it is assumed that the 3D nature
Templates may now be added of the aether allows captains to
by placing the back of the new make appropriate adjustments to
Flight Template adjacent to one avoid collisions. If your ironclad
of the exit points on the previous would collide with another player’s
template. Steering points are used ironclad you end your movement
instead. Remove the last Flight
STEERING Template that was placed and
Pilot your ironclad place your ironclad in its place. This
by spending your ends your movement. No damage
steering points on is taken by either ironclads and you
1 or 2 point turns. continue your turn.
This example If a collision occurs with an obstacle
would cost a total (such as an asteroid) during any of
of 3 Steering. the above steps, you automatically
end your movement. Roll two six-
sided dice. For every 4, 5, or 6 rolled,
apply one point of damage to the
fig. 7 ironclad involved in that collision.
24
Engaging
Defending
Ironclad
Ironclad
Arc of fire
BEGIN HERE
fig. 8 Armament in short range
Armament segment
Action
Engage
Engage that are not blocked are recorded as
When a player takes an Engage action, damage on the damage tracker. If the
may choose any number of the number of amount of damage is equal to
they Manouvre
ironclad’s armaments which have a viable or greater than the ironclad’s remaining
target. Multiple targets can be attacked hull points, the unit is destroyed and
Repair
with different armaments by the same is removed from its flight stand and
+1 Dicethe
unit during when Engaging
Engage Order.atAllalltargets
ranges placed as wreckage at the spot it was
must be declared first then each attack destroyed. Wreckage is an obstacle that
must+1beDice when Engaging
completed separately.at C & S is treated identically to asteroids for line
Players cannot measure the range to of sight and collision damage.
Unlimited
the enemy Steering
ironclad When arc
or check Manouvering
of fire ACTION
Action
before firing,
+1 Movement AnEngage
Action order allows you to choose
Once a shot hasTemplate when manouvering
been declared, the
between a Manoeuvre or an Engage
player measures the range and arc of fire Manouvre
Action
order.
from Command
the armaments the Fleet
segment. Measure Engage
Repair
nearest base to base distance. If the
target is outside the range of the chosen
Other Manouvre
+1 Dice when
Repair
Orders
Engaging at all ranges
block one hit each. Any additional hits coordinate their when
+1 Movement Template shots. This order allow
manouvering
25
Engage
Manouvre
you Repair
to add +1 attack die but only if the you playing Ironclads. With a few games
armament is targeting
+1 Dice when Engaging at all ranges an enemy as under your belt, it is now time for you
Medium or Long Range.
+1 Dice when Engaging at C & S to absorb the full rules in the following
HELMSMANSHIP
Unlimited Steering When Manouvering chapters.
Action
The
Engagehelmsman on this ironclad is a
+1 Movement Template when manouvering
veteran
Manouvreof the service and can achieve
Command the Fleet Alternative Mission:
fastRepair
manoeuvres. You have unlimited
Secret Salvage
steering when
+1 Dice when Engagingmanoeuvring
at all ranges this round, Parts for a new secret armament have
but +1cannot turnat C sharper
Dice when Engaging &S than a Flight were jettisoned when a freighter was
Template allows.
Unlimited Steering When Manouvering attacked. The parts are now awaiting
FULL
+1 MovementSTEAM
Template when manouvering retrieval in the aether. You have been given
the location of the missing parts. However,
BEGIN HERE
26
28
introduction
a good range.
During the game you’ll have to roll a number of
dice. For instance, if you need to roll 3 six-sided
dice, it’s abbreviate to 3d.
In the event you need more dice than you have
available, simply use existing dice as make up
the numbers. Remember to keep the number of
success in your head, though!
RANGE FINDING
During a game of Ironclads, you’ll be asked
to measure distances for certain effects. Within
the 3D printer files that come with the game, you
will find an optional measuring sticks that allows
to measure up to 4”. For longer distances we
recommend a retractable metal tape that uses
inches.
AN OPPONENT
While there will be a few missions that
are setup for solo play, you’ll get the best for
the game by having at least one opponent.
