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Contents Page

Navigating The Book


Targets and Measuring Shots 20 Firing Into Boarding Actions 20 Split Fire 20 Linked Fire 20 Rolling Attack Dice 21 Hitting a Target 21 Small Target 21 Stern Rake 21 Damaging a Target 21 Zero Hull Points 21 The Critical Hit Table 21 Fixing Critical Damage 22 Line of Sight Diagrams 22 Additional Weapons Systems 23 Trebuchets 23 Mortars 23 Torpedoes 23 Defensive Fire Batteries 23 The Critical Hit Table 24 FOREWORD 2 PLAYING THE GAME 3 GLOSSARY OF TERMS 5 TERRAIN FEATURES 7 SETTING UP A GAME 8 SEQUENCE OF PLAY 10 Wind Direction 10 Play Turn Cards 10 Initiative Phase 10 Activation Phase 10 End Phase 10 Command Distance 11 Game Cards 12 Star System 12 Hand Size 12 Using Game Cards 12 Card Tactics 13 Multiplayer Games 13 Movement 14 Using a Template 14 Minor Directional Changes 14 How Far do I Have to Move? 14 Moving Squadrons 14 The Effect of Wind 14 Drop Anchor 14 Moving Off 15 Leaving the Game Board 15 COLLISIONS AND RAMS 16 The Sequence of Events 16 Ram or Collision? 16 Calculate Damage 16 Red Ram Rating 16 Aftermath 17 Multiple Ship Involvement 17 Colliding With Non-Ships 17 Combat 18 Working Out Your AD 18 Damage/Crew Affects on AD 18 Valid Arcs 18 Targeting and AD 18 Arcs of Fire 18 Line of Sight 19 Diving Rules 30 Deployment 30 Activation and Movement 30 Combat 30 Raging Fire Markers 30 Boarding 30 Submarines 30 CREATURES AND MONSTERS 31 Large and Massive Sea Monsters 31 Coastal Giant 31 Behemoth 31 Crocidon 32 Goliath 32 Kraken 33 Small Sea Monsters 33 Octopoda 34 Naitaka 34 Kroken 34 Monster Critical Hit Table 35 FORTIFICATIONS 36 Fortifications Critical Hit Table 37 Fortifications Statistics 38 CREW UPGRADES 39

Boarding actions 25 Resolving Boarding Actions 25 Multiple Boarding Actions 25 Prizes 25 Derelict Ships 25 A Boarding Example 26 Extended Boarding Example 26 Turn End 27 Victory Conditions 27 Rationalise Game Markers 27 Changing Winds 27 Drift Derelicts 27 Draw Game Cards 27 Flying Rules 28 Deployment 28 Activation and Movement 28 Combat 28 Fly-By Attacks 28 All Hands Lost 28 Defensive Fire 28 Reduced Fire 28 Increased Vulnerability 28 Defensive Fire and Game Cards 29 Boarding Actions 29

OPTIONAL RULES 40 Weather and Time of Day 40 Bravery 41 MODEL ASSIGNED RULES 42 FLEET COMPOSITION 46 Model Types 46 Choosing Your Squadrons 46 What Game Type to Play 47 TOKENS AND TEMPLATES CREDITS PAGE 48 51

The Basics of The Game


So what is this game all about? First and foremost it is a naval game designed around having plenty of fun, it is about having a great time with other gamers playing naval combat using superb models and easy to master rules. The game is set in a fantasy realm that we call the Uncharted Seas, a complete fantasy world that has been created by Spartan Games. In this new and fantastical realm you will recreate in miniature the exploits of various races, including the Dragon Lords, Iron Dwarves, Imperial Humans, Shroud Mages, Bone Griffons, Orc Raiders, Thaniras Elves, Ralgard and the Sky Pirates. UNCHARTED SEAS uses a combination of fast action game rules which are optimised for large fleet actions, decks of Game Cards, which add an additional element of strategy and flavour to each race, high quality resin and white metal ship miniatures, terrain, easily identifiable counters and D6 dice. Add to this a big pot of imagination and you will be set for many hours of gaming enjoyment. Everything else you will need can be found inside this rule book and permission is given to photocopy and use the counters and templates, but please remember that the copyright always remains with Spartan Games. The aforementioned Game Cards are a mechanic that we feel truly adds to the overall game play and enjoyment factor of the Uncharted Seas. But you can play without them, so you do not have to use them if you dont want to. Each deck consists of 26 cards, with 13 of the cards generic across all races and 13 cards specific to a race, making every game different with their use.

Foreword

AN INTRODUCTION

This new enemy attacked immediately and aggressively, using what appeared to be magically enhanced bolt weapons. Their ships were fast, manoeuvrable and clearly magical. The fleet was supported by riders on dragons, larger than any an Old World human had witnessed since the ancient times of legend. Caught by surprise, the larger Imperial fleet was decimated and the survivors limped back to the human controlled islands in tatters. This warlike race, called the Dragon Lords, is the self-proclaimed ruler of this region, an aggressive race that melds military prowess with the dark arts to subjugate any foe that stands in its way. A truly ancient people, the Dragon Lords are the masters of war and magic and will stop at nothing to drive the perceived invaders out. The stage is set, the battle lines have been drawn and a full scale war has erupted in the Uncharted Seas and the waters of this new world are to be its battlefield.

THE WORLD

As game settings go, the ability to define an entire fantasy realm allows you plenty of scope to have some fun. Our map shows the principal land masses of the Uncharted Seas and from our web site you can download a modified version of this map that shows which areas are controlled by the various races. We offer guidance as to how these races settled in the New World, but you can remake this map and redo the distribution of land to races in whatever way makes your scenarios/ campaigns easier to play. As to our ship models we have embraced a building block approach. The same initial core ships - Battleship, Cruiser and Frigate - have been made available to each of the first races. These generic terms are simply used to aid in the construction of fleets by a player. Although called the same thing, these ships are very different and truly engender the feel of each race, making a Dragon Lord Cruiser very different from an Orc Raiders Cruiser. Each ship type is equipped with a points value and it is this which is used to aid you in fleet construction. The world of the Uncharted Seas is a growing and exciting realm to wargame in. Our first game within this world puts you in command of powerful naval warships, allowing you to wreak havoc on your enemy with shot & grape, unleash powerful magic spells to smash their ships, avoid reefs and monster infested waters, do battle on land as you capture islands and fortifications and much more. The Uncharted Seas is in need of brave commanders... Are you such a soul?

As stated, the game takes place inside a world of high fantasy that we call the UNCHARTED SEAS. Imagine, if you will, that the classic races of the Old World (Dwarves, Orcs, Elves and Humans) have amassed mighty expeditionary fleets to send to a mysterious New World. Soon they were claiming land in the name of their rulers and for themselves, slowly mapping the region - the uncharted literally becoming the charted! It quickly became apparent that these new lands were a vast constellation of islands, rather than the single landmass of the Old World. The islands ranged from the icy wastes of the north to the lush jungles of the south, all with their own bizarre flora and fauna. An unprecedented land grab was to follow, with each Old World race diverting massive resources into colonising this strange new world. As the colonists pushed west deeper into the island constellation, they began to hear reports of ships being lost mysteriously, and in some cases whole fleets disappearing. The Imperial Human settlers were the first to take these reports seriously, and sent a massive war fleet to investigate. When sailing west they encountered a large landmass, which they named Principia and planned to claim as their own in the name of the great Imperial Council. But as they neared the coast of Principia they were faced with something totally unexpected: a fleet of bizarre warships of an unknown origin, sailing forth from an established, fortified harbour.

A DEADLY NEW WORLD ORDER

The Spartan Games Team

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

A Quick Guide To The Core Mechanics


Dice are an integral part of playing the UNCHARTED SEAS. Sometimes a Frigate with a single turret will wreak the kind of damage normally reserved for an organised barrage from a Battleship, other times the mighty fusillade of a Heavy Cruiser will bounce harmlessly off of the hull of a Frigate. The tide of battle can change on such events, so one should be careful of speaking ill of Lady Luck. Range is the distance in inches along which Line of Sight is measured between the firing model and the target. There are FOUR Range Bands, each of which is eight inches and follows on directly from the Range Band before it. The Range Bands are therefore 8, 16, 24 and 32. Making 32 the theoretical maximum Range. If the distance between the firing weapon and its target is 8 or less, then the target is in Range Band 1. If the distance is greater than 8, but not further than 16, the target is in Range Band 2. This then follows for Range Band 3 and Range Band 4.

Playing the Game


RANGE BANDS

DICE TYPES

In UNCHARTED SEAS we reference three types of dice; D8, D6 and D3. A D8 is an 8 sided dice and is used to determine random directions. A D6 is a standard six-sided dice. A D3 requires the rolling of a D6 and then taking a roll of 1 or 2 to equal a result of 1, a roll of 3 or 4 to equal a result of 2, and a roll of 5 or 6 to equal a result of 3.

HEIGHT LEVELS

EXPLODING DICE

Most D6 will use the Exploding Dice game mechanic, where a natural roll of 6 always results in TWO successes AND a chance to roll the dice again and score further successes! Whenever you see the number required for successful die roll as 6, anywhere in the rules, you know that a natural roll of 6 will result in TWO successes AND a chance to roll the dice again. If the required number is shown as 6, the Exploding Dice mechanic is NOT in effect. Any Re-rolls are performed AFTER resolving any extra rolls resulting from a natural roll of a 6 and MUST be taken as final. With the Exploding Dice mechanic you keep going until you stop rolling any 6s, and only when you have finished rolling the dice do you add up the total number of successes; so make sure that when you roll again you dont roll a dice that is already a success, or you may lose count.

InUNCHARTED SEASmodels can navigate across the turbulent seas, take to the skiesor even prowl beneath the waves. As a general rule all Flying models inhabit the Flying level, Diving models that have submerged inhabit the Submerged level, and all other models inhabit the Surface level (either Water or Land). The Height Level a model is at, especially relative to another model, can be very important. The Height Level diagram illustrates the Height Levels represented in the game.

If you look at the example above you can see that Orc Cruiser A is sitting well and truly in Range Band 2, and Cruiser B is in Range Band 4. Both are valid targets, but both will have different numbers of AD rolled against them during combat.

Some rules may alter the target number required to score a success, or modify a dice roll by adding or subtracting from the initial result. Regardless of this, a natural roll of 6 will result in TWO successes AND give an extra dice roll, while a result of 6 or better due to a dice roll modifier will result in ONE success and NO extra dice roll.

CRITICAL HIT EXPLOSIONS

Later in the book you will learn about Critical Hits and their effect on models. One of the more drastic effects is called a Magazine Explosion, which literally rips a model apart, and has an area effect around it that can affect other models. Height levels can impact this effect as follow: A model that is on the same Level as an explosion, is affected normally by the Magazine Explosion. A model that is 1 Level higher or 1 Level lower than an exploding model takes only HALF the normal number of AD from the explosion. A model that is 2 Levels higher or 2 Levels lower than an exploding model is NOT AFFECTED by the explosion.

ROUNDING DOWN

If, for any reason, the rules state that a value is to be reduced by HALF, the original number is always Rounded Down. A number of dice can NEVER be reduced to below 1 by Rounding Down, however a models Movement (Mv) value can be.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

MEASUREMENT

Any measurement in UNCHARTED SEAS is in Inches () and you can pre-measure ANY distance at ANY time.

MEASURING TO A MODEL

When measuring TO a model measure to the closest point of the model, base or Flight Stand. In UNCHARTED SEAS most models use a Turning Template when they turn. These are Small, Medium or Large. When using a Turning Template, a Flat Edge should be flush with the side of the model, base, or Flight Stand, and a Navigation Point should be alongside the models designated reference point.

TERRAIN

All measurement to or from any Terrain is measured from the closest part of the terrain feature, unless the rules for a model state otherwise.

TURNING TEMPLATES

MOVEMENT AND TURNING

When measuring FROM a model for Movement and Turning use the guide below to check where the measurement is taken from: Naval Models Measure from the front of a model for Movement, and the centre of the appropriate side for Turning. FLYING Models Measure from the front of a Flight Stand for Movement, and the appropriate front edge of the Flight Stand for Turning. Important Note: The point around which a model turns is called its Turning Point.

LINE OF SIGHT AND RANGE

When measuring FROM a model for Line of Sight and Range use the guide below to check where the measurement is taken from on a model: For ALL models measure from the centre of any Turret Measure from the centre of the appropriate side of the model, base or Flight Stand for any Broadside or Side Gun weapon. Measure from the closest appropriate point of the model, base or Flight Stand for any Fore/Aft Arc weapon. Measure from the closest point of the model or base for Defensive Fire.

Important Note: When a measuring for any Turrets, Broadsides or Side Guns on a Flying model, measure horizontally straight out from the model.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Glossary of Terms
What It All Means...
DEnsity
The following is a list of terms used throughout this book and how they relate to the models on the Game Board. This is an abstracted number, representative of a weapons firepower, used to determine how many dice to roll during an Attack. A model has multiple ways it can engage an enemy model and this will result in a number of Attack Dice (AD) dice being generated, or similarly Melee Dice (MD) for Boarding Actions. Normally AD/MD work as follows: roll a D6 for each AD available, a result of 1-3 is discarded, a result of 4-5 means 1 hit is done and a roll of 6 sees 2 hits done AND the dice is rolled again. The number of hits is totalled and either compared with the DR and CR of the target to see what damage has been done in the case of AD, or converted into Crew Killed in the case of MD. These are the main fighting force in the navies of the Uncharted Seas, including models ranging from Cruisers, to Flagships to Dragon Carriers. If a model is classed as Capital, it will be noted on its statistic card. Certain specific rules only apply to Capital Models, and certain Game Cards will ONLY affect them. The Critical Rating (CR) of a model is the number you need to meet or exceed for something serious to happen. For most models, say a Battleship or a Cruiser, the fact that you have matched or exceeded the CR will result in a roll on what is called the Critical Hit Table. This is where things can go bang or much more damage can be done to a model. In this game Crew Points generally refers to a models ability to engage in Boarding Actions or its ability to fire Defensive Fire at Flying units. The Crew Points of a model can be modified to allow for veteran crews or even poor quality crews. Think of it as an abstract number that pulls a number of things into one simple number: crews with guns, grappling irons, fists, bad tempers and so on. A dragons Crew Points rating does not necessarily represent a number of troops on the models back engaging in a Boarding Action, think of it as that models ability to fight other models, say the crew of a ship. Crew Points convert into Melee Dice (MD) during a Boarding Action. All models in the game have a Damage Rating (DR)- the number that you have to meet or exceed in order to inflict a point of damage on them. The DR is an important number and this works be it a ship, castle, monster, balloon or submarine. All models that CAN be damaged have a DR. Defensive Fire (DF) is used to attack Flying models within Range Band 1 (8 inches) of your ship where the angle is too steep to use cannons. It represents the crew using small arms such as bows or rifles to fend off an aerial attacker. Your capability for DF is based on your remaining Crew Points.

Attack Dice

Terrain is classified as being: Soft, Dense or Hard, which determines how dangerous it is for a model to collide with it.

These cards can be used to alter the way that models behave and events take place during the game. The cards are optional but do add a great level of fun and unpredictability to the overall game and provide additional flavour to each fleet. Page 49 is a sheet of Game Markers, these are placed adjacent to a model over the course of a game, to track various things that have happened to it, such as suffering Hull Damage or Capturing a Prize.

Game Cards

game markers

CAPITAL MODELS

This represents the structural integrity of a vessel, or the amount of injury a creature can suffer. It is the all important number. Your mission is to reduce this rating to ZERO on a model. Do this and it dies or sinks or drops from the sky.

Hull Points

Critical Rating

Certain rules, Game Cards and other effects may add Modifiers to dice rolls. These will add or subtract the given value from the number rolled on the dice. For example, a roll of a 3, with a +1 modifier, becomes a 4, potentially changing a miss into a hit. However, only a natural 6, before modifiers are applied, counts as 2 hits and grants a second roll, and only a natural 1 is always a miss.

modifiers

Crew Points

This value is the number of inches that a model can move during its Activation. Sometimes a model may have two ratings, denoted as 8/6 for example, which indicates what it does when doing one of two things. A good example here is a Sea Monster which will normally have a number that it moves on the surface, say 8, and a number that denotes what it moves submerged, say 6.

Movement

Models can Collide, crash into and generally interact with each other. The Ram Rating measures how good a model is at smashing into other models. If this is RED then the Ram Rating is particularly dangerous, and it is worthwhile deliberately Ramming into another model. Be careful what you Ram though - you may not survive the impact...

Ram Rating

Damage Rating

The game uses what we call Range Bands, which are 8 segments of distance starting at 0 and extending to 32. We employ 4 Range Bands, although some game cards can extend Ranges temporarily. Models in the Uncharted Seas fall into one of the following Size Classes: Tiny, Small, Medium, Large or Massive.

Range Bands

SIZE CLASSES

Defensive FIRE

Weapons are a models main armaments, including Port and Starboard broadsides, Trebuchets, Turrets and so forth. A models weapons, together with the Attack Dice which they can fire in each Range Band, are listed on its Statistic Card. On certain Game Cards we will also use the term Gunnery to refer to the weaponry of a model.

WEAPonRY

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Turning Templates are supplied in three sizes, Small, Medium and Large, and serve two purposes in the game: They are used when a model turns, as described in the Movement section. A denotes the Flat Edge and B the Navigation Points. They are also used when a model fires, as described in the Combat section. The red area between the arrows indicates the width of the Broadside arc, and C denotes the centre of the Broadside baseline.

Turning templates

Certain models fall into particular Types, denoted by the following icons on their statistic card. This will affect the way that they behave, and the way which other models and Game Cards interact with them. Creature From ferocious monsters to aged dragons, these are gargantuan beasts, large and powerful enough to face down entire broadside volleys and challenge the human scale vessels of wood and iron for dominion of the Broad Blue. See Pages 31-35. Fortification Stone towers, harbour walls, and battlements lined with cannon, Fortifications are much sturdier than other models, and can weather punishing firepower, but are unable to move from their foundations. See Pages 36-38. Flying These are vessels or creatures not bound to the surface of the sea, but free to soar into the clouds. See Page 28-29. Diving These are vessels or creatures that can sink beneath the waves, approaching their prey hidden from sight, waiting for the opportune moment to surface and strike. See Page 30. Non-Living This includes both Constructs, objects bound into a semblance of life without a living soul, and Undead, corpses reanimated through dark sorcery and trapped in eternal existence. Any model without this icon is classed as a living model.

