Some friends recently got me back into the game and I've mostly been playing casual multiplayer games. Sometimes I try and look rulings up on my phone if I get stumped or get mixed answers.
One of the decks I have enjoyed playing (as Kaladesh and Revolt were the new sets when I started) is my Aetherborn/Servo deck. I just made some changes that includes running all three modules now and a couple Panharmonicon. I think I have most of the interactions down, but want clarification on a couple:
#1 Ironclad Revolutionary
Reading the rulings for this card I take it there is 0% chance it can trigger any of it's effects multiple times? While that is dissapointing if that's the case it still has synergy with the modules at least.
#2 Aetherborn Marauder
I understand that all counters are moved as one instance, but would triggering it's ETB be redundant in this case? Can it even trigger more than once? My understanding of the verbiage is that it takes the counters, but isn't generating new ones on its own perse. So when it ETB's it would first move X counters to itself and any additional triggers would simply fizzle? I still love the card either way.
Otherwise I think I have things down. I haven't played the deck yet since I made the alterations and don't want to slow the game down by bugging everyone while they're taking their turns.
Think of Panaharmonicon as a "when an effect triggers, resolve it, then restart the trigger again".
This means that you can choose new modes, payment (if allowed), and targets.
Using your cards as example:
Ironclad Revolutionary can allow you to sacrifice an artifact.
You can choose to or not to do it: after the effect resolves, you can decide again to sacrifice an artifact.
Again, you can choose to do or not do it.
Aetherborn Marauder allows you to move +1/+1 counters on him on ETB resolution.
This means that you can "drain" any of your +1/+1 counters from your permanents and give them to Marauder.
Then, after choosing if to do/not do it, you can do it again, which is basically useless if you got no permanents with +1/+1 counters on them (if they got "drained" after the effect resolution).
That said, you could always move counters partially (saying, draining a +1/+1 counter and leaving the target permanent with 3 +1/+1 counters on it) or move counters from a bunch of permanents you control (saying, moving all the counters from 2/4 permanents you control).
This allows you to move the counters in a two-step transiction.
Not that useful after all, but allowed by the rules.
You can't create +1/+1 counters from nothingness by targeting a permanent completely drained of its counters by the first istance of the effect with the second istance (ex: I move 3 +1/+1 counters from a permanent which has 3 +1/+1 counters on it, select it again with the second istance, move another 3 counters to Marauder), however.