With an opponent, you can play a number
of battle types, including Campaign Battles,
Narrative Story Battles, and Matched Battles..
29
30
introduction
heated bed and enclosure reduces this effect.
DLP PRINTERS
This technology has become much more
prevalent for hobbyist, and new machines are
coming onto the market all the time. If quality
of printing is what you are looking to achieve
in your prints, then a DLP resin printer does
beat FDM printing technology hands down.
However, there are a number of drawbacks
to keep in mind before going down this road.
DLP printers use a kind of curable resin,
a liquid that becomes solid when a UV light
source is concentrated on an area of the
resin. Over the time of the print, the layers
are built up to create a fully-formed object.
Because of the very thin layers that are built
up over the time of the print, it produces a
very smooth print quality.
The main drawbacks with the resin is that
it can be a bit smelly, messy, and requires
some personal protection equipment. There
is also a degree cleaning required post
printing. In most cases, a home environment
31
Ready to Print!
So you’ve done the research and finally
purchased a brand new printer, but where do you
start with Ironclads? If you’ve read this, then you
intoduction
Model Making
So you’ve read the rules and you are keen
to get playing. This is the hardest step with
Ironclads, as you will have to begin by 3D
printing the models and assembling all of the
game components. Although its not necessary
to paint the models before play, you may wish to
get a fleet painted. All this is going to take some
time, though.
FIRST STEPS
Once you have played a few starter games
you’ll be ready to build a fleet. Start by choosing
a Faction. Each Faction has strengths and
weaknesses, so choose carefully—you will be
32
Preparation
Once you’ve completed creating the models and
components, Ironclads is a game that requires
only a little planning. You will need to prepare
your fleet before the battle, ensuring you have all
the correct models, including their armaments
and respective Ship Sheets.
PAPERWORK
Every ironclad has stats. We have prepared
blank Ship Sheets for you can print and fill in the
appropriate details for your ironclads (see page
87 for a set of blank Ship Sheets). Elite and
Legendary ironclads will come with pre-loaded
Ship Sheets.
MEASURING
Ironclads uses inches as its measuring system
introduction
and there shouldn’t be any need for complicated
33
DICE ROLLS
an
gr
in combat engagements.)
e
ng
34
introduction
and any other questions you may have about RE-ROLLS
Ironclads. When a re-roll occurs, the player
must use the second result.
Important rules Only one re-roll per situation is
permitted.
To play Ironclads and get the most out of the
game, you will need to read this entire rule book.
Important rules and examples are indicated in DLC
the sidebars for quick reference during play. Downloadable content for
DIAGRAMS Ironclads can be found at
www.tripleacegames.com
Sometimes a picture tells a thousand words.
For more complex rules, we have included
diagrams to help explain them. The diagrams
must be used in tandem with the rules, as its FACTION RULES
possible that the diagrams themselves are not When a Faction rule directly
enough to explain complex situations. breaks a core rule, the Faction
rule supersedes the core rule.
FACTION SPECIFIC RULES
Many Faction rules are not given in this main
book. Players need to reference their Faction’s
Fleet Manual.
35
36
Sportsmanship
As with any tabletop game, playing competitively
might cause some friction with your opponent,
especially if you disagree with a rule. Remember
that Ironclads is just a game and that it’s not
introduction
worth losing a friend over.
DECLARING YOUR INTENTIONS
It can be helpful to declare your intentions
to your opponent. Letting your them know that
you intend to hide behind an asteroid, stay out
of range of a certain ironclad, and that you are Battleship Broadsides!
planning to use an officer’s special ability can
help prevent disagreements later.
RULES DISAGREEMENTS
If you and your opponent disagree about how a
rule should be implemented, we recommend that
you both roll one six-sided die. Whoever scores
highest gets to decide how the rule should be
played for that game—and don’t forget to contact
us to help you out in future.
TABLE ETIQUETTE
With miniatures gaming, it is important for
players to be understanding at the table. If you
are beating your opponent or getting crushed,
then its good to remember that its just a hobby
and the aim is to just have fun.
