Iron and Fire - First Edition Errata


The following are official changes to the First Edition of the rules, as published by Felix Enterprises. All of the following have beeen implemented in the Second Edition


1. "Steaming"

Special hit 16 has been causing some problems. The rule works OK for small ships, but is unnecessarily harsh on larger vessels. Replace with the following:

 16

Y
 Boiler room penetrated, roll on Steaming Table

If the boiler room is penetrated roll a d10 on the Steaming Table below:

 Ship Size

 Max. Speed Reduced to half

 All pressure lost, ship stops

Ship "Steamed", crew abandons ship 
VS

 1-2

 3

4+
S

 1-3

4-5

6+
M

 1-5

 6-7

 8+
L

 1-7

 8-9

 10
VL

 1-9

 10

 -

If a ship has previously been reduced to half speed by Special Hit 16 and suffers a second hit reducing speed it automatically loses all remaining pressure and stops.


2. Multiple Hits

A situation arose in a refight of Lissa where ships were firing broadsides of up to 40 guns. The optional statistical system allows the number of hits to be determined quickly, but the location of the hits still requires a large number of hits. To speed the process use the following optional rule:

If numerous hits have been scored on a target by the same sort of gun, divide the number of hits into groups of 10. Hits within each group are distributed in accordance with the required scores. For example, if the target is a monitor there will be 3 hull hits (one at DV-1, one at DV, one at DV+1), 6 turret hits (three requiring AV to be exceeded, 3 requiring AV to be equalled of exceeded) and one critical hit. Odd hits are rolled for normally. So, to continue the example, if the monitor had been hit 16 times the extra 6 hits would be rolled for on the table as normal. A copy of Gunnery Table 2 is given below, including numbers in parentheses showing how many hits are scored within each group of 10.

Monitors

 Other Ships
 Location

 1 (1)

 1 (1)
 Hull hit, lose DV-1

 2 (1)

 2-4 (3)
 Hull hit, lose DV

 3 (1)

 5 (1)
 Hull hit, lose DV+1

 4-6 (3)

6,7 (2) 
 Weapon/Turret Hit, lose one gun from exposed side if AV is exceeded.

 7-9 (3)

 8,9 (2)
 Weapon/Turret Hit, lose one gun from exposed side if AV is equalled / exceeded.

 10 (1)

 10 (1)
 Critical hit, lose DV if armour penetrated and Roll on Table 4


3. Howitzers

Many warships in the American Civil War augmented their armament with one or two ‘borrowed’ army howitzers. At short ranges (less than 15") roll to hit as for smoothbores of the same calibre (i.e. a 12pdr howitzer is counted as a 12pdr smoothbore). At longer ranges, up to 60" they can be represented by using the rules for mortars on page 26 of the rules. The DV of a mortar is 3 in the case of a 12pdr shell or 4 for an 18pdr. Penetration is 2 at all ranges. In addition, the explosive effect of the shell has a similar effect to rifle or machine gun fire. If a shell lands within 1" of a ship or battery that ship or battery suffers the suppressive effects of fire as in Section 8, page 26 of the main rules.

 

Optional Rule: I often use an alternative to the firing system presented in the rules. This requires the use of a specially modified d6. An arrow is painted on each face of the die - the direction is unimportant - and the number ‘6’ is replaced with ‘0’. If a mortar or howitzer is fired the point of aim is nominated by the firer. The die is thrown, and the fall if shot determined by measuring the distance indicated on the die in inches away from the point of aim. Obviously a roll of ‘0’ indicates the shell falls on target. Using this method there is a chance that shells will fall on targets other than those intended. As far as shore batteries are concerned, assume the burst radius is 1/2". If any part of the battery is included in this radius roll on the table on page 26 to determine the damage. In the case of ships if the shell lands on any part part of the ship or its base the ship has been hit and takes damage as normal.


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