Types

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Making Your Gaming Table Look Cool


A Game Board can be as simple as a blue cloth, or as complex as textured tiles with detailed islands and coastline scenery. In UNCHARTED SEAS it is important to delineate the Water from any Land, and also to show where specific terrain features start and end. As the Game Board being used will represent seas or coastlines, much of the natural terrain will tend to be islands or a significant landmass, along with reefs, sandbars or icebergs.

Terrain Features

GAME BOARDS

The Surface Height of Terrain is important for Line of Sight purposes. If any Terrain does not have an allocated Surface Height it does not block Line of Sight to or from any model. If two or more pieces of Terrain are placed on top of each other, or a Surface model is on a piece of Terrain, add together the Surface Height/ Size Class to get the combined Surface Height. The maximum Surface Height for any Terrain feature is Massive.

TERRAIN PROPERTIES

Most Terrain in a game is deployed on the Surface, although some can be Submerged. Most pieces of Terrain are generally between 4 to 8 in length/width and any Terrain feature must be at least 1 square. Surface models can Collide with Terrain but, generally, any Flying model or token can pass over Terrain WITHOUT causing a Collision. In UNCHARTED SEAS Terrain is Classified as Soft, Dense or Hard, and may be Defined as Impassable or Treacherous. Terrain may also have a designated Surface Height of Tiny, Small, Medium, Large or Massive. TERRAIN CLASSIFICATION Terrain is Classified as Soft, Dense or Hard. The Classification of Terrain denotes the damage it can cause. When a model Collides with Terrain, an amount of Attack Dice (AD) are rolled against the model: Soft Terrain: 4 Attack Dice. Dense Terrain: 8 Attack Dice. Hard Terrain: 12 Attack Dice.

TERRAIN LIST

The following list of Terrain for UNCHARTED SEAS is not definitive, feel free to modify and amend the Terrain listed here to whatever is most suitable for your game. Terrain is either specified as part of a particular scenario or randomly generated as required. Island Landmasses often vary greatly in Height Level and area, from scattered clumps of rock jutting just above the water, to imposing icebergs, to extended coastlines occupying a whole Board edge. Small, Medium, Large or Massive Surface Height. Hard Terrain. Impassable to non-Flying models. Occupies the entire Submerged Height Level.

Building A Building represents a large structure, and can vary greatly in construction, purpose, Height Level and area. Small, Medium or Large in Surface Height. Soft, Dense or Hard Terrain. Impassable to non-Flying models. Occupies the entire Submerged Height Level.

TERRAIN DEFINITION

Terrain may be Defined as Impassable and / or Treacherous for certain models. Impassable Terrain A model CANNOT move into, or through, Terrain that has been Defined as Impassable. If a model contacts Impassable Terrain it must immediately stop and must resolve a Collision with that Terrain. Treacherous Terrain If a model Activates in, or moves into, an area of Treacherous Terrain, it must declare if it is moving at Full Speed or Half Speed. A model declared to be moving at Half Speed can only use HALF of its remaining Movement (Mv) for this Activation. A model declared to be moving at Full Speed must perform a Treacherous Terrain Test. Roll 1D6: A Tiny or Small model Collides with the Treacherous Terrain on a roll of 1. A Medium model Collides with the Treacherous Terrain on a roll of 1 or 2. A Large or Massive model Collides with the Treacherous Terrain on a roll of 1, 2 or 3.

Mountain A Mountain is a natural elevation from the earths surface. They are often inclined steeply to their summit. Massive in Surface Height. Hard Terrain. Impassable to ALL models. Occupies the entire Flying Height Level. Occupies the entire Submerged Height Level. Reef A Reef is a hidden danger, often merely a few feet below the Water. Dense Terrain. Impassable to Submerged models. Treacherous to Medium, Large and Massive non-Flying models. Occupies the entire Submerged Height Level.

Sandbar A Sandbar is a ridge of submerged sand, often close to the Surface of the Water and partially exposed. Soft Terrain. Impassable to Submerged models. Treacherous to non-Flying models. Occupies the entire Submerged Height Level.

TERRAIN SIZE

Most Surface Terrain is allocated a Surface Height, which is relative to the possible Size Class of a model or token; Tiny, Small, Medium, Large or Massive.
Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Getting Your Models On The Table...


Before organising a Fleet for a particular game, players need to choose a Maximum Fleet Value, and whether they are building a fleet for an Open Game, a Standard Game, or a Campaign Game. Page 46-47 of this book, details how you construct a Fleet for each of these Game Types. Additionally players should agree whether Field Orders will be used to determine Victory Conditions for the game, whether Game Cards are to be used and also the Game Length. In a Campaign Game, these will often be predetermined.

Setting up a Game
GAME LENGTH

All games end immediately after any Fleet satisfies the conditions of its Field Order otherwise Game Length is defined as Fixed, Variable or Timed as required. In a Fixed game players agree upon a set number of Turns for the game. In a Variable game players agree a set number of Turns for the game. However, during the End Phase of the last Turn, one player rolls 1D6, subtracting 1 from the die roll for each extra Turn that has been completed. On a roll of 1, 2 or 3, the game is over. On a roll of 4, 5 or 6, another Turn is played.

ADMIRALS

The Admiral is the commander of your force and must be stationed accordingly. A player can place their Admiral on any friendly Large or Massive Capital Class model that is NOT a Creature. This model is the Admirals Vessel. If a Fleet does not have any eligible models upon which to place an Admiral, then it cannot have an Admiral. The Admirals Vessel is declared when it is Deployed. Each Turn a player can have their Admiral perform ONE of the following options: Re-roll one Treacherous Terrain roll for a model in their Fleet within 8 of the Admirals Vessel. Re-roll one Critical Hit Table roll against an enemy model fired on by a model in their Fleet within 8 of the Admirals Vessel. Re-roll one Critical Hit Table roll against their own Admirals Vessel. Re-roll one Damage Repair roll for a model in their Fleet within 8 of the Admirals Vessel.

In a Timed game players agree a set amount of time for the game, when this period of time has elapsed the current Turn is completed and then the game is over.

BATTLEFIELD SET-UP

There are three main methods for randomly setting up a Game Board with Terrain before starting play. All are suitable for any Open, or Standard Game. Method 1: Divide the Game Board into four quarters of equal size. Each side takes it in turn to choose one quarter and CAN place any ONE piece of Terrain anywhere in that quarter. Randomly determine which side chooses the first quarter, once a particular quarter has been chosen it cannot be chosen again. Method 2: Depending on the size of the gaming table divide the Game Board into either 4 or 6 areas of equal size. If at all possible each area should be 2 x 2, and should border at least one edge of the gaming table. Each side takes it in turn to roll 1D6 for each area. On a result of 5 or 6 for you CAN immediately place any ONE piece of Terrain in that area. Both sides roll for one area before moving onto the next. Randomly determine which side will place the Terrain first, if required. Method 3: Use Method 2, but roll 1D6 to determine what type of Terrain to place: On a 1: Building (any type, purpose or size). On a 2: Island (Small or Medium). On a 3: Reef. On a 4: Sand Bar. On a 5: Island (Large or Massive). On a 6: Mountain.

MAXIMUM FLEET VALUE

A Maximum Fleet Value (MFV) can be any Points Value agreed upon by the players. The options given below are a guide to the size of any ensuing combat. With a Starter Fleet Boxed Set MFV players create their Fleet from the models found in the appropriate Starter Fleet Boxed Set. With a Points Value MFV, players select models from the appropriate Races Army List, organised as Squadrons - the total Points Cost of all models in the Fleet CANNOT exceed the chosen Maximum Fleet Value. MFV Starter Fleet Boxed Set. MFV 750: Skirmish. MFV 1000: Full-Scale Battle. MFV 1500: Major Engagement. MFV 2000: Total War. MFV 3000: World-Changing Conflict. The MFV also gives an idea of the optimal size of Game Board. For Starter Fleet or Skirmish games, a 4 x 4 Board should be sufficient, larger games may be better on a 6 x 4 Board, or even an 8 x 4 Board for truly titanic conflicts.

Campaign Games will often give specific instructions on the placement of Terrain.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

For any Open, or Standard Game, each side rolls 2D6 and the side that gets the highest total chooses ANY edge of the Game Board as their Deployment Edge, the opposing player MUST take the opposite edge as their Deployment Edge. The Deployment Zone for each side is the length of their Deployment Edge, and extends 8 into the Game Board. The side that chose their Deployment Edge first then deploys one Squadron in their Deployment Zone. The opposing side then deploys one Squadron in their Deployment Zone, players alternate deploying Squadrons until all Squadrons are fully Deployed. Campaign Games will often give specific instructions on the location and extent of the Deployment Zones. Field Orders are the Victory Conditions for a Fleet. Immediately after Deployment, each Fleet should openly roll 1D6 to get their Field Order. Destroy or Capture at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. Destroy ALL Large and Massive models in any opposing Fleet. Destroy or Capture at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including ALL Medium models. Destroy or Capture all Standard and Variant models in any opposing Fleet. Destroy or Capture at least 50% of the Maximum Fleet Value of any opposing Fleet in Victory Points, including ALL Small models. Capture the Admirals Vessel of any opposing Fleet. The default Field Order is Destroy or Capture at least 70% of the Maximum Fleet Value of any opposing Fleet in Victory Points. It can ALWAYS be chosen by a player instead of their randomly generated Field Order. This is also used in any game without Field Orders, or without any specific scenario Victory Conditions.

DEPLOYMENT

A Fleet wins the moment it satisfies its Field Order during the game, scoring a Crushing Triumph. If neither side wins before the end of the game the total number of Victory Points scored by each Fleet is used to determine who has won. Important Note: Field Orders are public knowledge by default, but players can agree to keep them secret in any non Tournament Game.

VICTORY POINTS

Victory Points are calculated using the actual Points Cost of each model Lost or Damaged during the End Phase of each Turn. A model is Lost if it is Destroyed, Captured or made Derelict. Victory Points are awarded as follows: DOUBLE the Points Cost for enemy models that have been claimed as a Prize if the relevant Prize Marker is still on the Game Board. FULL Points Cost for enemy models that have been Destroyed or made Derelict (including those that are Destroyed because they left the Game Board). HALF the Points Cost for enemy models that have HALF or less of their Initial Hull Points or Crew Points remaining. This is only counted ONCE if both conditions are fulfilled.

FIELD ORDERS

Important Note: Victory Points can change during the game, both up and down, as models are Captured, Re-Captured or Destroyed. If Field Orders have not been achieved during a game, Victory Points are calculated after the last Turn. If one Fleet scores 50% more than the opposing Fleet, its a Crushing Triumph, 30% more is a Resounding Victory, 10% more a Marginal Success, and anything else is a Draw.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Of Game Play And Activation...


WELCOME ABOARD!
Uncharted Seas uses a simple turn-based system with each Turn of a game broken down into different Phases. The Phases are: 1. 2. 3. 4. Play Turn T Cards Initiative Phase (Determine Initiative) Activation Phase (Movement & Combat) End Phase (Clear-Up) You must determine Initiative at the start of each Turn.

Sequence

3. ACTIVATION PHASE

Once Initiative has been decided it is time to move the fleets. Players take turns to Activate a Squadron, until ALL Squadrons have been Activated. Unless a special rule or Game Card allows it, no Squadron may Activate more than once in a Turn. Each Squadron Activation is further subdivided into the following sequence: 1. 2.
a) b) c)

This sequence of Phases is repeated each Turn.

WIND DIRECTION

At the VERY start of a game, before players select their table edge and start deploying their fleets, you need to determine which way the wind is blowing. Use an eight pointed compass and roll 1D8 to determine the initial wind direction.

Choose a Squadron. Movement Phase:

1. PLAY TURN CARDS

If the optional Game Cards are being used, each player may play a Turn card during this Phase of the Turn.

3.
a)

Move a single model within the Squadron, performing all the movement for that model. If there are multiple models in the Squadron, select another model from within that Squadron that has yet to move and perform all movement for that model. Continue this process until all models in the Squadron have moved.

Collision Phase: Combat Phase:

2. INITIATIVE PHASE

4.
a)

Work out any Ramming or Collisions that have occurred as a result of the movement of the Squadron. Perform any firing from the Squadron using any models that ARE NOT in contact with an enemy model.

The process of choosing which side moves first is done by both players rolling a single D6, with the player who rolls the highest number going first. In game of more than two players, each player will roll a D6 with the players performing Initiative in sequence of the dice results. Should the players rolls tie, those who have tied should keep rolling until one person has the highest number and a clear sequence of play has been identified.

5.
a)

Boarding Phase:

6. 7.

Work out any Boarding Actions for models in the Squadron that ARE in contact with an enemy ship.

End of Squadron Activation. Pass Activation to the next player.

This continues until ALL Squadrons have completed their Activation or been Destroyed. A player can select a Squadron and say it is doing nothing at all that Turn. But remember that a player cannot come back to that Squadron later having changed their mind. Models that do nothing simply Drift directly forward 2 inches in a straight line, unless stated otherwise. Important Note: Once a player selects a model and begins its movement, that model CANNOT be halted until its movement is complete. A player cannot begin movement, stop halfway through, let another model move and then come back to the previous model and complete its movement.

3. END PHASE
1. 2. 3. 4. 5.

Each Turn finishes with an End Phase, during which players: Check Victory Conditions. Rationalise Game Markers and remove expired effects. Check for Changing Wind. Drift Derelict models. Draw new Game Cards.

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IMPORTANT INFORMATION
Please Read And Digest The Following
COMMAND DISTANCE
To retain Squadron coherency, all models within a Squadron must stay within range of each other, unless they have a special rule that allows them to ignore this. This range is known as Command Distance and is checked for at the beginning and end of a Squadrons Activation. Battleships and some other special units operate individually, so this does not affect them, but Cruisers, Frigates and other models that operate within a multiple model Squadron must remain within 4 inches of another model in the same Squadron. This distance is measured from ANY point of a model to ANY point of another model. If Squadron coherency is maintained then all models that are part of the Squadron can continue to Activate together, otherwise they must follow the rules for being outside of Command Distance. An Element can be any part of the original Squadron, consisting of one or more models as long as they are within Command Distance of each other. It is possible to have a Squadron Split more than once. Important Note: Moving an Element back into Command Distance, to regain Squadron coherency, DOES NOT allow the player to then move the Squadron as a whole that Turn. This occurs in the following Turn, when the Squadron is next Activated.

OUTSIDE OF COMMAND DISTANCE

There will be times when Squadron coherency is lost, and the models of a Squadron are outside of Command Distance, either by accident or by the choice of a player. If this is the case the Squadron is deemed to have Split. The impact of this event is that in subsequent Turns the entire Squadron CANNOT Activate en masse, instead only a single Element of a Squadron (chosen by the controlling player) can be Activated at any given time. The remainder of the Squadron will do nothing except Drift forward 2 inches each Turn until the Squadron manages to regain coherency, via all of its models being within Command Distance again.

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How To Add The Fog Of War To Your Games


The core game has been augmented with a Deck of 26 Game Cards for each Race. Each Deck has 13 generic cards, that every Race has access to, and 13 Race specific cards that are unique to a Race. These Game Cards introduce additional elements of strategy, planning, and magic to the game.

Game Cards

Magic (M) and Counter (C) Cards

Magic cards represent the power that can be brought to bear by the Magi or Shaman of a Race, and often have particularly devastating or game changing effects. However, Counter Spell cards can be used to dispel the Magic cards of your opponent. If a Magic card is played and the opposing player has a Counter Spell card, the Counter Spell card can be played immediately (before any templates are placed, or dice are rolled) to prevent the effects of the Magic card from happening. Both the Magic card and Counter Spell card are then discarded. Important Note: When a Counter Spell card is played to dispel a Magic card, the text on the Counter Spell card is ignored. Some cards have a Creature icon and/or a Fortification icon on them; these are the only cards that can be played on the relevant model type: A Creature can only have a card with a Creature icon on it played on it, and a Fortification can only have a card with a Fortification icon on it played on it. Cards with these icons on them can still be played on other models.

THE STAR CARD SYSTEM

Game Cards use the STAR mechanic and each card is marked with an appropriate S, T, A or R symbol to indicate whether it is a Squadron, Turn, Action or Reaction card. Some cards are also marked as a Magic and / or Counter Spell card, and can also have a Creature or Fortification icon on them. The core types of card are as follows:

Squadron Cards (S)


A maximum of ONE Squadron card can be played on a Squadron per Turn. A Squadron card affects ALL of the models in the Activated Element of the Squadron. A Squadron card cannot be played on a model that is part of a Squadron that has had an Action card played on it this Turn. A maximum of ONE Turn card can be played by each player per Turn. Turn cards are played at the start of the Turn BEFORE Initiative is resolved. Turn cards are placed face down in front of the players, and are then revealed simultaneously. Turn cards are resolved in the order of Initiative from the previous Turn. Unless specifically stated otherwise, a Turn card will only have an effect during the current Turn.

Creatures & Fortification Icons

Turn Cards (T)


HAND SIZE

Generally, the maximum number of cards a player can hold at any one time is equal to the number of Squadrons they have in their Fleet, up to a maximum of 5. This is called the players Hand. Important Note: Models that have been Lost DO NOT count as a Squadron for the purpose of generating Hand size. At the start of a game, after Deployment but before Initiative is rolled for the first Turn, each player draws cards from their shuffled deck of Game Cards up to their maximum Hand size. In the End Phase of each Turn players must ensure that they do not have more than their maximum number of cards in their Hand. If a player does have too many cards in their Hand, or if they simply wish to replace some of the cards they have, they can discard any number of Game Cards and draw new Game Cards from their deck up to their maximum Hand size. If a player gets to the end of their Game Card Deck they must re-shuffle their discarded Game Cards into a fresh Game Card deck. Example: A player has FOUR Active Squadrons on the Game Board, and so has a maximum Hand size of FOUR Game Cards. During the Turn, TWO Squadrons are Destroyed. In the End Phase of the Turn they MUST discard Game Cards to ensure that at the start of the next Turn they only have TWO Game Cards.

Important Note: On the first Turn, where Initiative has not yet been determined, players roll a D6 and resolve their Turn cards in order; highest first to lowest last.