Respect your opponent, play by the rules, and
treat your opponent in the same way as you
37
ARTWORK
intoduction
38
ARTWORK
introduction
39
Game Books
Alongside this core rules book, there are a
number of other great Ironclads volumes to aid in
your gameplay.
FLEET MANUALS
These must have books contain all the relevant
information for your chosen Faction. Each Fleet
Manual has background information about the
aether navy and their otherworldly colonies; a
large number of standard ironclads (with filled-
in Ship Sheets); background details for several
officers (along with their Officer Cards); an
explanation of Area Command Tokens; a range
of Faction-only armaments; and full details of
how to build a fleet.
MISSION BRIEFINGS MISSION BOOK
The Mission Briefings book
Ironclads comes with a complete book of
intoduction
These are used to command within Short Range of an ACT will be Triggered
the ironclads in your fleet. Any and ready for action. You should bear this in
ironclads within Short Range of
an ACT will be Triggered.
mind when placing your ACTs.
2) ORDER PHASE
Each player will take turns activating one ACT at
a time. When an ACT is complete the next player
selects their next ACT. Each ACT is completed
ACTS ON SHIP SHEETS in the following steps. See the Fleet Command
Sometimes you may wish to chapter on pagepage 56. for more details.
order one single Ironclad rather Activating ACT’s
than a squadron. Placing an ACT
directly on an Ironclads ship The active player selects their first ACT. This
sheet gives direct control over Triggers all ships within Short range of the ACT.
that single ship. ACTs in the play area allow multiple units to be
Triggered but ACTs placed on a Ship Sheets only
Trigger that ship.
i. identify triggered ships
TRIGGERED SHIPS
The player identifies all of their ships within
Only ironclads that have been short range of the ACT.
triggered can act during the
orders phase. You may find that ii. align armaments
your ships have moved out of The active player may now rotate their
range of an ACT! armaments to align with the base segment to
42
be used by the firing arc. This is done for every ALIGN ARMAMENTS
Triggered ironclad. Pointing your weapons at
the correct angle to be most
iii. orders effective is an important step
The ACT is revealed. Every Area Command forget to do this then you will
Token has a number of order symbols on it. quickly find that your ironclads
These dictate the type of order the model can are useless hunks of scrap!
take in this phase. The player can choose to use
all the orders or may select any number to use.
In certain situations, the player may not be able
to use certain orders. STEERING POINTS
Manoeuvre When moving don;t forget that
Steering Points will need to be
The Manoeuvre Order allows the model
spent as you place your flight
to move around the battle area using Flight templates to make course turns.
Templates provided with the game. Each
ironclad has a movement
rating and this number
tells you how many Flight
Templates you can use.
See Movement chapter on
pagepage 62. for more
introduction
information.
Engage
When a model is
involved in an Engage
action, the player can
choose to attack a rival
player’s fleet. Choose a
weapon on the activated
model that is in range of
a rival players model and
make an attack roll. See
Engagements chapter on
pagepage 67. for more
information.
SPECIAL ORDERS
ORDERS
There are many different order symbols,
allowing many types of activity. Each Faction has All of the ACT’s that are available
a set of ACTs that will be different from the other to a player can be added to their
game pool. Remember you can
Faction. Please see your favoured Faction’s Fleet
only ever have 2 of any type of
Manual for details. ACT in your pool.
3) MAINTENANCE PHASE
The Maintenance Phase allows players to
43
ids total destruction. The players victory condition to end the game, even if that is
in this game are looking to destroying your opponent’s fleet.
eliminate all of their opponents
Some Ironclads games are straight-up fights.
ironclads.
In essence, two fleets go head-to-head to find out
who has the better fleet. The winning condition
is fairly easy to determine—it’s a matter of last
ironclad standing.
IMPORTANT RULES However, missions or campaigns can offer
1) Placing ACT’s (see page more in-depth winning conditions. Other victory
54) conditions may involve retrieving certain pieces
2) Weapon Alignment (see of salvage, protecting, or destroying, a specific
page 57) ironclad or asteroid base, getting freighters
3) Activating Acts (see page across the map before they are destroyed by the
57) enemy, or photographing enemy ground activity.
