Optional Rules for Iron and Fire


The following are a collection of optional rules, experiments and suggestions from myself and other people who have played Iron and Fire. They are not "official" changes, although some may be incorporated into the rules or supplements at a later stage. If you have any suggestions for additional optional rules please e-mail me.


1. Poor Manoeuvrability

2. Heated Shot

3. Boarding Actions

4.Character Traits in Combat

5. Fuses

6.Furnace Hits on Forts and Fortresses


1. Poor Manoeuvrability

Whilst reading accounts of naval actions in the Civil War it soon becomes apparent that US monitors were not the most controllable of vessels. Indeed, in shallow water the MONITOR and the later PASSAIC class are often described as being unmanageable (due largely to hydrodynamic forces acting between the ships bottom and the seabed, which reduce the effectiveness of the rudder, or even cause directional instability - OK, lecture over!). Actually this problem was not restricted to the monitors - the USS NEW IRONSIDES is often quoted as having all the handling qualities of a housebrick. To reflect this, try the following optional rule when using monitor type vessels (apart from those specifically designed to operate in rivers), and vessels noted as being difficult to manoeuvre (e.g. NEW IRONSIDES):

At the start of each turn roll a d10. Add 2 if the ship is in shallow water, add 1 if the crew are green, subtract 1 if the crew are veterans. On a roll of 5 or less the vessel manoeuvres as desired. On a roll of 6 or more, roll a d10 to determine the effect:

 Die Roll   Effect
1  Move ½ move straight ahead
 2  Move ½ move straight ahead
 3  make ½ move turning to port, tightest turn
 4  make ½ move turning to port, using next tightest turn
 5 make ½ move turning to starboard, tightest turn
 6  make ½ move turning to starboard, using next tightest turn
 7  move ½ move straight ahead, drift 1d6cm to port*
 8  move ½ move straight ahead, drift 1d6cm to port*
 9  move ½ move straight ahead, drift 1d6cm to starboard*
 10  move ½ move straight ahead, drift 1d6cm to starboard*

*maximum drift is equal to ½ current speed

The effect of this rule will be to make players less likely to engage in manoeuvres in confined waters, especially at higher speeds, and will make the passage of narrow waterways considerably more nerve-wracking!


2. Heated Shot

Although regarded as a weapon from the age of sail, the use of heated shot extended into the age of the ironclads, albeit at a much reduced level of use, due to the presence of wooden ships. Heated shot became less common because it could not be used in rifled guns, its use at sea presented a high risk to the firing ship and facilities for heating shot became less common, and took a long time to warm up if they were present. Nevertheless there were occasions when heated shot was used, and the Confederate ironclad Virginia is known to have carried some sub-calibre shot for use in this role.

Heated shot may be used as follows:

a) a "to hit" die roll of 1 means the shot has caused an accident. Roll a d10:

 Die Roll

Heated shot fired from a
 

 Ship

 Fort
 1-3 Firing gun explodes Firing gun explodes
 4-6 Firing gun explodes, fire starts
 7-10 Shot mishandled, fire starts Shot mishandled, gun cannot fire this turn

b) if a hit is scored the round causes 1 less damage point than normal (smaller shot was generally used) - NB at least1 point is always scored. There is a chance the shot will cause a fire - roll a d10. A fire is started on a wooden ship on a roll of 8+, or on an ironclad where the shot penetrates armour on a roll of 10+.


3. Boarding Actions

If you are in an Ironclad, unless you have troops on board do not try to board the other guy, because...
If an Ironclad declares a board (-3 to roll) it cannot claim +5 if counterboarded later (its hatches are open)
If an Ironclad defended against a boarding action (+5) it cannot counterboard (its hatches are closed).


4. Character Traits

The following rule covers the effects of the traits optional rule in section 6.2 of "Blue Steel, Grey Thunder", which makes the game rather fun.

Character is "Slow Witted": -2 from initiative die roll
Character is "Razor Sharp": +2 to initiative die roll
Character is "Alcoholic": -1 from initiative die roll
Character is "Responsible": +1 to initiative die roll


5. Fuses

Rule 2.7 in "Blue Steel, Grey Thunder" allows for the use of solid shot and explosive shell. The fuses used on explosive shells of the period were as temperamental as today's modern vaersions. There was a significant chance that a shell would fail to explode on impact. This optional rule (which should only be used for smaller actions as it makes the gunnery process more complex) allows for this variation. If a ship is hit by a shell roll a d10. On a roll of 2+ the shell explodes as normal. On a roll of 1 the shell fails to explode and only does non-penetrating damage. These values can be changed to suit the particular scenario being played (for instance, if one side has particularly por fuses they may fail on a roll of 1-3).


6. Furnace Hits on Forts and Fortresses

To add a bit of "colour" to the game I've included a critical hit when firing at forts. If Critical Hit no. 17 hit is scored on a fort it destroys the furnace, preventing heated shot (see above or BS, GT, section 2.3, page 4) being used and starting a small fire (if heated shot is not being used, ignore this effect)


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