Action Cards (A)


A maximum of ONE Action card can be played on a Squadron per Turn. An Action card can be played on a SINGLE model during the Squadrons Activation. An Action card cannot be played on a model that is part of a Squadron that has had a Squadron card played on it this Turn.

Reaction Cards (R)


A maximum of ONE Reaction card can be played in response to an enemy action against a model or Squadron. Only one Reaction card can be played per action, but more than one Reaction card can be played on the same model or Squadron per Turn.

USING GAME CARDS

Important Note: An action is any single event during an enemy Squadrons Activation that has an effect on a model; this could be during the Movement, Collision, Combat or Boarding Phase of any enemy Squadrons Activation. A Reaction card will only affect a single action, for example the effect of a card that increases your DR is temporary, and only lasts for the duration of the action it was played against.

Use the Symbols and text on the various cards as a guide to when, and on which models, a Game Card can be played. The text on each card will also explain how a card is used in the game. A Game Card that has been played cannot be retracted unless it was played incorrectly. Important Note: Any disputes about the order in which Game Card effects occur should be resolved by simply using the current Initiative order.

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CARD TACTICS

How and when you choose to play your Game Cards is very important, and players should be careful not to tell another player what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your Hand a secret. Example: A player Activates their Bone Griffons Reaper Class Battleship and fires at an enemy Thaniras Elves Phoenix Class Battleship. The Bone Griffons player decides to give his Broadsides more power by using the Action card Full Broadside (this card will give the Reaper Class Battleship +4 Attack Dice (AD) if firing a Broadside into Range Band 1 or 2, or +2 AD if firing a Broadside into Range Band 3 or 4). In response, the Thaniras Elves player plays the Reaction card Electro Transposition (which allows the Thaniras Elves player to reposition his Battleship up to 3 away). The players cannot now change their minds and play different cards, the Full Broadside and Electro Transposition cards were declared and must be resolved.

MULTIPLAYER GAMES

You CANNOT play cards on your allies models unless the card text specifically allows you to do so. In games where more than two players are involved on a side you may ONLY play cards to benefit your own models and hinder the enemys. Likewise you may only use Counter Spell cards to cancel the effects of a card used either against your own models or to benefit those of an enemy. The card may still affect other players models even though you have cancelled its effects against your own! Important Note: Some cards, such as Changing Wind, have a global effect on the game. These cards can still be played in multiplayer games and will affect ALL models, as appropriate.

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Getting From Point A To Point B


All models have a Movement Value (Move), denoted on their statistic card, this gives the number of inches that the model can move during the Movement Phase of its Activation. Unless stated otherwise, models will move forwards, using the appropriate Turning Template to turn as desired. Important Note: Even if you are Drifting into the wind you will STILL move 2 inches.

Movement

MOVING SQUADRONS

USING A TEMPLATE

The Turning Templates are supplied in three core sizes: Small, Medium and Large. A models statistic card will denote which of these it uses to turn. When turning, the Flat Edge of the Template (labeled A on the diagram on Page 6) is placed flush to the side of the model, with a Navigation Point (B on the diagram) aligned to a reference point on the model. Each segment of the Template is 1 inch long and this relates to the movement of the model. When turning a model through each segment, it is important to ensure that you continue to align the side of the model flush to the Template and that the same reference point on the model is aligned to each Navigation Point to determine the total distance moved.

When you Activate a Squadron and move the models within it you MUST complete the entire movement of a model BEFORE you move a second or third model. You do not have to move the full movement, but you MUST finish all of a models movement before moving a different model.

THE EFFECT OF WIND

The Wind Template is used to determine if a models movement will be effected by the wind. To use the Template, locate it over the centre of the Activated model, with the arrow pointing in the direction that the wind is blowing. As soon as the model attempts to move with its Fore facing into the shaded quadrant, movement will start to cost DOUBLE, so to move 1 inch costs 2 inches of the models Move and so on. Important Note: Movement penalties are cumulative. For example, a damaged ship that is moving at half speed and sailing into the wind would, in fact, only be able to move at quarter speed. However, a model must ALWAYS move a minimum of 2 inches unless Anchored, Tethered or involved in a Boarding Action.

MINOR DIRECTIONAL CHANGES

It is acceptable for a model to make minor directional changes during its movement to avoid an obstacle. As shown in the diagram below, this allows it to make small turns without using a Turning Template, as long as the turn made is not sharper than allowed by its Template.

DROP ANCHOR

Unless Anchored, Tethered or involved in a Boarding Action the minimum distance ANY model MUST move is 2 inches. A model may move any part of its movement allowance equal to or greater than 2 inches. Models within a Squadron are free to move different distances and make different turns during their Activation. An un-Activated model (because of Split Squadrons for example) will Drift forward 2 inches in a straight line. A model that has Drifted CANNOT count as having Rammed; even if it contacts an enemy model with its prow it will count as having Collided instead, however it MUST still initiate a Boarding Action if it Collides with an enemy vessel.

HOW FAR DO I HAVE TO MOVE?

A model may stop by Dropping Anchor. To do this it must first carry out its normal movement and then at the end of its movement (but before it fires) the player may announce they want to Drop Anchor and the model will then have an Anchor Marker placed next to it. This means that the ship is now Anchored, it is stationary and will not have to - or be able to - move during the next Turn. A ship may remain Anchored for as long as a player likes, but it may make no facing or directional changes it is effectively held in the exact position it was in when it stopped. In any turn that the ship wants to start moving again it can perform no other movement except to remove the Anchor Marker.

Example: the Imperial Humans Hawk Class Cruiser A only needs to turn slightly to pass between Shroud Mages ships 1 and 2, and can do so without using a Template.
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In the next Turn the ship will move as normal, following all of the usual rules for wind, damage and minimum movement. Important Note 1: While being Anchored a ship may still fire and also defend itself from Boarding Actions. Important Note 2: Flying models CANNOT Drop Anchor, however some have the Tether MAR.

MOVING OFF

There will be cases where a model has halted by having crashed into an impassable object, an island for example, and will not be able to move off again. In this case, during the next Turn, and if a player so desires, a model may rotate the minimum distance in either direction to allow for free forward movement in the following Turn. Important Note: This minimum rotation is the only movement the ship does that Turn. However, the model may still fire or defend itself from Boarding Actions.

Example: The Fore of Ralgard Kalor Class Cruiser A is facing into the shaded Quadrant of the Wind Template, and will now use 2 inches of its Movement for every inch it actually moves, until it has turned out of the wind. Cruiser B can move normally, unless it turns Starboard and puts its Fore into the shaded Quadrant.

LEAVING THE GAME BOARD

Unless a Scenario or Victory Condition allows it, sailing off the Game Board will see that model Lost, considered either sunk or showing an act of cowardice. If, at ANY time, ANY part of a model leaves the Game Board, it is immediately Lost.

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Collisions and Rams


When Wood And Metal Clash...
CALCULATE DAMAGE
When two fast moving behemoths of wood and metal crash together, hulls will crumple, sails will topple and crew will be hurled overboard by the jarring impact. Regardless of whether the contact was a forceful Ram, or an accidental Collision, devastation is likely for all involved. Both ships involved in the Ram or Collision now simultaneously roll the appropriate number of Attack Dice (AD) against the other model. Ramming models use their Ram Rating as their Attack Dice total. Rammed or Colliding models use their initial Hull Points value as their Attack Dice total.

Collisions or Rams and subsequent Boarding Actions obey the following sequence: 1. Move models from the Active Squadron as normal any that contact an enemy model or island or one of their own models immediately halt. Finish any movements from other models within the Active Squadron. Resolve Ramming and Collision damage. Fire with any models in the Active Squadron that are not contacting an enemy or Derelict model. Resolve Boarding Actions and add relevant crew killed markers. Remove any Destroyed or Captured models.

THE SEQUENCE OF EVENTS

Once the total number of Attack Dice has been calculated, roll the dice and, after applying any relevant modifiers, consult the following table: Dice Roll Result 1-3 Miss 4-5 1 Hit 6 2 Hits and Roll Again! The total number of hits rolled is now compared to the Damage Rating (DR) and Critical Rating (CR) of the affected model. If the total number of hits equals or exceeds the models Damage Rating (DR) without equaling the Critical Rating (CR) then the model loses one Hull Point. If the total number of hits equals or exceeds the Critical Rating (CR), a Critical Hit is caused and you roll 2D6 on the Critical Hit table, to see what damage has been caused and what additional effects have befallen the target. If the total number of hits equals or exceeds DOUBLE the CR then roll twice on the Critical Hit Table; tripling the CR will give three rolls on the Critical Hit Table and so on.

2. 3. 4.

Important Note: Even if the target is Derelict it is not removed until Step 4 above, so a ship Capturing a Derelict model CANNOT fire in Step 3, no matter who the Derelict ship originally belonged to.

Two models coming into contact with one another can either be classed as a Ram or Collision, depending on which part of the Active model touches the target model. To be a Ram, the Fore of the Active model, or base, must make contact within a 45 degree arc relative to the target model. Any other contact is a Collision. Important Note 1: Drifting models CANNOT Ram, they may only Collide with other models. Important Note 2: It is possible for friendly ships to contact, in these cases it is always a Collision, never a Ram.

RAM OR COLLISION?

For each Hull Point lost, place a Hull Damage Marker next to the model, as well as any Markers denoting particular Critical Hit effects. Important Note: If the CR is equaled or exceeded the damage to the Hull for meeting the DR is NOT also applied. Example: Unable to manoeuvre away, a Dragon Lord Shadow Class Cruiser Collides with a Shroud Mage Enigma Class Flagship. Being a Collision and not a Ram, it uses its initial Hull Points of 4 as its Attack Dice (AD), while the Flagship uses its Hull Points of 9. The Cruiser rolls its 4 AD, scoring 3 successes, which, when compared to the Flagships DR 6, has no effect. The Flagship meanwhile, rolls 7 hits, higher than the Cruisers CR 6, and a Critical Hit is scored. A 4 is rolled on the Critical Hit Table, meaning that a Raging Fire is now sweeping the decks of the Cruiser. It loses, 2 Hull Points, 1 Crew Point and gains a Raging Fire Marker.

RED RAM RATINGS


Example: Orc Raiders Warcroc Class Frigates A and B have successfully Rammed, as their centre-lines lie within the arc. C Collides with the Ralgard Battleship instead, as its centre-line does not lie within the arc.

If a Ram Rating is coloured RED then this model has been upgraded in some way to make it even more deadly when it impacts another vessel. The same rules apply as for all other Rams, BUT if the DR rating of the target model is matched/exceeded it causes an immediate Critical Hit as though it had equalled or exceeded the CR rating of the target instead. If the DR is DOUBLED then two rolls on the Critical Hit Table are made and so on.

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AFTERMATH

If two or more friendly models Collide, any that survive are free to make Weaponry Attacks and can move away in subsequent activations, obeying the rules for Moving Off if necessary. However, as soon as two opposing models contact, they are considered to be involved in a Boarding Action, and are unable to move, make Weaponry Attacks or use Defensive Fire. They MUST fight a Boarding Action during the Boarding Phase of each of their activations, and will remain in contact until one of them is Destroyed or Captured. Even if the model being rammed/collided with is Destroyed in the impact, the model is not removed until AFTER the Combat Phase of the current Squadron Activation. As such, the active model CANNOT make Weaponry/Defensive Fire Attacks this activation.

The first Heavy Cruiser rolls 6 successes, matching the Battleships DR 6, and as its Ram Rating is RED, this counts as a Critical Hit. The subsequent roll gives a Rudder Smashed result, bringing the Battleship down to 3 Hull Points. Meanwhile the Battleship rolls badly, and its paltry 3 successes are not enough to damage the Despoiler. The second Heavy Cruiser does even better, scoring 9 hits, gaining another roll on the Critical Hit Table. A 10 is rolled, meaning a Superstructure Hit result, which causes a further 3 damage, enough to Destroy the Battleship! In return, the Battleship achieves 8 successes, and does the Heavy Cruiser 2 Hull and 2 Crew damage with its Critical roll. Although the Battleship is already Destroyed, the final Ram MUST also be resolved, as the events are simultaneous. The last Despoiler only scores 3 hits, to no effect. The Eagle however causes the Heavy Cruiser a point of damage. As the Battleship is Destroyed, no Boarding Action is necessary, however as the model is not removed until the end of the Heavy Cruisers Activation, they are not able to fire their weapons during the Combat Phase.

MULTIPLE SHIP INVOLVEMENT

If more than one model is involved in a Ram or Collision, calculate the damage one Ram/Collision at a time. However, the Rams/Collisions are considered simultaneous; therefore ALL Attack rolls are made BEFORE any models are removed. This means a model being Rammed/Collided with multiple times in a single activation rolls its Hull Points value separately at each attacking ship, as they roll for their Rams/Collisions. Even if the first Ram/Collision Destroys the target, the remaining Attacks are rolled, and any damage inflicted upon the Ramming/Colliding ships still applies. Important Note: Although a model may be Rammed or Collided with BY multiple models in their Squadron activation, a model CANNOT Ram or Collide with more than one model when it moves, as it will stop its movement IMMEDIATELY after contacting the first model. If there is reasonable doubt as to which model is contacted first, the player who controls the moving model decides. Example: A Squadron of 3 Bone Griffon Despoiler Class Heavy Cruisers Rams into a crippled Imperial Human Eagle Class Battleship that is already carrying 3 Hull Damage Markers. Each of the Heavy Cruisers has a Ram Rating of RED 5, and so will each roll 5 Attack Dice (AD), the Battleship meanwhile, will roll its initial Hull Points of 8 at each of the Heavy Cruisers.

COLLIDING WITH NON-SHIPS

If a model contacts Terrain or any other natural or man-made obstacle, a number of Attack Dice (AD) dependent upon the nature of the obstacle must be rolled against it. Most obstacles can be divided into one of these three Density categories: Soft (Example: Sand bar): 4 AD. Dense (Example: Reef): 8 AD. Hard (Example: Harbour Wall): 12 AD.

At the start of each game it is important to determine which of the above categories each Terrain piece being used belongs to.

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The Stuff That Makes Things Go BANG!!


Naval combat in the Uncharted Seas is fast and bloody, hulls shattering under the impact of deafening broadsides, crewmen torn apart by flying splinters and fires blazing across wooden decks. After all the models in a Squadron have moved, and any damage from Collisions or Rams applied, the Combat Phase begins. During the Combat Phase of a Squadrons Activation, its models may declare one or more Attacks, using ANY of their available weapons. To determine whether a target is within the firing models Broadside Arc of Fire, take the relevant Template and align the centre point of the straight edge with the centre point of the side of the firing model. This demonstrates the width of arc that the full Broadside of the model will cover, as indicated by the two arrows at either end of the Template. Important Note: Weapons listed as Side Guns use the stated Turning Template Broadside firing arc. FORE/AFT ARCS Some models are equipped with Forward or Aft firing weapons, Orc Raiders ships being prime examples. These weapons can only fire forward or aft in a channel the WIDTH of the firing model.

Combat

WORKING OUT YOUR AD

A models statistic card will list its available Weaponry, these can include Port and Starboard Broadside cannons, Trebuchets, Ballistas and even Orbs that fire magical lightning. Each weapon will have an Attack Dice (AD) rating for each Range Band into which the weapon can fire, and this is the number of D6 that can be rolled. Each of the four Range Bands used in this game measure 8 inches, meaning that the maximum distance a model will ever shoot is 32 inches. Important Note: If a model is touching an enemy model it CANNOT fire ANY weapons. The number of Hull Damage Markers and Crew Killed Markers a model is carrying will impact the effectiveness of its firing. This simulates gun crews being killed, wreckage on the decks and damage to cannons and other missile weapons. So for each Hull Damage/Crew Killed Marker a model has its AD is reduced by 1. This modifier affects ALL weapons, so it will reduce Broadsides, Turrets and any Fore and Aft AD ratings You do not use both Markers to reduce the AD rating, just the higher of the two. So if a ship has 3 Hull Damage Markers and 2 Crew Killed Markers it will lose 3 AD, not 5. The same is true if it had 3 Crew Killed Markers and 2 Hull Damage Markers.

DAMAGE/CREW AFFECTS ON AD

TURRET ARCS Turrets are a flexible addition to models, providing them with the ability to track a target through up to 360 degrees. Some models have limitations to this arc based on where the Turret is located on the model. If so centre this arc on the Turret with the correct orientation.

VALID ARCS

A model can fire ONCE from each of its weapon arcs during its Activation, so long as it has valid targets. So if a model has AD ratings for Fore, Aft, Port and Starboard it gets to shoot from ALL of them during its Activation.

TARGETING AND ATTACK DICE

The following rules for Arcs of Fire and Line of Sight explain how to establish if a target can legitimately be fired upon and how what you can see affects the number of AD that can be rolled. When a model is limited to HALF AD for ANY reason, it rounds its AD down, but to a minimum of 1.

ARCS OF FIRE

A weapon is not simply a thin straight line but a line of guns along the length of a ship. To determine how many of these guns can actually see and shoot at the target, the weapons Arc of Fire is used. These include: BROADSIDE ARCS Each of the three Turning Templates shows the Port and Starboard Broadside firing arcs for the appropriate model sizes. Massive models use the Large Template Broadside arc where appropriate. DETERMINING ATTACK DICE To determine whether a target is within the firing models Arc of Fire, a line is extended at either end of the arc:
Uncharted Seas Fantasy Naval Combat Rules

If BOTH lines pass through the target model (excluding sails) (A), the firing model may Attack with that weapons FULL AD. If the target model lies completely between the lines (B), the
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firing model may Attack with that weapons FULL AD. If only ONE of these lines passes through the target model (excluding sails) (C), the firing model may Attack with HALF of that weapons AD.

If the line CAN cross the centre of the target WITHOUT crossing another Obstructing model/Terrain piece then the Broadside arc is Clear and eligible to use FULL AD. If the line CANNOT cross the centre, but can be drawn to ANY other part of the target models hull/frame WITHOUT crossing any other Obstructing model/Terrain piece, its Line of Sight is Partially Blocked, reducing the amount of available Attack Dice by HALF. A firing weapons Line of Sight is Blocked if it CANNOT draw this line to ANY part of the target models hull/frame WITHOUT crossing an Obstructing model/Terrain piece, it will NOT be able to fire at that target.