4) Triggering a Unit (see See the chapter on the Maintenance Phase
page 57)
5) Orders (see page 57) The next step
6) Continuous Effects (see That completes our brief overview of the rules.
page 76) The following chapters delve much deeper into
7) Victory Conditions (see the rules for Ironclads.
page 76) ● Preparing for Battle (page 46)
● Commanding Your Fleet (page 54)
● Movement (pagepage 62)
● Engagements (page 68)
● Maintenance (page 76)
44
Battle Types
CAMPAIGN BATTLE
intoduction
46
introduction
site or other object floating in the aether or it
might involve securing an expanse of the battle
area.
MINING MISSION
SPECIAL MISSIONS
Special resources are found secreted in Some missions will require new
mineral rich asteroids and require mining. models to be created for that
Escorting a mining ship to asteroids in order to specific scenario. These will
gather rare elements brings an exciting new way be made available when the
to play Ironclads. mission is published via Triple
ESCORT DUTY Ace Games.
A small fleet of merchant ironclads need
escorting across enemy space. It’s your job to get
them there safely.
BATTLE HONORS
As well as major winning conditions, every
scenario features a number of Battle Honors. SIDE MISSIONS
These awards are given to players in recognition
of their epic skill in battle. Battle honors don’t Battle honors are side missions
that reward a player by
always require you to win the game—they might
completing certain objectives.
reward your play style or some extraordinary It rewards players that employ
achievement. These allow all players to walk interesting game play and
away from the table with some award, even if tactics.
their fleet ultimately lost the battle.
47
Building a Fleet
Building a fleet is all about planning, There
intoduction
48
together, they might form the 3rd Heavy Escort CIVILIAN SHIPS
Flotilla. You may need to add a civilian
ship to your fleet to enable
FLEETS you to carry out specific fleet
actions. Remember to allow for
A fleet includes multiple squadrons of mixed this fleet point spend.
class ironclads. A fleet could have a minimum
of two ships, but can also have many, many
more. Fleets can also include single ironclads
of any class not been formed in a squadron. OFFICER CARDS
For example, you might have a single carrier or Every ironclad has crew that
single cruiser. In truth, though, it is better to have operate the machine. However
gunboats or destroyers flanking such ships. you can spend fleet points on
some special crew members.
Officers Officer cards can be bought
during the fleet build process.
Every aether ironclad has a compliment Each Ironclad is allowed to have
of officers and ratings (also known as crew) one officer attached to it for the
as standard. Players can use Fleet Points to battle and each of these officers
purchase unique officers with special abilities. has a skill that can be employed
Types: There are four types of Officer in the during the battle. Choose wisely
game—Captain, Engineer, Gunner, and Helm. though admiral as they can only
introduction
Note that in this instance, Captain refers to the perform this skill once!
position, not the actual rank.
Game Setup
Players should have decided on the battle
STARTING PLAYER type and/or mission they are playing and have
Many of the steps during built their fleets for that scenario beforehand.
the game require players to As part of your fleet build you have two of
determine a starting player. each ACT as stated in your chosen fleet manual.
Simply rolling a dice to see who As previously discussed, small standard
gets highest result is a traditional battles are typically fought on 3ft x 3ft (1m x
way to decide however you may 1m) play areas.
wish to decide some other way. The following setup guidelines can be used for
any sized play area.
1. Each player rolls 1d6. The player rolling
highest (re-roll any ties) chooses who
becomes the Starting Player. The Starting
Player or moves clockwise to the next player
at the end of the maintenance phase.
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introduction
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fewer ACTs in which case they pass once all of ACT’S vs FLEET POINTS
their ACTs are placed. The number of ACT’s you can
Placing rules are: have for your battle is shown in
1. ACTs must be placed face down so your the table below.
opponent cannot see them. FLEET ACT’S
2. ACTs can be placed in any order. POINTS
3. You can place ACTs anywhere in the play
area. Up to 200 3
4. Ironclads may have a maximum of two ACTs 201-1000 4
placed directly on its Ship Sheet. 1001+ 5
5. ACTs must be placed on an empty space of
the play area. ACTs placed on the play area
must not be in contact with any other ACT or
base.
Once all player’s ACTs have been placed, this
step ends.
Strategically placed tokens.
Players who place ACTs on the play area are
strategically placing their tokens. When placing
ACT’s in this way, you must imagine where your
ironclads will be when activated in the order
phase. You are aiming to get a string of ACTs, so
that all your ironclads continue to be activated
throughout the battle. Sometimes, you will find
your ironclads have accidentally wandered out
of position or your ACT has been moved. Admiral
gameplay
Short Range
3. Illegal placements.
1. Directly on a 2. Ironclads only activate You cannot place an
Ship Sheet. within Short Range. ACT on ironclad or
terrain bases.
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Order Phase
Now that you have sent your orders to all
ironclads, you can begin activating your fleet
to carry out those instructions and get into the
battle proper.
Beginning with the starting player players take
turns as the active player and choose one of
their ACTs to activate. All other players are called
an Opponent during the turn.
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gameplay
a Triggered ironclad. In this case, skip to the next
ship.
EXAMPLE: With several ships Triggered
due to them being in tight formation and
within range of his Command Token, Rod
first selects a gunboat out of the group
of Triggered ironclads. He then performs
a Manoeuver order and then an Engage
order, attacking his opponent’s destroyer
which is in Medium Range of his gunboat.
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gameplay
ACT and triggering a nearby destroyer
she now uses the maneuver order on
the same ACT but receives the benefit of
the Helmsmanship Order and is able to
complete a series of sharps turns making
her ironclad highly maneuverable.
ACTION STATIONS
The types of orders you can take once you have
flipped your ACT depends entirely on the token DIFFERENT ACTS
type. Each order type has its own set of rules. Check your nations Fleet
Those available to your Faction are contained in Manual to check out all of
the appropriate Fleet Manual. Some orders are the available ACTs that can
generic while others are Faction specific. be used during a battle.
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ACTION ORDER
This symbol may be used as a maneuver order.
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gameplay
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gameplay
this step. is important for gaining tactical
III. PROPEL IRONCLAD supremacy. Making sure you
can bring all of your armaments
The ironclad is now repositioned. Place it with to bear on a target is clearly
the back of its base adjacent to an exit of the important. Getting good at
final Flight Template. Again, the player’s ironclad planning a flight path is crucial
must have enough Steering points remaining to for game victories.
use the exit chosen. If the ship makes contact Broadsides are very effective
with another model or base then skip to the ways to destroy an oponent.
collisions step.
EXAMPLE: Jane is piloting through an
asteroid field and has placed a number of BROADSIDES
Flight Templates onto the table to map a A battleship broadside is a
route. Things will be close, but she thinks devastating attack on most
she can place her gunboat at the end of her ironclads.
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LINE OF SIGHT
C
gameplay
B A
arc of fire
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range
RANGE
gameplay
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ii attack rolls
ATTACK DICE To score a successful hit on your target, you
roll the number of dice as listed on your weapon
Use D6 dice for your attacks. for that range.
You may several dice when
making broadside attacks.
If you have managed to get within the optimal
range for the weapon, you will be able to roll
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gameplay
Any remaining hits is recorded as damage
on the ironclad’s Ship Sheet damage tracker.
If the number of hits recorded is equal to or
greater than the model’s current hull points, it is
removed from play and replaced with a wreckage
marker. For more info, see page “Wreckage” on DAMAGE
page 72. Any hits that are not negated by
EXAMPLE: David is defending an attack a defence roll does 1 damage to
the target ironclad.
and has 3 armor on his battleship giving
him 3 defense dice. His opponent rolled a
2, 4, 5, and 6. That scores three hits. David
grabs his three dice. He rolls three dice,
scoring a 3, 3, and 6, meaning he negates
1 hit. His ironclad sustains 3 damage. He
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OUTFITS
The Shipyard
Outfits are the assemblage Welcome to the shipyard! What we’re about
of a ironclad’s weapons, to tell you is absolutely top secret. It is vital
boilers and engines, steering that captains understand the nuts and bolts
enhancements, hull upgrades, of ironclad design. Learning how to combine
and any other contraptions. armaments, hulls, and contraptions with engines
and steering upgrades is vitally important.