Through the Middle: If this line CAN be drawn to the centre, but BOTH ends of the target model are Blocked by Obstructing models/ Terrain then the firing models Line of Sight is Impeded. FORE/AFT ARCS A Fore or Aft firing arc requires that NO Obstructing models/ Terrain, enter ANY part of the channel between the firing model and its target to be Clear and use FULL AD. If an Obstructing model/Terrain piece DOES enter ANY part of the channel, but a straight line CAN be drawn from ANY point at the front/rear of the firing model to ANY point on the target model within the firing channel, its Line of Sight is Partially Blocked, reducing the amount of available Attack Dice by HALF. If a straight line CANNOT be drawn from ANY point at the front/ rear of the firing model to ANY point on the target model within the firing channel, its Line of Sight is Blocked and this weapon will NOT be able to fire at that target.

Example: A Dragon Lords Nightshade Class Battleship has an Iron Dwarves Hammer Class Cruiser within Range Band 2 of its Port Broadsides. When the Template is aligned with the Battleship, one of the two lines passes through the Cruiser, but not the other. As such rather than the FULL AD of 11, it uses HALF AD, rounding down to 5.

LINE OF SIGHT

Some models are large enough to target opposing models over intervening models or Terrain. Whether a model can target a model that is behind another model or Terrain is dependent on the Size Class of the firing model compared to the Size Class of the intervening obstacle. If the firing model is TWO or more Size Classes larger than the intervening obstacle, the obstacle does not block its Line of Sight and is not Obstructing. Example: Battleship A (Large Class) could target Cruiser 2 behind Frigate 1 (Small Class), but not Battleship 3 behind Cruiser 2 (Medium Class).

TURRET ARCS The Line of Sight from a Turret is determined by drawing a line from the centre of the Turret to ANY point on the target; as long as no Obstructing models or Terrain interrupt this line, the Line of Sight is Clear, and the Turret may use FULL AD. If such a line CANNOT be drawn, the Line of Sight is Blocked, and the Turret will NOT be able to fire at the target. If there are no Obstructing models or Terrain pieces blocking the firing models Line of Sight, it may fire at its target with FULL AD. Each weapon arc determines this differently: BROADSIDE ARCS To determine if a model or piece of scenery is impacting the Broadsides effectiveness, draw a straight line from the centre of the Broadside baseline to the target model. Important Note: Sails DO NOT affect Line of Sight. It is a models hull that impacts visibility. Important Note: You DO NOT halve the Attack Dice twice in the event of a target model being partially blocked AND the vessel being partially outside of the normal Arc of Fire. Once you have calculated the number of AD you will be using you can then alter this based on any random events and special rules that may apply to a model.

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Example: An Imperial Human Eagle Class Battleship has 3 possible targets in its Starboard Broadside arc: Two Iron Dwarves Hammer Class Cruisers, and an Iron Dwarves Forge Class Battleship. As all the targets are within Range Band 2, it can Split 12 AD between them, here choosing to allocate 4 AD to each model.

TARGETS AND MEASURING SHOTS

BROADSIDE ARCS Broadside Range Bands are measured from the centre of the firing models baseline to the closest point of the target. FORE/AFT ARCS Where a model is firing from its Fore or Aft arc measure from the closest point at the front/rear of the firing model to the closest point of the target model within the firing channel. TURRET ARCS Where a model is firing a Turret, measure from the centre point of the firing Turret to the closest point of the target model, within the Turrets Line of Sight and Arc of Fire.

SPECIAL RULE - LINKED FIRE

Linked Fire allows models to pool their available Attack Dice (AD) into a single, more powerful salvo against the SAME target that lies within the arcs of multiple weapons. A Linked Fire Attack uses the full amount of available AD from ONE weapon (usually the most effective) and will add HALF the amount of available AD from each ADDITIONAL weapon involved in the Attack. Models in the SAME Squadron may perform Linked Fire in the same manner. ONE weapon on ONE of the models is declared to be the Focus of the Attack, and contributes FULL AD to the final pool. Each subsequent available weapon on this model and each available weapon from other models in the Squadron then add HALF AD to the pool. This combined pool is then the total number of AD used for the Attack. Important Note: A model rounds its AD down when it adds them to a Linked Fire Attack, but it CANNOT round to less than 1 AD. Example 1: A Squadron of two Iron Dwarves Hammer Class Cruisers have a Dragon Lords Nightshade Class Battleship within Range Band 3 of their Port Broadsides. Each have 3 AD available, which, when Linked together, have a final pool of (3 + 1) 4 AD to be used in the Attack.

While models involved in a Boarding Action CANNOT fire, they are eligible targets for other models to fire upon, obeying all the Line of Sight and Arc of Fire rules. If an involved model is Destroyed, other models in an Action with it and nothing else are free to act normally in subsequent Activations. NO Crew of the Destroyed model survives, and NO Crew of other involved models are killed as it sinks.

FIRING INTO BOARDING ACTIONS

SPECIAL RULE SPLIT FIRE

If a model has more than one target in a single firing arc it can choose to Split its firing between them. Work out the AD pool, using the furthest target if they are in different Range Bands. The Activated model can now Split the AD pool in any manner it wishes between the targets that have been identified. Important Note: One ship may Split its AD against multiple targets, but a single salvo MAY NOT use both the Linked Fire and Split Fire rules together. Example 2: Three Iron Dwarves Anvil Class Heavy Cruisers have both their Port Broadsides and their Turrets available to fire at a Dragon Lords Nightshade Class Battleship within Range Band 2. The Broadsides have 6 AD available at this Range, and the Turrets 3 AD, for a total of (6 + 3 + 3 + 1 + 1 + 1) 15 AD to be used in the Attack.

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ROLLING ATTACK DICE

DAMAGING A TARGET

AD RULES THAT TRUMP ALL OTHERS There are certain basics of the Attack Dice (AD) rules that need to be adhered to no matter what modifiers have been applied. They are: 1) Regardless of how much damage, no matter how many times you have halved your AD, you will ALWAYS get to roll 1 AD (unless the models statistic card lists no AD in that Arc or Range Band). 2) Regardless of modifiers a natural roll of 6 will ALWAYS count as 2 Hits and a second roll. 3) Regardless of modifiers a result of 1 is ALWAYS a miss.

The total number of hits is now compared to the Damage Rating (DR) and Critical Rating (CR) of the model being fired at. If the total number of hits equals or exceeds the target models Damage Rating without equaling the Critical Rating then the target model loses one Hull Point. If the total number of hits equals or exceeds the Critical Rating, a Critical Hit is caused and you roll 2D6 on the Critical Hit table to see what damage has been caused and what additional effects have befallen the target. If the total number of hits equals or exceeds DOUBLE the Critical Rating of the target then roll twice on the Critical Hit Table; tripling the Critical Rating will give three rolls on the Critical Hit Table and so on.

HITTING A TARGET

Once the total number of Attack Dice (AD) has been calculated, roll the dice, and after applying any relevant modifiers, consult the following table: Dice Roll Result 1-3 Miss 4-5 1 Hit 6 2 Hits and Roll Again!

For each Hull Point lost, place a Hull Damage Marker next to the target model, as well as any Markers denoting particular Critical Hit effects. Important Note: If the Critical Rating is equaled or exceeded the damage to the hull for meeting the Damage Rating is NOT also applied. Example: The Iron Dwarves Hammer Class Cruisers from Example 1 on the previous page now roll their linked 4 AD at the Dragon Lord Battleship. On the 4D6 they roll: 1, 3, 5 and 6, followed by another 6 and then a 4. This gives a total of 6 hits, the same as the Battleships DR, and so a point of damage is caused. Example: Now the Iron Dwarves Anvil Class Heavy Cruisers take their turn, with a total of 15 AD from their salvo. This mighty barrage scores 12 hits, higher than the Battleships CR 10. The Iron Dwarves player can now roll on the Critical Hit Table, rolling 5. This causes 2 further Hull Damage Markers to be placed on the Battleship, and calls for another D6 to be rolled. This roll gives a 5, meaning that the Battleship can only move at HALF of its Move value, until it can repair the Critical Hit.

If Line of Sight to the target is Impeded, the target is a Flying or Diving model or the Small Target rule applies, use the following table instead: Dice Roll Result 1-4 Miss 5 1 Hit 6 2 Hits and Roll Again! Once the AD dice have been rolled the player adds up successful hits. At this point any 6s can be re-rolled and the total added up. Any more 6s are also re-rolled and this keeps going until no more 6s are rolled. This gives the total number of hits from an Attack. Tip: For ease of adding up the total it is a good idea to leave the 6s on the table and roll other dice. SMALL TARGET If a Capital model targets a model with Size Class Small or Tiny, it only scores a hit on a roll of 5 or 6. STERN RAKE If the Firing model is within Range Band 1 of its target, AND within its targets Aft firing channel, its Attack counts as a Stern Rake, and receives a +1 to hit modifier on its Attack Dice rolls. If a model in a Squadron performing a Linked Fire Attack is eligible to perform a Stern Rake, it may do so, however only the Attack Dice that it contributes to the pool receive the +1 to hit modifier, and as such should be rolled separately or using different coloured dice.

ZERO HULL POINTS

Once a model has been reduced to ZERO Hull Points it has been Destroyed, and, unless the scenario rules state differently, should be removed from the table.

THE CRITICAL HIT TABLE

If the Critical Rating (CR) of a ship is equalled or bettered by the number of hits inflicted during combat then something dramatic has happened. It could be that the captain of the vessel was decapitated by a piece of flying hull or the engine room was destroyed leaving the ship crippled in the water.

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The Critical Hit Table (Page 24) lists the possible consequences of these unfortunate events. The Game Markers will assist in keeping track of any persistent effects. Important Note 1: Frigates and other vessels with only 2 or fewer Hull Points are not affected by Critical Hits. If the CR rating of a Frigate OR other vessels with only 2 or fewer Hull Points is equaled/exceeded the model is Destroyed immediately - you DO NOT roll on the Critical Hit Table. Important Note 2: Because opposing players may affect your damage and critical rolls it is important to calculate your total hits and damage even if you think you have done enough to Destroy a target model.

FIXING CRITICAL DAMAGE

Some Critical Hits can be fixed. This happens when a ship is Activated. Generally the action of fixing critical damage is managed via a single D6 roll, the Critical Hit Table explains which Critical Hits can be repaired, and how to do so. Important Note: This DOES NOT fix any Hull damage or Crew losses that came as a result of the Critical Hit, only the additional effects caused.

ABOVE LEFT: In these cases, the line can be drawn to part of the target, but not its centre as there is an intervening Obstructing model. The Line of Sight is Partially Blocked and only HALF Attack Dice are available.

ABOVE RIGHT: In each of these cases, lines can be drawn from the centre of the Broadside baseline to the centre of the target and to at least ONE end of the target. The Broadsides Line of Sight is Clear and FULL Attack Dice are available.

BOTTOM LEFT: Here the line CANNOT be drawn to ANY part of the target without either crossing an Obstructing model, or leaving the Arc of Fire. The target CANNOT be fired upon with this weapon.

BOTTOM RIGHT: The ends of the target are BOTH blocked by Obstructing models, but a line CAN be drawn from the centre of the baseline to the centre of the target, FULL Attack Dice are used, but the weapons Line of Sight is Impeded.

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ADDITIONAL WEAPON SYSTEMS


TREBUCHETS Trebuchets are subject to the following rules: Trebuchets have a fore facing 90 degree Arc of Fire. Measure Range, Line of Sight and Arc of Fire from the front of the firing model. A Trebuchet Attack can ONLY use Split Fire against a number of targets equal to the number of Trebuchets on the model (or less). A Trebuchet can ONLY use Linked Fire with other Trebuchets. Game Cards CAN be used with Trebuchets. Trebuchets CANNOT fire at Flying models.

Additionally, when firing a Mortar Platform: Place the centre of the Large Round Template over a target model and in Line of Sight and Arc of Fire of the firing Mortar Platform. Roll a single D6 and consult the following table. If a Hit is not scored, move the Template 1D6+2 in a direction determined by rolling 1D8 and comparing to the 8 arrows on the template, with the 1 direction facing directly away from the firing ship. Models PARTIALLY under the template are hit with HALF the available AD. Models FULLY under the template are hit with FULL AD.

Additionally, a model with Trebuchets can choose to fire them either Directly or Indirectly: If the chosen target is within the models Line of Sight, Direct Fire is used, obeying the following rules: o Select any point on the target model that is in Line of Sight to determine the AD at that Range Band. o Place the Large Round Template centered on that point. o Allocate at least HALF of the available AD against the target model. o Any remaining available AD CAN be Split to any other models that are under the template AND in Line of Sight. If the chosen target is NOT within the models Line of Sight, Indirect Fire is used, obeying the following rules: o Place the Large Round Template on the centre of the target. o Roll 1D8 comparing to the 8 arrows on the template, with the 1 direction facing directly away from the firing ship. o The template is then moved 1D6 in the direction indicated by the 1D8 score. o Calculate the AD from the Range Band that the centre of the Large Round Template deviates into. o HALF of the available AD is allocated among the models that are wholly or partially under the template. o If a Trebuchet deviates beyond Range Band 4 and/or out of the 90 degree arc, IT IS still a valid attack using the rules above. Beyond Range Band 4 counts as Range Band 4 for the purpose of determining the AD. o If a Trebuchet deviates into Range Band 1 the shot has no effect. MORTAR PLATFORMS Mortar Platforms are subject to the following rules: Mortars have a fore facing, 90 degree Arc of Fire. Measure Range, Line of Sight and Arc of Fire from the centre of the firing model. Mortars CANNOT target Flying models.

NOTE: Some models are too large to fit completely under the template, so for Large Class models (or bigger), if both the centre of the template is over the ship and the centre of the ship is under the template, FULL AD are used.

Table for Mortar Fire


Range Band D6 to Hit 1 2 4-6 3 5-6 4 6

Torpedoes Some models can fire torpedoes under the water. They are subject to the following rules: Torpedoes can ONLY be fired at Submerged models if the firing model is Submerged, and ONLY against Surface models if the firing model is on the Surface or Flying. Torpedoes CANNOT Rake. Torpedoes CANNOT Link Fire.

Defensive Fire Battery Defensive Fire Batteries are used to make an ADDITIONAL Defensive Fire (DF) Attack against Flying models. Listed as Defensive Fire on a models statistic card, Defensive Fire Batteries uses the normal Defensive Fire rules, with an AD equal to the listed value, with the following rules: Defensive Fire Batteries CANNOT Link Fire. Defensive Fire Batteries CANNOT make other (non-DF) Attacks. A Defensive Fire Batterys DF value is not affected by Hull Damage or Crew loss. A model may use BOTH a Defensive Fire Battery AND other Defensive Fire/Weaponry Attacks, without impacting the other Attacks AD. These weapons use dedicated crews.

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Roll 2D6 And Consult The Table Below


RESULT CRITICAL HIT EFFECT
Magazine Explosion: the ship turns into a ball of flame before sinking. Models within an 4 radius of the centre of the exploding model are Attacked with a number of D6 equal to DOUBLE the Hull Points of the exploding ship. Affects ALL ships, friend or foe, and hits on a 4, 5 or 6

Critical Hit Table

REPAIR OPTIONS
There are no options here. The ship has quite literally been blown into thousands of pieces and all crew are killed.

Rudder Smashed: the ship may not turn and can only move in a straight line. 2 points of damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the effect is repaired. On a 4-6 it is not repaired. Roll 1D6 for each Marker when the ship is next Activated: A result of 1-3 remove a single Fire Marker. On a 4-5 the ship takes 1 point of damage from the fire. On a 6 the ship takes 1 point of damage AND loses 1 crew point.

Raging Fire: place a Raging Fire Marker on the ship. Lose 1 crew and take 2 points of damage.

Engine / Mainmast Damage: roll a D6 and on a 1-2 the ship is dead in the water (it will Drift 2 forward when Activated) or on a 3-6 the ship may only move at half speed. Take 2 points of damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the effect is repaired. On a 4-6 it is not repaired.

6 7 8

Gun Deck Hit: crew desperately sort out the pile of mangled guns and bodies. The model may not fire next time it is Activated. Take 2 points of damage. Hard Pounding: take 2 points of damage and lose 2 crew. Helm Steering Hit: the ship must use one size larger Turning Template. A model which uses the Large Template will take 2 of movement to move 1 round its Turning Template instead. Take 2 points of damage.

No repair options are available.

No repair options are available.

Roll 1D6 when the ship is next Activated: On a 1-3 the effect is repaired. On a 4-6 it is not repaired.

Port / Starboard Broadside Hit: roll 1D6 and the model loses that many AD from the Broadside on that side. Roll randomly to decide which. Take 2 points of damage and lose 1 crew.

No repair options are available.

10

Superstructure Hit: major damage so take 1D3+1 damage and lose 1 crew.

No repair options are available.

11

Bridge Hit: next time it is Activated the ship may only Drift 2 directly forward and may not fire. Take 2 points of damage AND lose 2 crew.

No repair options are available.

12

Holed Below the Waterline: the ship may only move at half speed. Take 2 points of damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the effect is repaired. On a 4-5 the ship takes 1 point of damage. On a 6 the ship takes 2 points of damage.

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The Bloody Hand-To-Hand Stuff!


BOARDING ACTIONS
Boarding Actions are brutal affairs, while the ships are locked together by splintered wood and grappling hooks, their crews leap from vessel to vessel, fighting with blades, bludgeons and handguns. With no option to disengage, the crews have only one choice: kill the foe, or die trying. If two or more opposing ships contact, planned or unplanned, and survive the Ramming or Collision damage, they are deemed to be involved in a Boarding Action and their crews are automatically forced into hand-to-hand combat with each other. When a model that is involved in multiple Boarding Actions next Activates, all of its allocated Crew Points will fight and be fought back against. Models that are not directly involved in the Boarding Action of the Squadron currently Activating, even if they are involved in a Boarding Action against the same model, do NOT fight. Additionally, any Crew Points that have been returned from a previously successful Boarding Action can be re-allocated. If models in a Squadron are contacting models in different Squadrons, each MUST fight their OWN Boarding Action. Important Note: You can only ever Board a model in contact with your own vessel. Your crew cannot traverse one model to get to another. This applies to friendly AND enemy ships.

Boarding Actions

RESOLVING BOARDING ACTIONS

Each model in a Squadron initiating a Boarding Action allocates its ENTIRE current Crew Points value against the target model, or models. Any target model MAY allocate any amount of its current Crew Point value to one or more of the models initiating the Boarding Action, but the total amount allocated MUST NOT exceed the total amount of Crew Points available. The total number of Crew Points allocated to each involved model is the number of Melee Dice (MD) rolled against that model. The Melee Dice for both sides are rolled simultaneously, using the following table: Dice Roll Result 1-3 Miss 4-5 1 Hit 6 2 Hits and Roll Again! Each hit will cause the opposing model to lose 1 Crew Point. Place a Crew Killed Marker next to the model for each hit suffered. Casualties caused BY the target model are simply applied to the model the Crew was allocated against. Any hits in excess of that models current Crew Points are discounted. Any losses caused TO the target model MUST be applied to allocated Crew first, assigned amongst allocated groups by the owning player. Any Casualties in excess of allocated Crew are applied to Crew that has not been allocated. Models remain in the position they contacted each other and each time one of the involved ships Activates they continue to fight the Boarding Action. This continues until one side has lost ALL of their Crew Points from ALL its involved models. Important Note: If all of the opposing Crew Points on a model involved in a Boarding Action are killed, any remaining Crew Points from the winning model are returned to their ship and can be allocated again in later Activations, if required.

PRIZES

When a models Crew is wiped out, the victor in the Boarding Action can Capture it. To represent this, the winning model is given a Prize Marker which it carries for the rest of the game. If the model with the Prize Marker is subsequently Destroyed or Captured the Prize Marker is lost. If more than one model is involved in a Boarding Action and the enemy models crew is wiped out, the winning player can choose which of their models is given the Prize Marker. Captured models are removed from the gaming table.

DERELICT SHIPS

If a model is reduced to ZERO Crew Points, but not yet Captured or Destroyed, it is Derelict and will Drift as per the rules for un-Activated ships. This movement occurs in the Turn End Phase. If a Derelict model has already been Activated the Turn it becomes a Derelict, it will not Drift until the next Turns End Phase. The first model that contacts a Derelict will Capture it, gaining a Prize Marker if it is an opposing model or Destroying it if it belongs to your fleet. In either case the ship is removed from the table. This is STILL a Collision. Important Note: If BOTH models involved in a Boarding Action reduce each others Crew to ZERO BOTH will become Derelict ships. They will remain in contact and will NOT Drift until one or the other is Captured by another model.

MULTIPLE BOARDING ACTIONS

If a model engaged in an ongoing Boarding Action is the target of a new Boarding Action, by a different Squadron, it will fight against that Squadron as usual. However, it may NOT re-allocate Crew Points that are currently allocated to a different model. Only Crew Points that have been allocated to models in the new Boarding Action can fight in the current Activation.

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Extended Example of a Boarding Action An Imperial Human Condor Class Flagship with a Crew of 11 is Boarded by TWO Dragon Lord Moonbeam Class Destroyer, each with a Crew of 3. Above: A Thaniras Elves Phoenix Class Battleship has been rammed by two Orc Raiders Warcroc Class Frigates, miraculously all three ships survived the impact unscathed, and each of them must fight a Boarding Action. The Elves elect to focus all 7 Crew Points on Frigate A, and the Orcs combine their 3 Crew Points each into a pool of 6. The Dragon Lord Player MUST allocate all available Crew (3 + 3 = 6) as Melee Dice to the Flagship. In return, the Imperial Human Player allocates 4 Crew as Melee Dice to each Destroyer, and holds 3 Crew in reserve. The Dragon Lord Player rolls their Melee Dice, scoring 4 successes. The successes MUST be assigned to allocated Crew first, and the Imperial Human Player splits this as evenly as possible, reducing the Crew fighting each Destroyer to 2. At the same time, the Imperial Human player rolls their Melee Dice at each Destroyer, getting 3 hits against the first, but only 1 against the second. As such, the first Destroyer is Captured, and the 2 remaining Crew allocated to it join the reserve Crew. The 2 Crew fighting the other Destroyer (also with 2 Crew) remain locked. In a subsequent Activation, the Dragon Lord Player elects to board the Flagship again, this time with a Twilight Class Heavy Cruiser. The Cruiser, having sustained damage over the battle, only has 3 Crew remaining, and the Imperial Human Player allocates all of the Crew they have held in reserve against it, for a total of 5 Melee Dice against the Dragon Lords 3. This Boarding Assault is resolved, but the combat with the Destroyer is NOT recommenced, as the active Squadron is not involved. With some lucky rolls, the Crew of the Heavy Cruiser are wiped out while the Flagship only loses a single Crew Point (applied to the Crew allocated against the Heavy Cruiser). With the Heavy Cruiser gone, the Flagship has 4 Crew in reserve, and 2 still locked with the Destroyer. The Flagship Activates later in the Turn, and allocates its remaining 4 Crew to the ongoing Assault with the second Destroyer, bringing its total Melee Dice to 6. The Flagship and Destroyer resolve another round, both scoring 3 hits, enough to wipe out the last Destroyer. As the seas around the Flagship calm, it emerges with THREE Prize Markers for the ships it has Captured, but is severely weakened with only 3 of its 11 Crew remaining: greatly hampering its firepower and leaving it very vulnerable.

Middle: The Battleships 7 Crew Points are converted into Melee Dice (MD) and a total of 5 successes are rolled, enough to wipe out Frigate A. At the same time, the Frigates roll their 6 Melee Dice, getting 3 successes, reducing the Battleships Crew to 4. With the Action finished for this Activation, Frigate A is removed from the Board and the Battleship gains 3 Crew Killed Markers and a Prize Marker.

Bottom: Later in the Turn the Battleship Activates, it now only has 4 Melee Dice available, and the remaining Frigate has 3 Melee Dice. These are rolled, with the Orcs only getting a single success and the Elves getting 3. The Frigate B is also removed, giving the Battleship another Prize. However it also gains another Crew Killed Marker from the Orcs singe hit and with 4 of its 7 Crew now dead, its weapons will be severely hampered and it will be very vulnerable to further Boarding attempts.

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Time To Tidy Up, Draw Cards And Move On...


The End Phase of the Turn is used to tidy up and prepare for the next Turn. Perform any End Phase actions in the following order: 1. Check Victory Conditions. 2. Rationalise Game Markers and remove expired effects. 3. Check for Changing Wind. 4. Drift Derelict models. 5. Draw new Game Cards.

Turn End

1. VICTORY CONDITIONS

Goliath: at a staggering 224 feet tall out of the water (112mm) this is the largest monster to be seen in the deadly waters of the Broad Blue...

Some scenarios define certain Victory Conditions, such as you must sink half of your opponents fleet in terms of Points Cost to win, or you may have to get half of your own fleet off the gaming table to secure a victory. At this stage in the End Phase check to see if either side has achieved their Victory Conditions.

2. RATIONALISE GAME MARKERS

Remove any remaining Markers or Templates for effects that expire at the End of the Turn, such as those from certain Magic Cards. Also rationalise any Damage Markers and so forth as necessary.

3. CHANGING WINDS

At this stage, the player with the highest Initiative will roll 2D6 to see if the wind direction changes. The roll of a DOUBLE will see the compass point move: if the two dice are ODD the wind moves CLOCKWISE one point, and if they are EVEN the wind moves ANTI-CLOCKWISE one point.

4. DRIFT DERELICTS

Drift any Derelict or un-Activated models

5. DRAW GAME CARDS

During the End Phase, Players may discard any number of Game Cards and re-draw up to their current maximum Hand size.

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Models That Work Above The Water


Some models are able to fly or float amongst the clouds. These are called Flying models. Important Note: All of a Flying models Attacks MUST be made from the same point. Unless a special rule states otherwise, a Flying model CANNOT become Derelict. Instead a Flying model that loses ALL of its Crew will crash, and is Destroyed.

Flying Rules
All Hands Lost

DEPLOYMENT

When a Squadron of Flying models is deployed, they can be deployed any distance apart within the Deployment Area, but must be deployed at the same time.

ACTIVATION AND MOVEMENT

A Squadron of Flying models Activates in the same way as a Squadron of normal models. Flying Models IGNORE the Command Distance rules A Flying model that uses a Turning Template makes measurements from its base. Flying models CAN move over other models and Terrain but CANNOT end their move occupying the same space as another model or Flight Stand. Submerged or Surface models CAN move under a Flying model, but CANNOT end their move occupying the same space as another model or Flight Stand. If a model CANNOT move without ending its movement on top of another model, the model moves so that the other models can be repositioned clear of it with minimal displacement. A Flying model CANNOT Ram, be Rammed by, or Collide with a model on the Surface or a Submerged model. A Flying model CANNOT Drop Anchor.

DEFENSIVE FIRE

Flying models can become valid targets for Defensive Fire. When a Flying model declares an Attack against a non-Flying model, ANY enemy model within Range Band 1 of the Flying model may target it with Defensive Fire. Each model declaring Defensive Fire rolls an amount of Attack Dice (AD) equal to its current Crew Points value, targeting the Flying model. Once any Damage has been resolved, the Flying model continues with its Activation. Important Note: Defensive Fire ONLY hits on a result of 5 or 6. A model that has ALREADY Activated AND has ALREADY made a Weaponry Attack CANNOT use Defensive Fire this Turn. A model that has ALREADY Activated BUT has only made a Weaponry Attack using Reduced Fire CAN use Defensive Fire, but only using HALF of its current Crew value. A model that has NOT Activated, or NOT made Weaponry Attacks can: Use FULL Defensive Fire, but CANNOT make Weaponry Attacks during its Activation. Use HALF Defensive Fire, but CAN ONLY make Weaponry Attacks with Reduced Fire during its Activation. Use NO Defensive Fire AND fire its weapons normally during its Activation.

COMBAT

The following rules apply to ALL Flying models: A non-Flying model only hits a Flying model on a 5 or 6. A Surface model CANNOT target a Flying model in Range Band 1 with its weapons, it can ONLY use Defensive Fire. A Flying model CANNOT directly target a Submerged model. A Flying model can ONLY Rake another model if it is ALSO a Flying model. Flying models NEVER block Line of Sight. Surface models NEVER block Line of Sight to OR from Flying models. Terrain DOES NOT block Line of Sight from a Flying model to another Flying model, unless listed as occupying the entire Flying level. Terrain DOES block Line of Sight from a Surface model to a Flying model AND from a Flying model to a Surface model. A Flying model CANNOT use Defensive Fire.

Models in the same Squadron CAN use Linked Fire and Split Fire with Defensive Fire. A model involved in a Boarding Action CANNOT use Defensive Fire. Any effect that prevents a model from making Weaponry Attacks will also prevent the use of Defensive Fire. A model can ONLY use Defensive Fire ONCE per Turn.

Defensive Fire is measured from the closest point on the model using Defensive Fire.

Flying models can make their attacks at any point during their normal movement, using the following sequence: 1. 2. 3. 4. 5. Move ALL Flying models in a Squadron to the point that they are making their Attacks from. Declare ALL Attacks from the Flying models. Resolve Defensive Fire. Resolve the Attacks from the Flying models. Finish the movement for ALL models in the Squadron.

Fly-By Attacks

REDUCED FIRE

A model using Reduced Fire ONLY fires its weapons with HALF of their current Attack Dice value.

INCREASED VULNERABILITY

After a Flying model has made an Attack against a non-Flying model, Defensive Fire Attacks may be made against it by any eligible model during their Activation, until the Flying models next Activation. This is called Active Turn Defensive Fire.

A Flying model CANNOT Attack and then Ram, Collide or perform a Boarding Action at the end of its movement.

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DEFENSIVE FIRE AND GAME CARDS

Squadron, Turn and Action Game Cards CANNOT be played on Defensive Fire Attacks unless specifically stated on the card. Reaction cards CAN be played against Defensive Fire normally.

BOARDING ACTIONS

It is also possible for a Flying model to engage in a Boarding Action with a non-Flying model if it contacts a model with its Flight Stand. This DOES NOT result in a Collision. It simulates ropes being dropped from an airship or balloon and crew rappelling down ropes to assault the enemy. However, a model being boarded by a Flying model MAY still play Reaction cards that apply to a Ram or Collision. Non-Flying models CANNOT Capture a Flying model, instead the Flying model is Derelict, or Destroyed under the All Hands Lost rule.

To engage in a Boarding Action with another Flying model, use all the normal rules for Ramming, Colliding and Boarding.

ABOVE LEFT: An Iron Dwarves Bellows Class Airship Activates and closes in on Orc Raiders Cruiser A, moving from point 1 to point 2. As it has not declared an Attack, it CANNOT be targeted with Defensive Fire. In its next Activation, the Airship moves to within 4 inches of the Cruiser, so that its Bomb Attack will catch the ship in its blast, and declares its Attack. As it is within Range Band 1, the Cruiser declares, and then resolves, its Defensive Fire. The Airship now resolves its Bomb Attack, before continuing Point 3.

ABOVE RIGHT: Whilst at point 1, the Line of Sight between the Airship and the Cruiser is Obstructed by the island. However, once it moves to point 2, the island is no longer intervening, and the models CAN target one another.

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Models That Work Below The Water


Some models are able to dive beneath the waves. These are called Diving models. A Diving model can ONLY Rake another model if they are BOTH on the Surface. Diving models on the Surface ONLY block Line of Sight for other Diving models on the Surface. Submerged models NEVER block Line of Sight. A Diving model CANNOT use Defensive Fire.

Diving Rules

DEPLOYMENT

When a Squadron of Diving models is deployed, they can either be deployed on the Surface or Submerged. If they are deployed Submerged, any Submerged models representing them can be deployed any distance apart within the Deployment Area, but must be deployed at the same time. When a Squadron of Diving models is Activated the controlling player must declare whether they will be making a Surface or a Submerged move. The Diving model MUST remain on the Surface OR be Submerged for its ENTIRE Activation. If the Diving models are making a Surface move, they Activate in the same way as a standard Squadron. If the Diving models are making a Submerged move, each Diving model MUST be directly replaced by the appropriate number of representative Submerged models: A Diving Creature is represented by ONE Submerged model. A Submarine is represented by TWO Submerged models.

ACTIVATION AND MOVEMENT

You DO NOT place Raging Fire Markers on Submerged models. If a Diving model becomes Submerged, remove any Raging Fire Markers from it.

RAGING FIRE MARKERS

BOARDING

Diving models CANNOT Capture another model, and CANNOT be Captured.

SUBMARINES

A Submarine is a specific type of Diving model that is generally mechanical and has a crew. ALL Submerged models representing a Submarine use the Stat Card of the Diving model they represent. The following rules apply to Submarines: A Submarine that suffers a Critical Hit DOES NOT roll on the Critical Hit Table, it just loses 2 Hull Points. A Submarine CANNOT Board other models, and other models CANNOT Board a Submarine. If a Submarine is in base contact with another model, it CAN move away from it without any penalty.

One of the two Submerged models that represent a Submarine is the actual Submarine, the other is a Bluff. Which is which should be noted somewhere by the controlling player. If a Diving model does not have a specific Submerged model to represent its status, you should record in some way whether the model is Submerged or not. If a Diving model declares that it is remaining Submerged, its representative Submerged models remain and are NOT replaced. However, if a Diving model that is remaining Submerged does NOT have its full complement of Submerged models, these ARE replaced as if the Diving model had just Submerged. If a Diving model that is Submerged returns to the Surface, it must replace the Submerged model representing its true location, but can be placed with ANY orientation. Diving Models IGNORE the Command Distance rules. Submerged models DO NOT use a Turning Template, and have 360 degree movement. Submerged models CAN move under, or through, other models but CANNOT end their move occupying the same space as another model or Flight Stand. If a model CANNOT move without ending its movement on top of another model, the model moves so that the other models can be repositioned clear of it with minimal displacement. A Diving model CANNOT Ram or Collide with a Flying model. A Submerged model CANNOT Ram, be Rammed by, or Collide with a model on the Surface.

When a model makes an Attack against a Submerged model representing a Submarine, only the player controlling the Submerged model will know whether the actual model has been Destroyed or not. This means that an enemy player will have to Destroy ALL Submerged models representing a Submarine to be sure that it has actually been Destroyed. If a Submerged model representing a Submarine suffers enough damage to Destroy it, remove the model. If a damaged model becomes Submerged, mark its damage against ALL Submerged models that represent it. If at least one Submerged model representing a Submarine remains, the Squadron still generates a Game Card. Only a Submarine counts towards Victory Points at the end of the game, not any Submerged models representing it. If a Submerged model representing a Submarine is involved in Ram or Collision, remove all Submerged models from the Game Board that are NOT the true location of any Diving model involved in the Ram or Collision. As a Submarine CANNOT perform a Boarding Action, if it Rams or Collides with a model, it should be moved back 1 inch from that model after the damage has been resolved. If this is not possible without making another contact, the model that was Rammed or Collided with should move back 1 inch instead. ONLY the actual Submarine can declare an Attack. If it does so, remove any other Submerged models representing it.

COMBAT

The following rules apply to ALL Diving models: A Non-Submerged model only hits a Diving model on the Surface on a 5 or 6. A Non-Submerged model only hits a Submerged model on a 6. A Submerged model CANNOT be directly targeted by a Flying model. A Submerged model still hits on a 4, 5 or 6, where appropriate. A Submerged model CANNOT make Weaponry Attacks unless stated otherwise.

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Creatures and Monsters


Models That Lurk In The Uncharted Seas
Not every model in the Uncharted Seas game is made from wood, metal or stone. Living creatures and what some call monsters lurk on the land and in the waters of this fantasy world. A selection of these are outlined on the following pages. A Giant CANNOT Split Fire with a Boulder Attack. A Giant CANNOT perform a Swipe Attack and Boulder Attack in the same Activation.