VITAL STATISTICS
CPS
Each ship has a number of vital statistics.
CPs is the abbreviation of
Base Fleet Points (BFP): The starting number
Construction Points.
of points the hull has excluding its outfit.
Fleet Points (FP): The total number of FP
ARMAMENTS
points the ironclad has including its outfit.
Armaments are weapons that fit Construction Points (CP): The number of CP
to your ironclad’s hardpoints. points you may spend on your ships outfit.
Hull Points (HP): The amount of damage the
ironclad can take before being destroyed.
CONTRAPTIONS
Hardpoints (H): The number of nodes the
Contraption’s are gadgets that ironclad has to place armaments or contraptions.
are not weapons and perform Propulsion (P): Each hull has a standard engine,
other roles in the game. Such as
which will move the ship one Flight Template on
the Minig Drill.
the table. Spending CP can improve this statistic.
Steering (S): A simple rudder is fitted to your
hull. Upgrading, by spending CP, gets you a better
steering.
BUILDING YOUR UNIT
Crew Rating (CR): The overall crew size. Every hull
starts with a crew rating.
Weapon
HOW TO BUILD SHIPS
Building ships is an easy process. First, decide
on the hull type for your ship. Then, research and
put together an outfit for the ship. Each hull type
has a CP spend which you cannot exceed. Each
part of your outfit costs a number of Construction
Hull Points, so you must juggle the CP you have to get
the outfit of your dreams!
Flight Base First grab a blank Ship Sheet from page
“Appendices to complete” on page 87. Follow
ship building
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Battleship
Cruiser
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Artwork
ship building
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As the range extends, so gunners have difficulty nations. If you are looking for
more specialist gear check out
targeting key systems and structural weak points. the relevant Fleet Manual.
Torpedo
C S M L
3 3 2 1
LC LS LM LL
0 0 0 0 81
Step 4: Propulsion
Every ironclad has a standard engine, which
allow it move a number Flight Template. You may
improve your engines if you want your aethership
to produce higher speeds.
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Per +1 point of
Size COMPROMISE
Propulsion
Gunship 3 CP You will find that building
ironclads requires several
Destroyer 6 CP compromises. Larger guns over
Cruiser 9 CP speed? Or thicker hull plates
Battleship 12 CP over manoeuvrability? Having
a mix of different ships with
differing capabilities is certainly
BOILERS AND HOW THEY WORK a tactic worth exploring. You
Similarly technology to “wet” navies is used may find that the fleet you take
to power ironclads. There is, of course, some to the table may need further
variation to the application of these technologies. tweaking once they have been
exposed to a battle.
What follows is the types of boilers used in
ironclad engines.
Coal powered boilers are dirty and fuel hungry,
but they none the less have their place in all
Faction’s fleets. Great Britain developed the
technology to allow coal fired engines to work in
the aether. The Scottish inventor, Charles Watt,
the great grandson of James Watt, who did so
much for the steam engine, developed a system
of oxygen pills that shoveled into the fireboxes
of ironclad boilers, Coupled with a complicated
system of valves and filters, they are able to vent
the smoke into the aether.
Battleship 8 CP
CREW
Step 6: Extra Crew Certain weapons kill crew. A ship
Every ship has a basic crew rating. Adding with zero crew is immobilized.
further crew can be useful when facing certain Ships can be captured in this
tactics and factions. way.
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8: FINAL POINTS
Well done, admiral, you’ve built a fine warship.
Now all you have to do is give the ship a name. We
have given you plenty of naming conventions in
relevant Fleet Manual. For guidelines on building
a fleet of ships refer to your fleet manual.
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