LARGE AND MASSIVE SEA MONSTERS


Large and Massive Sea Monsters all have the following inherent rules: They are Capital Class models. They DO NOT use a Turning Template, and have 360 degree movement They use the Large/Massive Monster Critical Hit Table, unless stated otherwise. They CANNOT use Defensive Fire They CANNOT be Raked They DO NOT count as a Squadron for the purpose of generating Game Card Hand size. Large/Massive Sea Monsters are Destroyed if EITHER their Hull Point OR Crew Point value is reduced to 0

If there are fewer islands on the table than there are Coastal Giants, place 1 island (of up to 8 in length and width) on the table until there is one for each Coastal Giant in your Fleet BEFORE you deploy any models. You CANNOT place this island in your opponents deployment area. When you deploy your models at the start of the game you MUST deploy the Coastal Giant ON or WITHIN 8 of an island or landmass. You CANNOT deploy a Coastal Giant in your opponents deployment area, or within 8 of any of your opponents models. If a Coastal Giant is on land, models on the Surface DO NOT block its Line of Sight. Models CAN fire at a Costal Giant on the land, unless there is Massive intervening terrain, or a model that would otherwise block Line of Sight. A Coastal Giant has three Move values, it can Walk on the land (12), Wade through the water near land (6) or Swim in deep water (4). It is assumed that a Coastal Giant can Wade through the water if any part of the Giants base is within 8 of an island or landmass. A Coastal Giant CAN use up to TWO types of Movement within the same Activation, but its Movement ratings for both types of Movement are reduced by HALF. For example, a Coastal Giant could Walk up to 6 and then Wade up to 3. If a Giant Activates in, or moves into, deep water roll 1D6: On a 1 to 5 the Giant MUST Swim for the rest of this Activation On a 6 the Giant has found a sunken sandbar and can Wade for the rest of this Activation A Giant that is Swimming can ONLY perform a Ram, Collision, or a Boarding Action.

RULES

COASTAL GIANT

The Giants live on many islands in the Forbidden Isles, and the only thing larger than a giants bulk is its FOUL TEMPER! That said, many sea captains have entered into agreements with Giants in their locality, in order to protect their ships and their harbours, or to encourage a Giant to fight with them against a common enemy. The Giants generally seek an easy life, and enjoy the wealth that cooperating with their neighbours often brings them. This model CAN choose NOT to perform a Boarding Action on a model after a Ram or a Collision This model CAN Capture another model, but it CANNOT be Captured Swipe Attack: the Coastal Giant can make a Swipe Attack of 10AD against a model that is on the Surface and within 2 of its base in a 360 arc. The AD of a Swipe Attack IS reduced by damage and / or crew being killed. A Giant CANNOT perform a Swipe Attack while it is Swimming. A Giant CANNOT perform a Swipe Attack while it is involved in a Boarding Action. A Giant CANNOT Split Fire with a Swipe Attack.

BEHEMOTH

Boulder Attack: The Coastal Giant can throw a boulder within a fore facing 180 degree Turret arc to the front of the model.

Coastal Giant
DR 5 6 CR 7 6 MOVE RAM 6
SWIPE ATTACK RANGE BAND

Points: 85

There are many creatures living below the waves of the Broad Blue that even the mighty Dragon Lords know little about. Among them are the water elementals that are known as Behemoths. There are some among the Helganth who know how to tame them, and it is these Helganth Shaman who have found employment in various Fleets. They perform strange rituals and ceremonies to summon a Behemoth to fight for their employer, but the Behemoths are tricky creatures to control. The shaman must remain close to it at all times to maintain a connection, and stop it from becoming inactive. This model is a Construct and NOT a living model. This model CANNOT Capture another model, and it CANNOT be Captured.

12/6/4

BOULDER

HULL CREW

Large Capital Class Special 2 model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Lethal Strike (Swipe Attack)

1 2 3 4

12 7 10

Water Jet Attack: The Behemoth can fire a jet of water within a 360 degree arc. Whirlpool: The Behemoth can create a Vortex within itself INSTEAD of moving or making a Water Jet Attack. When it does so, directly replace the Behemoth model with the Whirlpool model. In any subsequent Activation the Behemoth can halt the Vortex INSTEAD of moving, but it CAN use the Water Jet Attack. When it does so, replace the Whirlpool with the Behemoth model.

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At the end of any Activation in which the Behemoth is still a Whirlpool, the seas spin about the Behemoth, drawing in every model that is nearby. Roll 1D6 for every model that is on the Surface and within Range Band 1 of the Whirlpool. Roll for the model that is closest to the Whirlpool first, followed by those that are increasingly further away. If any models are the same distance away from the Whirlpool, the player controlling the Whirlpool chooses which to roll for first: On a 1, 2 or 3 nothing happens. On a 4, 5 or 6 the model is moved 2 toward the Whirlpool, keeping its current facing.

If the Behemoth is involved in a Boarding Action, it only suffers a hit on a roll of 6. The Behemoth DOES NOT suffer Critical Hits. Instead, it loses 2 Hull Points and 1 Crew Point if its Critical Rating is equalled or exceeded. If its Critical Rating is DOUBLED it loses 4 Hull Points and 2 Crew Points, and so on. You CANNOT place a Raging Fire Marker on a Behemoth, but it still suffers the Hull Point and Crew Point damage from any initial attack that would otherwise lead to a Raging Fire Marker being placed on it.

Behemoth
DR 4 8 CR 10 6 MOVE
WATER JET

Points: 120
8 RAM RED 5

CROCIDON

HULL CREW

Large Capital Class Special 2 model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

10 8 5 2

The Crocidon is one of the most frightening denizens of the Broad Blue, terrified sea captains tell tall tales of surviving an attack by one of them on a dark night or during a wild storm. Some Fleets have started to use the rather reckless tactic of luring a Crocidon into a battle by having one of its squadrons shovel bait into its wake during its opening stages. The appearance of a Crocidon is uncertain, but when it does appear it wreaks havoc among any ships that get in its way. Foul Vomit: The Crocidon raises its head and howls, then regurgitates its last meal on top of a model that is on the Surface and within a 180 degree arc to the front of the model. The crew of the model are confronted with body parts and slurry, making it difficult to stay upright or keep their lunch down. Foul Vomit CANNOT target Flying or Submerged models, or Constructs. This model CANNOT Capture another model, and it CANNOT be Captured.

RANGE BAND

If a model moves into another model, Terrain or the Whirlpool itself, it results in Ram or Collision as appropriate. If there is a Ram or Collision between models from opposing sides, it results in a Boarding Action initiated by the model that performed the Ram or Collision. If one or more models that are within range of the Whirlpool are currently involved in a Boarding Action, ONE die roll is made for all of those models and, if the Vortex affects them, ALL the models involved in the Boarding Action are moved as a single entity. If the centre of a model is behind terrain, measured from the centre of the Whirlpool, that model is unaffected by the Vortex, unless it is part of group of models involved in a Boarding Action that IS affected by the Vortex. A Behemoth resolves Boarding Actions normally while it is a Whirlpool, but MUST split its Melee Dice evenly between multiple opponents, if it has them. A Behemoth CANNOT become a Whirlpool, or halt being a Whirlpool, during the same Activation that it is involved in a Boarding Action.

RULES

When you deploy your models at the start of the game you MUST deploy the Crocidon within 4 of the table edge on either flank, as part of your normal set up. You CANNOT deploy a Crocidon in your opponents deployment area, or within 8 of any of your opponents models.

Crocidon
DR 5 7 CR 9 8 MOVE
RANGE BAND

Points: 90
8 RAM RED 8

HULL CREW

RULES

Large Capital Class Special 2 model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Lethal Strike (Foul Vomit)

FOUL VOMIT

Any Fleet can employ a Behemoth, but must nominate one of their Capital models (not a Creature) before the start of the game as having a Helganth Shaman on it. The Shaman acts as the focus for any Behemoths that are fielded by the Fleet. A Fleet can only have one Shaman. When you deploy your models at the start of the game you MUST deploy the Behemoth within 4 of the table edge on either flank, as part of your normal set up. You CANNOT deploy a Behemoth in your opponents deployment area, or within 8 of any of your opponents models. When Activated, the Behemoth MUST make a full move directly towards the model with the Shaman on it, moving around terrain as necessary, until it is within Range Band 2 of that model (measured from any part of the model to any part of the Behemoth). If the Behemoth is outside of Range Band 2, it CANNOT become a Whirlpool or use the Water Jet Attack, but it DOES Ram, and make a Boarding Action against, any model that is directly between it and the centre of the model with the Shaman on it, including models from its own Fleet, that it contacts when it moves. If the model with the Shaman on it is Destroyed, or leaves the table for any reason, the Behemoth is removed from the table immediately.

1 2 3 4

8 -

When Activated, the Crocidon MUST make a full move directly towards the nearest Surface model (measured from any part of the Crocidon to any part of the model) moving around terrain as necessary. If more than one model is the same distance away from the Crocidon, the player controlling the Crocidon can CHOOSE which model it moves towards. The Crocidon must then attack the model if possible, even if it is in its own Fleet. If the movement of the Crocidon takes it into contact with another model, it MUST perform a Ram followed by a Boarding Action. Otherwise it MUST make a Foul Vomit Attack.

GOLIATH

For anyone who has seen a Goliath, the thought of a civilisation comprised entirely of these mammoth creatures is a truly terrifying one, for they stand taller than the largest ships, can choke a dragon with one fist, and have startlingly human intelligence.

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Swipe Attack: the Goliath can make a Swipe Attack of 14AD against a model that is on the Surface and within 2 of its base in a 360 arc. A Swipe Attack has the Lethal Strike MAR. The AD of a Swipe Attack IS reduced by damage and / or crew being killed. A Goliath CANNOT perform a Swipe Attack while it is Swimming. A Goliath CANNOT perform a Swipe Attack while it is involved in a Boarding Action. A Goliath CANNOT Split Fire with a Swipe Attack.

Goliath
DR 6 10 CR 12 9 MOVE RAM 10 12/8/6

Points: 200
SWIPE ATTACK

CANNON

HULL CREW

RANGE BAND

Massive Capital Class Special 1 model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model

SPEAR

1 2 3 4

10 8 6 4

10 6 14

Spear Attack: If armed with the Spear, the Goliath CAN make a Spear Attack. Spear Attacks have a fore facing, 270 degree Turret arc. A Goliath CANNOT Split Fire with a Spear Attack. A Spear Attack has the Harpoon Weapon MAR, in addition to the listed AD. A Goliath CANNOT perform a Swipe Attack and Spear Attack in the same Activation.

NOTE: When deployed, choose ONE of either the Cannon or Spear weapon options. MARs: Hard Impact (Cannon), Harpoon Weapon (Spear), Lethal Strike (Swipe Attack)

Cannon Attack: If armed with the Cannon, the Goliath CAN make a Cannon Attack. A Cannon Attack has the Hard Impact MAR. Cannon Attacks have a fore facing 270 degree Turret arc. A Goliath CANNOT Split Fire with a Cannon Attack. A Goliath CANNOT perform a Swipe Attack and Cannon Attack in the same Activation.

These horrors from the deepest depths of the Broad Blue are fiercely territorial creatures, scarcely seen until recent years. Some say that it is the advent of submersible vessels which has brought them to the surface; tracking the vulnerable vessels back to their ports to exact harsh punishment for encroaching on their domain. Others believe it is simply the unending tumult of war, raging across the Uncharted Seas that has roused them from their rest. Swipe Attack: the Kraken can make up to FOUR Swipe Attacks of 7AD against ANY models that are on the Surface and within 4 of its base in a 360 arc. The AD of a Swipe Attack IS reduced by damage and / or crew being killed A Kraken CANNOT perform a Swipe Attack while it is involved in a Boarding Action A Kraken CANNOT Split Fire with a Swipe Attack A Kraken CAN Link Fire with its Swipe Attacks

Kraken

Crush Attack: During a Boarding Action, a Goliath must perform the following Attack against ONE of the models in contact with it, instead of the normal Boarding rules. The Goliath rolls its Melee Dice and compares the number of hits to the targets CR. If the CR is matched or exceeded, the model is Destroyed. Other involved models fight as normal, rolling their MD at the same time as the Crush Attack takes place.

ADDITIONAL RULES This model CAN choose NOT to Board a model after a Ram or a Collision This model CANNOT Capture another model, and it CANNOT be Captured This model treats the area within 4 of an island or sandbar as impassable Terrain (Soft) MARs: Underwater Hunter (Swipe Attack)

ADDITIONAL RULES A Goliath CAN choose NOT to Board a model after a Ram or a Collision. A Goliath CANNOT Capture another model, and it CANNOT be Captured. If a Goliath is on land, models on the Surface DO NOT block its Line of Sight. Models CAN fire at a Goliath on the land, unless there is intervening terrain of Massive size, or a model that would otherwise block Line of Sight. A Goliath has three Move values, it can Walk on the land (12), Wade through the water near land (8) or Swim in deep water (6). It is assumed that a Goliath can Wade through the water if any part of the Goliaths base is within 8 of an island or landmass. A Goliath CAN use up to TWO types of Movement within the same Activation, but its Movement ratings for both types of Movement are reduced by HALF. For example, a Goliath could walk up to 6 and then wade up to 4. If a Goliath Activates in, or moves into, deep water roll 1D6: On a 1-4 the Goliath MUST Swim for the rest of this Activation. On a 5-6 the Goliath has found a sunken sandbar and can Wade for the rest of this Activation. A Goliath that is Swimming can ONLY perform a Ram, Collision, or a Boarding Action.

Kraken
DR 5 7 CR 8 7 MOVE RAM 8
SWIPE ATTACK RANGE BAND

Points: 105
4/6

HULL CREW

Large Capital Class Diving Special 1 model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model

1 2 3 4 7

MARs: Underwater Hunter (Swipe Attack), Lethal Strike (Swipe Attack)

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SMALL SEA MONSTERS

Many smaller Sea Monsters also inhabit the Uncharted Seas. Although they are often uniquely weird and wonderful, there are three main species of these creatures that lurk in the murky waters of The Broad Blue; the Octopoda, the Kroken and the Naitaka. All Small Sea Monsters have the following inherent rules: Small Sea Monsters are Diving models. Small Sea Monsters have two listed Move values. The first is used when they are on the Surface, the second when they are Submerged. Small Sea Monsters DO NOT use a Turning Template, and have 360 degree movement. Small Sea Monsters are Destroyed if EITHER their Hull Point OR Crew Point value is reduced to 0 A Small Sea Monster that suffers a Critical Hit DOES NOT roll on the Critical Hit Table, instead it loses 2 Hull Points. Small Sea Monsters CANNOT Capture other models, and CANNOT be Captured.

attacking down to the murky depths and the model will be Destroyed. The number of Turns an Octopoda requires to drag down a particular model Class is listed below: A Small Class model is Destroyed after 2 Turns. A Medium Class model is Destroyed after 3 Turns. A Large Class model is Destroyed after 4 Turns. A Massive Class model is Destroyed after 5 Turns.

Naitaka
DR 3 2 CR 5 5 MOVE RAM 5
RANGE BAND

Points: N/A
6/10

HULL CREW

Small Class Diving model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

These optional Sea Monsters can be used to add variety to a game, if all players agree to their use, or as part of a scenario. If Small Sea Monsters are being used, once Initiative has been rolled for in any Turn, the player who won the Initiative should roll a second D6: On a 1 to 4 nothing happens. On a 5 a Submerged Small Sea Monster arrives anywhere along the edge of the Game Board, as chosen by the winner of the Initiative roll. On a 6 a Submerged Small Sea Monster arrives anywhere on the Game Board, as chosen by the winner of the Initiative roll, but is then moved 2D6 in a random direction defined by using the Deviation Template. A sea monster placed by this method CANNOT deviate off of the Game Board due to this movement. Instead it stops when it reaches the Game Board edge.

NAITAKA

Coil Attack: Immediately after it Rams a model, the Naitaka MUST roll 4D6 against the target of its Ram, Destroying the target if the required number of sixes are rolled, as listed below: A Small Class model is Destroyed if TWO or more 6s are rolled A Medium Class model is Destroyed if FOUR or more 6s are rolled A Large Class model is Destroyed if SIX or more 6s are rolled A Massive Class model is Destroyed, if EIGHT or more 6s are rolled

Once this single Coil Attack has been resolved, and if its target remains, it continues to fight as per a Boarding Action.

Determine which of the Small Sea Monsters is placed by rolling another D6: On a 1 or 2 an Octopoda arrives. On a 3 or 4 a Kroken arrives. On a 5 or 6 a Naitaka arrives.

Kroken
DR 4 3 CR 6 6 MOVE RAM RED 5
RANGE BAND

Points: N/A
6/8

HULL CREW

If a Small Sea Monster is placed on the Game Board it moves BEFORE any other Squadron Activates, and MUST move directly towards, and into contact with, the nearest Surface model. If it cannot reach its target in a single move, it will remain Submerged. If a Small Sea Monster contacts a model that cannot be Boarded for any reason, or is a Derelict, they will abandon it as a target and ignore it from that point on, unless no other targets remain.

Small Class Diving model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

Octopoda
DR 3 2 CR 5 8 MOVE RAM 3
RANGE BAND

Points: N/A
6/8

KROKEN

Gaping Maw: Immediately after it Rams a model, the Kroken MUST roll 4D6 against the target of its Ram, comparing the result to the list below: If the total number of hits equals or exceeds the target models Damage Rating, the model loses 1 Hull Point. If the total number of hits equals or exceeds the target models Critical Rating, the model suffers the Hard Pounding Critical Hit. If the total number of hits equals or exceeds DOUBLE the target models Critical Rating, the model suffers TWO Hard Pounding Critical Hits, and so on.

HULL CREW

Small Class Diving model Template: NONE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

OCTOPODA

Once this single Gaping Maw Attack has been resolved, and if its target remains, it continues to fight as per a Boarding Action.

The Octopoda does not Ram, instead it locks straight onto the model it has contacted and a Boarding Action is carried out. While the Octopoda is locked, it fights all combat as per a Boarding Action. If the Octopoda is not Destroyed within a number of Turns, it will drag the model it is
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LARGE/MASSIVE MONSTER CRITICAL HIT TABLE


ROLL 2D6 RESULT
2-3 4-5 6 7-8 9-10 11 12
The Creature is Critically Wounded. Lose 2 Hull Points and 2 Crew Points. The Creature is Stunned. It CANNOT move or perform any actions until AFTER its next Activation (if the Creature is involved in a Boarding Action it DOES NOT roll any Melee Dice, and any models that it is in base contact with CAN move away unhindered). Lose 1 Hull Point immediately. The Creature is Crippled. Its movement is reduced by HALF for the rest of the game. Lose 1 Hull Point and 1 Crew Points immediately. The Creature is momentarily Confused. Its AD and MD are reduced by HALF until AFTER its next Activation. Lose 1 Hull Point immediately. The Creature is Injured. It CANNOT fire for the rest of the Turn, but it CAN make Swipe/Tail Attacks or perform Boarding Actions. Lose 1 Hull Point and 2 Crew Points immediately. The Creature is Crippled. Its movement is reduced by HALF for the rest of the game. Lose 1 Hull Point and 2 Crew Points immediately. The Creature is Critically Wounded. Lose 2 Hull Points and 2 Crew Points immediately.

NOTE: If a Creature suffers a Confused or Crippled result when it is already Confused or Crippled, DO NOT reduce its AD/MD or Movement by HALF again, just apply the Hull and/or Crew damage.

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Harbour Walls, Towers, Forts and More


INTRODUCTION
The use of scenery allows players to create a gaming table that encompasses much more than just water and islands. Players can create ports, harbours, island fortresses, harbour defences and much more. There are a wide variety of defences that can be deployed by players, ranging from war towers to the more complex star fort designs. All of these designs will be referred to as Fortifications and they will, for the most part, follow the same basic game rules. ALL Fortifications are subject to the following rules: Fortifications CANNOT move or be moved. Fortifications CANNOT Rake or be Raked. Fortifications CANNOT initiate Boarding Actions, but CAN be Boarded unless noted otherwise. Fortifications ignore Command Distance. Line of Sight and Range are always measured from the centre of a Fortification. Fortifications DO NOT count as a Squadron for the purpose of generating Game Card Hand Size. If a Game Card can be used with a Fortification it will carry the Fortification Icon. Communication Ability (CA): Fortifications Activating as a Squadron can operate together to engage enemy models. But communication is not always simple, with their occupants relying on flags or magic or fires to coordinate their efforts. Each Fortification has a Communications Ability rating. Whenever a Squadron of Fortifications attempts to perform a Linked Attack, roll a D6. If the result is HIGHER than their Communications Ability rating, the models CANNOT Link, but they CAN still fire separately. If models from different Squadrons attempt to Link their Defensive Fire, each participating Squadron must make a Communications Ability roll to determine if they CAN participate in the Attack.

Fortifications

Boarding Actions Against Fortifications: Where a victorious Crew will ransack the holds of a Captured enemy ship, stripping it of valuables before scuttling the vessel, a Crew who seizes an enemy Fortification will need to defend their Prize, or risk the enemy seizing it back. If a Fortification is Prized, it is NOT removed from play. Instead, a player CAN choose to permanently assign ANY portion of the victorious Crew to the Fortification, rather than returning them to their ships. The Fortification is now under that players control. It CANNOT make Weaponry Attacks, but CAN use Defensive Fire as normal. A Fortification is not Prized, for the purposes of Victory Points, unless at least one assigned Crew remains.

In addition, ALL Fortifications use a number of new mechanics, and they are as follows: Adding Fortifications To Your Fleet In a Standard Game up to 30% of the Maximum Fleet Value can be spent on Fortification models. Deploying Fortifications: As emplaced structures, erected over weeks or years long before the battle takes place, Fortifications are deployed before any other models, and potentially deep within no-mans land. Fortifications are deployed before ANY other models. Each player rolls a D6, and they take turns to place a Fortification (if they have them in their force) in order highest to lowest. Fortifications may be deployed anywhere on the Game Board, outside of 16 of an opponents Deployment Zone. Fortifications must be deployed touching land unless otherwise noted. A Fortification will stipulate if it can be deployed on water. If a Fortification is deployed touching another friendly Fortification, it does NOT need to be touching land. However, no part of any Fortification can be more than 8 from land. Fortifications CANNOT be deployed within 8 of an enemy structure.

Destroying Fortifications: As sturdy constructs of stone bedded into firm foundations, Fortifications are more resilient than their floating counterparts. They are not indestructible however, and Fortifications take Structure Damage, to represent their ramparts giving way under persistent bombardment. Fortifications have Structure Points (SP) in place of Hull Points. Structure Damage reduces Attack Dice in the same way as Hull Damage. If a Fortification suffers a Critical Hit, roll on the Fortification Critical Hit table. A Fortification with ZERO Structure Points can still use Defensive Fire if it has Crew remaining. A Fortification with NEGATIVE Structure Points is Destroyed and all Crew are lost. Fortifications ARE NOT removed from the Game Board when Destroyed or Captured.

Activating Fortifications: Fortifications are deployed as Squadrons and therefore Activated as an entire Squadron. Fortifications CAN Link Fire if a successful Communications Ability roll is made, and may benefit from relevant Game Cards.

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FORTIFICATIONS CRITICAL HIT TABLE


ROLL 2D6 RESULT
2 3-4 5-6
DIRECT HIT The ammunition store of the model is hit roll 2D6 and this is the number of SPs the model loses. Hard Pounding The model loses 2 Crew Points and 2 SPs immediately. Weapons Platform Hit The main weapons area is hit, mangled bodies and masonry/wood get in the way of the gun crews. The model MAY NOT fire in its next Activation. Lose 2 SPs. Raging Fire A raging fire engulfs the model. Place 1 Raging Fire Marker on the model. Lose 1 Crew Point and 2 SPs immediately. Foundations Rocked The foundations of the model are rocked by blistering weapons fire. Lose 1D3+1 SPs and lose 1 Crew Point immediately. Battery Hit Intensive fire smashes into the weapons of a battery, destroying machinery and crew. Roll 1D6 and lose this many AD from a battery. These points are cumulative with any SP and CP damage a model may have already taken. Lose 2 SPs and 1 Crew Point. NOTE: Roll randomly to determine which Battery is affected. Some models may only have ONE battery. This Critical Hit is not cumulative. Command Crew Killed The weapon masters are killed, forcing the gun crews to act on their own initiative. The model MAY NOT Link Fire with other models in its Squadron, and MAY NOT Split Fire against enemy models. Lose 2 SPs and 1 Crew Point immediately.

REPAIR OPTIONS
No repair options

No repair options

No repair options

Roll 1D6 when the fort is next Activated: On a 1-3 the fires are put out. On a 4-5 the model Loses a further 1 SP. On a 6 the model Loses a further 1 SP AND loses 1 Crew Point.

8-9

No repair options

10-11

No repair options

12

No repair options

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Harbour Tower
DR 4 CA 4 CR 7 CREW 3 SP
RANGE BAND

Points: 45

War Tower
DR 5 CR 9 CREW 6 SP 8

Points: 55
SIDE GUNS (x4)

SIDE GUN 1

SIDE GUN 2

SIDE GUN 3

SIDE GUN 4

BALLISTA

4
-

Medium Capital Class Fortification model Template: SMALL Squadron Size: 2 to 4 Models

Large Capital Class Fortification model Template: SMALL Squadron Size: 1 to 2 Models NOTE: Choose ONE of the three weapons. MARs: Harpoon Weapon (Ballista)

MORTAR

CA

RANGE BAND

1 2 3 4

6 5 4 3

6 5 4 3

6 5 4 3

6 5 4 3

1 2 3 4

6 4 2 -

6 8 10

8 6 4 2

MARs: None

Wooden Gun Wall


DR 3 CA 3 CR 5 CREW 3 SP
RANGE BAND

Points: 20

Harbour Gun Wall


DR 4 CR 6 CREW 3 SP
BROADSIDE

Points: 40

BROADSIDE

CA 4
-

Small Class Foritfication model Template: SMALL Squadron Size: 2 to 4 Models

Medium Capital Class Fortification model Template: SMALL Squadron Size: 2 to 3 Models

RANGE BAND

1 2 3 4

6 3 2 -

1 2 3 4

8 6 4 -

MARs: None

MARs: None

Bastion
DR 7 CA 5 CR 12 CREW 9 SP
RANGE BAND

Points: 100
10 -

Battle Keep
DR 5 CR 8 CREW 5 SP
SIDE GUN 1 SIDE GUN 2

Points: 65

SIDE GUN 3

SIDE GUN 1

SIDE GUN 2

SIDE GUN 3

SIDE GUN 4

4
-

Large Capital Class Fortification model Template: MEDIUM Squadron Size: 1 Model

Large Capital Class Fortification model Template: MEDIUM Squadron Size: 1 to 2 Models

SIDE GUN 4

CA

RANGE BAND

1 2 3 4

10 8 6 4

10 8 6 4

10 8 6 4

10 8 6 4

1 2 3 4

7 5 3 -

7 5 3 -

7 5 3 -

7 5 3 -

MARs: Murder Holes (4)

MARs: None

Stone Wall/Gate
DR 3 CA 4 CR 6 CREW 3 SP
RANGE BAND

Points: 25

Sea Fort
DR 6 CA 5 CR 12 CREW 7 SP
RANGE BAND

Points: 95
9 -

Medium Capital Class Fortification model Template: SMALL Squadron Size: 2 to 3 Models

Large Capital Class Fortification model Squadron Size: 1 Model * The Broadside has a 270 degree Turret Arc of Fire. MARs: None

BROADSIDE *

1 2 3 4

1 2 3 4

15 11 7 4

MARs: None

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Improving Individual Models


The following table lists a number of optional Special Upgrades that can be bought for your fleets. Players must agree prior to a game that they are going to use this table. The upgrades give you the flexibility to spend extra points to not only improve your fleet, but to use up any spare points you may have left over when building your fleet.

Crew Upgrades

UPGRADE
VETERAN GUNNERY OFFICER DOCTOR ON BOARD MASTER HELMSMAN MASTER TACTICIAN

COST

SIZE CLASS RULES


Medium, Large or Massive model. This ships gunnery officer knows how to get the most out of his guns, and the crews who man them. Increase the Attack Dice ratings of one weapon type (Broadsides/Turrets etc) by 2 AD in any one Range Band, to a maximum of 18 AD. A skilled doctor tends to the crew of this vessel during battle. In the End Phase of a Turn, roll a D6 and on a 5 or 6 remove ONE Crew Killed Marker gained in that Turn only. This roll CANNOT be made by a model with 0 Crew Points. This Helmsman truly knows his ship, and can attempt to make tighter turns than should be possible for a vessel of its size. TWICE per game, this model CAN use a Turning Template ONE Size Class smaller than normal for its movement that Turn. This fleets commander has a genius strategist at his side, well versed in naval tactics; they can always keep the upper hand in battle. Whilst this model is in play, a modifier of 1 CAN be added to, or subtracted from, its fleets initiative rolls each Turn. This bonus is cumulative with any Game Card effects. The Captain of this vessel carries a lucky charm or mystical talisman, and the winds of fortune always seem to blow his way. ONCE per game, ALL the dice generated by this model for any single purpose may be re-rolled. This could be its Attack Dice, Melee Dice, Repair rolls etc. Dice CANNOT be re-rolled more than once and the second result MUST be used. This vessels engineer can keep the ship running in the direst of circumstances. This model CAN re-roll TWO failed repair rolls in a game. But if the re-roll result is a 1, the effect is permanent. This CANNOT be used to repair Raging Fire or Holed Below Critical effects. This ships crew are well drilled in the art of repelling boarders and defending their vessel. During the FIRST round of a Boarding Action this model gains 2 additional Melee Dice (MD). These vessels are particularly adept at coordinating their movements, with the aid of their sure-sighted signalmen. This Squadron increases its Command Distance by 1 inch. This ships riggers know their charge well, and swiftly set her sails to make the most of the gusting wind. This model gains the Streamlined Hull Model Assigned Rule.

10 Points

5 points

Medium, Large or Massive model

10 Points

Medium or Large model.

15 Points

Battleship OR Flagship ONLY.

LUCKY TALISMAN

10 Points for a Medium model, 20 Points for a Large/ Massive model.

Medium, Large or Massive model

MASTER SHIPWRIGHT WELL DRILLED Master Signalman Expert Riggers

10 Points

Large or Massive model.

5 Points for a Medium model, 10 Points for a Large/ Massive model. 10 Points for a Squadron. 10 Points for a Medium model, 15 Points for a Large/ Massive model.

Medium, Large or Massive model.

Medium, Large or Massive model.

Medium, Large or Massive model

 Note: Creatures of the appropriate Size Class CAN purchase upgrades. It is assumed that the upgrade represents an ability inherent to the Creature.

A maximum of 15 points of upgrades can be purchased for every FULL 300 points of the Maximum Fleet Value (MFV). No Squadron may purchase more than one upgrade. Any upgrades purchased will increase the value of the model by the listed amount for MFV, Fleet Composition and Victory Points purposes. Example: An Iron Dwarves player creates a 480 point fleet for a 500 MFV game. This allows them an extra 15 points to spend on Crew Upgrades (they CANNOT spend the full 20 points as the MFV is less than 600 points). They use the points to buy Expert Riggers for their Forge Class Battleship, increasing its Points Cost from 120 to 135 points, and its movement increases from 4 inches to 5 inches.

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Weather, Bravery and Time of Day


The following rules have all been designated as optional. While we recommend that players use the rules to add to the excitement of a game, their use is not enforced and players should agree prior to starting a game whether they are going to use the rules.

Optional Rules
MIST AND FOG

WEATHER AND TIME OF DAY

Not all battles take place at midday, underneath a cloudless sky. Following are a set of optional rules to represent battles taking place in the dark, at twilight, or those in poor weather. At the beginning of the game, BEFORE deployment, decide whether these rules will be in effect. If so, either choose any combination, or roll on the following tables: Roll 1D6 to determine the Time of Day: The game starts at Dawn, use the Dawn rules for the first 2D3 turns, after which use the Day (normal) rules. 2-3 The game starts in Day, use the normal rules for the first 3D3 turns, after which use the rules for Dusk. 4-5 The game starts at Night, use the Night rules for the first 3D3 turns, after which use the rules for Dawn. 6 The game starts at Dusk, use the Dusk rules for the first 2D3 turns, after which use the rules for Night. Roll 1D3 to determine the Weather: 1 The game begins in Fog 2 The game begins in Mist 3 A Storm will last for the first 1D3+1 Turns, after which normal rules apply. Allocate the numbers 1, 2 and 3 to one flanking Board edge, and 4, 5 and 6 to the other flanking Board edge. Roll 1D6 BEFORE deployment, or at the beginning of the first Turn of Dusk/Dawn to determine which edge the sun is setting or rising on. A model counts as having the sun behind it if a line drawn from the centre of firing model passes through the centre of the target model and hits the edge where the sun is setting or rising If a model makes a Weaponry Attack or Defensive Fire, against a target that has the sun behind it, will suffers a -1 to hit modifier. So a 4 becomes a 3 and a 5 becomes a 4 and so on. Roll 1D3 BEFORE deployment, or at the beginning of the first Turn of Night, and multiply the result by 8 to give the maximum visibility in inches. Example: The D3 gives a result of 2, so the maximum visibility for the game is 16 inches. Any ship outside of this Range is NOT visible and therefore cannot be targeted with weapons of any kind, or offensive spells such as a Fireball. 1

At any time, ANY player CAN discard 2 Game Cards that affect Wind Direction from their Hand to turn Fog into Mist, OR Mist into clear air INSTEAD of using them to change the Wind Direction. Similarly, ANY player CAN discard 2 Game Cards that affect Wind Direction from their Hand to turn Mist into Fog, OR into clear air into Mist INSTEAD of using them to change the Wind Direction. NOTE: Each player involved in a battle may only discard 2 Game Cards ONCE per game to change Fog to Mist, or Mist to Fog. ANY model making Weaponry Attacks in Mist, only hits on a 5 or 6 at Range Bands 3-4 ANY model making Weaponry Attacks in Fog, only hits on a 6 at Range Bands 2-4

STORM

During the Changing Wind section of each End Phase, roll 1D6 instead of the normal check, and compare to the following: 1 2 3 4 5 or 6 The Wind moves 2 points clockwise The Wind moves 3 points clockwise The Wind moves 2 points anti-clockwise The Wind moves 3 points anti-clockwise No change Models who list their Turning Template as NONE now use the Small Template. The minimum movement for ALL models is increased from 2 to 4. All models count their Ram Rating as RED.

DUSK AND DAWN

Each time a Flying or Surface model is Activated, roll 1D6: 1-2 3-6 The model CANNOT turn and ANY Weaponry or Defensive Fire Attacks reduce their Attack Dice by HALF during this Activation. The model may move and fire normally

NIGHT

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BRAVERY

The waters of the Broad Blue are no place for the weak or frail of heart, and the sailors who roam the UNCHARTED SEAS are hardy, seasoned veterans. However, even these brave souls will sometimes feel fear cloud their minds after witnessing particularly brutal acts of destruction. Following are a set of optional rules to account for the impact of a Squadrons morale on its performance during a game. A Squadron is required to take a Break Test at the end of ANY Squadron Activation during which either a model in their Squadron or their Admiral is Lost. When performing a Break Test a Squadron must roll 3D6 with each 4, 5 or 6 being a success. It requires ONE success to pass a Break Test. If the Squadron has Lost HALF or more of its initial Squadron Size, it requires an ADDITIONAL success to pass. If any model in the Squadron is Out of Command, it requires an ADDITIONAL success to pass. If the Admiral is Lost, the Squadron requires an ADDITIONAL success to pass.

Because a Squadron can Lose models in their own Activation, as well as causing the Loss of enemy models, BOTH sides in the game may have to resolve Break Tests during a single Squadron Activation. They are resolved in any order. A Break Test is not required if a Squadron is already Broken.

BREAK TESTS

Important Note: If a Squadron is Broken, all Elements or models in the Squadron are Broken, regardless of the distance between them. Any Squadron that is Broken may perform a Bravery Test to try and rally. Bravery Tests are performed in the same way as Break Tests, and are made in the End Phase.

BRAVERY TESTS

BROKEN

Models that are Broken CANNOT perform Linked Fire or Split Fire, CANNOT have Game Cards played on them and receive a -1 to hit modifier on ALL Weaponry Attack, Defensive Fire and Melee Dice rolls.

Important Note: Any additional successes required to pass a Break Test are cumulative. If the Commanded Element of the Squadron has a model within 8 of the Admiral, an extra 1D6 is rolled for the Break Test. If a Break Test is Failed, the Squadron is Broken. A Squadron is only required to make a maximum of ONE Break Test per Squadron Activation. This is regardless of how many models have been Lost, and also whether the Admiral has been Lost in the same Activation.

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How To Add Some Spice To The Uncharted Seas Models


MODEL ASSIGNED RULES
A Model Assigned Rule (MAR) represents the inherent qualities found in some vessels, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Statistic Card of a model will specify any MARs that apply to a model. AIR HUNTER (weapon) This weapon receives a +1 to hit modifier on its Attack Dice (AD) rolls against Flying models. If NO weapon is listed, the Air Hunter MAR is applied to ALL weapons on the model. ARCANE AMPLIFIER Magic Cards cast from this model are only Countered (using a Counter Spell card) on a roll of 3+, and receive a +1 modifier to any effect rolls. As long as at least one friendly model with the Arcane Amplifier MAR is still in play, Magic Turn Cards are only Countered on a roll of 3+. ARCANE BLAST This model can make a Magical Attack on a non-Submerged enemy model within Range Band 1 and in Line of Sight. Roll 1D6, on a 5 or 6 the targeted model loses 1 Hull Point. The Arcane Blast MAR CAN be Countered (using a Counter Spell card) as if it were a Magic card. ARMOURED BELLY This model receives +1 to its Critical Rating (CR) against any Attack made from a non-Flying model in Range Band 1 or 2. ARMOURED FORECASTLE When a Boarding Action is initiated AGAINST this model, this model takes two less Crew Point (CP) casualties than the number of Melee Dice (MD) hits rolled against it in the FIRST round of the Boarding Action. BLINDING FLASH When a Boarding Action is initiated BY this model, the Crew Points (CP) of this model receive a +1 to hit modifier on their Melee Dice (MD) rolls and the Crew Points of the opposing model suffer a -2 to hit modifier on their Melee Dice rolls, in the first round of the Boarding Action. If a Boarding Action is initiated AGAINST this model, this model can attempt to use the Blinding Flash MAR by rolling 1D6. On a 4, 5 or 6 it succeeds. BOARDING HOOKS A model with the Boarding Hooks MAR CANNOT Board other models using the normal Boarding Rules. Instead, the model is moved into contact with the target without causing a Ram/Collision. If the model moved MORE than HALF of its Move, it may only then initiate a Boarding Action on a D6 roll of 4+, otherwise it may only initiate a Boarding Action on a D6 roll of 3+. If this model attempts to Board, it CANNOT make Weaponry Attacks, whether the attempt is successful or not, and the attempt counts as an Attack for Defensive Fire purposes. BULLDOZE If a model with the Bulldoze MAR performs a Ram, it can continue its Move AFTER the initial contact has been made (reducing its remaining Move by HALF if the target model is a larger Size Class). If this model continues its Move, it must be in a straight line, and the target model must maintain the orientation it had when the initial contact was made. If the target model contacts a model or Terrain while being Bulldozed, it will result in a new Collision, between the target model and whatever it
Uncharted Seas Fantasy Naval Combat Rules

Model Assigned Rules

contacted. Any new Collision uses the initial Hull Point (HP) value of the model using the Bulldoze MAR. If the target model is Destroyed by the Ram of a model with the Bulldoze MAR, it is NOT removed from the Game Board until AFTER any remaining Move is made by the model with the Bulldoze MAR. A model with the Bulldoze MAR can move 1 directly backward AFTER a Ram, to prevent a Boarding Action. A model with the Bulldoze MAR CANNOT fire its weapons after performing a Ram. BURNING OIL If a weapon on this model equals, or exceeds, the Defensive Rating (DR) of a target within 4 of this model, the target model also receives 1 Fire Marker. If a weapon on this model equals, or exceeds, the Critical Rating (CR) of a target within 4 of this model, the target model receives 2 Fire Markers, instead. The Burning Oil MAR CANNOT be used with Defensive Fire (DF). COORDINATED ASSAULT If two or more models from the same Squadron, that all have the Coordinated Assault MAR, initiate a Boarding Assault against the same target model, the models with the Coordinated Assault MAR receive a +1 to hit modifier on their Melee Dice (MD) rolls. CRACK MARINES Each Crew Point on this model generates TWO Melee Dice (MD)in a Boarding Action. When Using Defensive Fire, a model with this rule may either: Use 2 AD of Defensive Fire for each Crew Point and NOT make Weaponry Attacks this Turn. Use 1 AD of Defensive Fire for each Crew Point and make Weaponry Attacks with FULL available AD this Turn.

CUMBERSOME FLIER Weaponry Attacks made by non-Flying models against this model hit on a 4+. DARKNESS CLOUD (value) If, after completing their Move, TWO models, from the same Squadron, with the Darkness Cloud MAR are within 12 of each other, a Darkness Cloud can be summoned. A Darkness Cloud uses the Large Round Template; the centre of which MUST be placed directly between the two models that have summoned it. ANY model with their centre beneath the Darkness Cloud may be targeted by a Darkness Cloud Attack. The Darkness Cloud Value is the TOTAL amount of Attack Dice (AD) available to a single Darkness Cloud in any ONE Activation. Darkness Cloud Attacks ignore the Defensive Rating (DR) and Critical Rating (CR) of the target model, instead the target model loses 1 Crew Point for each 4, 5 or 6 rolled on the Attack Dice (AD). Darkness Cloud Attacks DO NOT affect Diving models, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage and CANNOT use Linked Fire. Games Cards CANNOT be played on Attacks made by a Darkness Cloud. The Darkness Cloud MAR CANNOT be dispelled with a Counter Spell card. DEATH SHRIEK If this model does not Attack this Activation, it may use the Death Shriek MAR. The Death Shriek MAR affects Tiny, Small and Medium
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models within Range Band 1 that are NOT Undead, Submerged or a Submarine. Affected models must roll 1D6; a Tiny or Small model passes on a roll of 4+, a Medium model passes on a 3+. If a model FAILS the Death Shriek roll it suffers a -1 to hit modifier on all Attack Dice (AD), Defensive Fire (DF), and Melee Dice (MD) rolls until the end of their next Activation. A model can ONLY be affected by Death Shriek once per Turn. Death Shriek is not an Attack and DOES NOT trigger Defensive Fire, but it does leave this model open to Active Turn Defensive Fire until its next Activation. DRACONIC BLESSING Raging Fire repair rolls for this model succeed on a roll of 1-4. ELITE CREW This model receives a +1 to hit modifier on its Melee Dice (MD) and Defensive Fire (DF) rolls. EXPERIENCED ENGINEERS Repair options for this model are successful on a roll of 1-4. FLAME WEAPON (weapon) If the number of hits from an Attack, that includes at least one weapon with the Flame Weapon MAR equals, or exceeds, the Defensive Rating (DR) of its target, the target model also receives 1 Fire Marker. If the Attack equals, or exceeds, the Critical Rating (CR) of a target, the target model receives 2 Fire Markers, instead. If NO weapon is listed, the Flame Weapon MAR is applied to ALL weapons on the model. FLAMMABLE GASES If this model has one or more Fire Markers on it when it is Destroyed, it will explode, as per a Magazine Explosion on the Critical Hit Table. FREE FLOATING If this model is reduced to 0 Crew Points and is not Tethered to land or Attached to another model, this model will Drift with the wind direction. If this model is Drifting in this manner, it will do so at its maximum Move until it reaches a Game Board edge, at which point it is removed from the Game Board. HARD IMPACT (weapon) If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of a target that is a smaller Size Class than this model, the target is knocked back directly away from the source of the Attack. The target is knocked back 1 if it is one Size Class smaller than this model, or 2 if it is two or more Size Classes smaller. This may cause a Collision to occur. If the target model CANNOT move back the full distance, it still causes Collision damage as if it were a new contact. If NO weapon is listed, the Hard Impact MAR is applied to ALL weapons on the model. HARPOON WEAPON (weapon) A weapon with the Harpoon Weapon MAR has a Harpoon with a 270 degree Arc of Fire, which can target models in Range Band 1 or 2. Roll 3 Attack Dice (AD) against the target model, if 2 or more hits are scored, the target model has been Harpooned. A model that has Harpooned another model, may Drag it once per Activation. Massive or Large Class models are Dragged up to 2, Medium models up to 4 and Small or Tiny models up to 8. A Drag must be in a straight line, directly towards the model with the Harpoon. If contact is made between the Harpooned model and the model with the Harpoon, no Collision occurs but a Boarding Action is initiated by the model with the Harpoon. If the Harpooned model makes contact with another model or Terrain during a Drag, it will result in a Collision.

During its Activation a Harpooned model may make ONE attempt to free itself from the Harpoon Weapon. Roll 1D6: A Massive Class model will free itself on a 3, 4, 5 or 6. A Large Class model will free itself on a 4, 5 or 6. A Medium Class model will free itself on a 5 or 6. A Small or Tiny model will free itself on 6.

A Harpooned model that does not free itself CANNOT finish its Move further away from the model with the Harpoon Weapon MAR than it was at the beginning of its Activation. Targeting a different model with the weapon with the Harpoon Weapon MAR will release any previously Harpooned target. A Harpoon CANNOT use Linked Fire or Split Fire and CANNOT target a model that is currently involved in a Boarding Action. NOTE: Some weapons have an Attack Dice rating in addition to the effect of the Harpoon Weapon MAR. HULL BREAKER If this model performs a Ram and equals, or exceeds, the Damage Rating (DR) of its target, the target loses 1 Hull Point (HP) and gains 1 Holed Below Marker. If this model performs a Ram and equals, or exceeds, the Critical Rating (CR) of its target, the target loses 2 Hull Points and gains 2 Holed Below Markers. If the Ram equals, or exceeds, DOUBLE the Critical Rating of the target, the target loses 3 Hull Points and gains 3 Holed Below Markers, and so on. HULL RIPPER If this model performs a Ram and equals or exceeds the Defensive Rating (DR) of its target, roll 1D6. On a 4, 5 or 6 the target model gains 1 Holed Below Marker and this model is placed with its Aft touching the opposite side of the target model, as if it had just passed underneath it in a straight line. This model cannot be touching any other model or solid terrain at the end of this movement. If there is not enough room to place this model, you cannot use the Hull Ripper MAR. ILLUMINATE Once per turn, this model may attempt to Illuminate an enemy model within Range Band 2 and Line of Sight. Roll a D6, on a 3+ the target is set aglow with revealing light and all friendly gunnery attacks against that model gain +1 AD per participating weapon added after Linked Fire up to +3 AD maximum. Illuminate lasts for the rest of the current activation (including Additional Activation). Multiple uses of Illuminate on the same target model do not stack. INDEPENDENT This model ignores the Command Distance rules. INVOCATION At the start of ANY Turn, this model can perform one of the following Magical Actions: Draconic Strength - If ALL models in the Commanded Element of this Squadron perform a Linked Fire Attack against a single target, the Attack gains +3 Attack Dice (AD). Draconic Scales - ALL models in this Squadron gain +1 to EITHER their Damage Rating (DR) OR their Critical Rating (CR). Draconic Speed - ALL models in this Squadron gain 1D3+1 Move. Roll ONCE and apply the result to the entire Squadron.

The effects of the Invocation MAR last until the beginning of the next Turn.

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IRON RAM If this model performs a Ram, reduce the amount of Attack Dice (AD) rolled against this model by HALF. LETHAL STRIKE (weapon) If the number of hits from an Attack, that includes at least one weapon with the Lethal Strike MAR, equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 additional Crew Point. If NO weapon is listed, the Lethal Strike MAR is applied to ALL weapons on the model. LIGHTNING GENERATOR A model with the Lightning Generator MAR is fitted with a Lightning Generator. A model with a Lightning Generator can make a 4 Attack Dice (AD) Attack against ALL models, without a Lightning Generator, within Range Band 1 at the beginning of its Activation. The Lightning Generator DOES NOT cause Hull Point (HP) damage. If the Attack equals, or exceeds, the Damage Rating (DR), but not the Critical Rating (CR) of a model, the target model loses 1 Crew Point (CP). If the Attack equals, or exceeds, the Critical Rating (CR) of a model, the target model loses 2 Crew Points. If a Lightning Generator Attack equals or exceeds the Damage Rating or Critical Rating of a model involved in a Boarding Assault, the loss of Crew Points is applied to ALL models currently involved in that Boarding Action. Lightning Generator Attacks are measured from the centre of the model making the Attack. Lightning Generator Attacks DO NOT affect Flying models or Submerged Submarines, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage, CANNOT use Linked Fire and CANNOT use Split Fire. Games Cards CANNOT be played on Attacks made by a Lightning Generator. Models with the Lightning Generator MAR CANNOT be deployed in a Squadron with models that DO NOT have the Lightning Generator MAR. Attacks by a Lightning Generator IGNORE Line of Sight - the power from the Orb arcs over, around or under models/scenery.

PACK HUNTER Any Attack, that includes at least two models with the Pack Hunter MAR, receives +1 Attack Dice (AD) for each additional model, after the first, which has the Pack Hunter MAR. PANIC DIVE If this model makes an Attack or a Ram, it can attempt to perform a Panic Dive immediately afterwards. Roll 1D6, on a 5 or 6 this model succeeds and is now Submerged. A model can ONLY attempt to Panic Dive once per Activation. Only one Submerged model is placed if a model Submerges due to the Panic Dive MAR. PLAGUE GUN This weapon ignores the Defensive Rating (DR) and Critical Rating (CR) of the target model, instead the target model loses 1 Crew Point for each 5 or 6 rolled on the Attack Dice (AD). The Plague Gun DOES NOT affect Non-Living models and CANNOT target a Flying or Submerged model. Game Cards CANNOT be used with the Plague Gun. POISON ARROWS This model receives an additional 2 Attack Dice (AD) on all Defensive Fire (DF) rolls. If the Defensive Fire from this model damages a Living model, that model loses an additional 1 Crew Point (CP). RADIAL FIRE (weapon, template) A weapon with the Radial Fire MAR may fire into ANY TWO of its FOUR Arcs of Fire during its Activation, using the stated Turning Template Broadside firing arc. If no weapon is listed, this MAR applies to the models Side Guns. A model can only fire with TWO of its Arcs, regardless of how these Arcs overlap. REANIMATOR ONCE per Turn a model with the Reanimator MAR can select a model within Range Band 1, that has lost Crew Points (CP), and attempt to Reanimate the lost Crew. Roll 1D6 for each Crew Point that has been lost, on a 5 or 6 the Crew Point is placed back on the model. The Reanimator MAR CANNOT be used on a model that is involved in a Boarding Action or on a Creature. ONLY the Crews of Non-Living models can be Reanimated. The Reanimator MAR may only be used on any ONE model ONCE per game.

MAGE QUARTERS This model can use 2 Magic cards when it is activated, and an opponent can ONLY use a Counter card to cancel ONE of them. The cards are played and resolved separately, so the opponent does NOT see both cards and choose which to cancel. MAGE TOWER When this model uses a Magic card that requires Line of Sight (LoS), its LoS is NOT blocked by models of Medium Size Class or smaller. It is still blocked by Terrain. MISDIRECTION When targeted by a gunnery attack, roll a D6. On a 4+, you may redirect the attack to another model of the same size class in the same squadron. For the purposes of this attack, the Range and Line of Sight of the original target are used but all effects of the attack go against the new target. MURDER HOLES (value) If this model is the target of a Boarding Action, it may roll its Murder Holes Value as Attack Dice (AD) against the Boarding models Crew Points (CP) BEFORE the Boarding Action takes place. OARS If this model has Dropped Anchor, it can rotate during its next Activation, INSTEAD of removing the Dropped Anchor Marker. This model must rotate around its centre point. Massive or Large Class models may rotate up to 90 degrees, Medium, Small or Tiny Class models may rotate up to 180 degrees.

REASSIGNMENT After performing a successful Boarding Action or Colliding with each other, any models in the same Squadron with the Reassignment MAR can redistribute their remaining Crew Points (CP) amongst themselves. No model may exceed its original Crew Point rating as a result of the Reassignment MAR. Any Model reduced to 0 Crew Points due to the Reassignment MAR is Destroyed. Reassignment occurs BEFORE Derelicts are removed. RECYCLE If a model in this Squadron was Destroyed due to the Reassignment MAR, this model may REGAIN 1 Hull Point (HP) if it was involved in the Reassignment. RESERVE BARRACKS If a model with this MAR moves into contact with a friendly model, it may Reassign any of its Crew to the other model. This may only replace lost Crew. SHARPSHOOTERS At any point during its Squadron Activation, this model can target an enemy model within Range Band 1 that is not Submerged, Flying or a Submarine. Roll 1D6, on a 5 or 6 the target loses 1 Crew Point (CP). This model CANNOT use the Sharpshooters MAR AND make a Defensive Fire (DF) Attack in the same Turn.

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SIEGE BREAKER This model gains a +1 to hit modifier to its Melee Dice rolls during the first round of a Boarding Action against a model of a larger Size Class. SPOTTER Once per Activation, this model may attempt to use the Spotter MAR against a target model in Range Band 1 or 2. Roll a D6, on a 3, 4, 5 or 6 all Weaponry Attacks against the target gain a +1 to hit modifier on their Attack Dice (AD) rolls for the rest of the Turn. Multiple instances of the Spotter MAR do not give a cumulative bonus. STEALTH Attacks against this model receive a -1 to hit modifier on their Attack Dice (AD). STEAM BELLOWS (value) If this model performs a Ram and initiates a Boarding Action, it gains its Steam Bellows Value as additional Melee Dice (MD) during the FIRST round of the Boarding Action. STEAM BURST At the start of this models Squadron Activation, roll 1D6. On a 5 or 6 the models Move is increased by 2. If this model is part of a Squadron, the Squadron only rolls once, and applies the result to ALL models in the Squadron with the Steam Burst MAR. STREAMLINED HULL If this model does not make any turns during the Movement Phase of its Squadron Activation, its Move is increased by 1. TETHER This model can Drop Anchor over land and become Tethered. TOUGH CREW If this model is involved in a Boarding Action, opposing models suffer a -1 to hit modifier on their Melee Dice (MD) when targeting the Crew Points (CP) of this model. TOWERING This model can target Flying models in Range Band 1 with Weaponry Attacks. Additionally, Line of Sight to and from a model with the Towering MAR is only Obstructed by other models with the Towering MAR.

TROLL ROCK THROWERS Troll Rock Throwers are a weapon with a 360 degree Arc of Fire measured from the CENTRE of the model. Troll Rock Throwers CANNOT target Flying or Submerged models, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage, CANNOT use Linked Fire and CANNOT make Stern Rakes. Only Game Cards with the Creature symbol can be played on Attacks made by a Troll Rock Thrower. When a model with the Troll Rock Throwers MAR is reduced to below HALF of its initial Hull Points, one of the Troll Rock Throwers is lost. UNDERWATER HUNTER (weapon) This weapon receives a +1 to hit modifier on Attack Dice (AD) rolls against Diving models. If NO weapon is listed, the Underwater Hunter MAR is applied to ALL weapons on the model. WIZARDRY When this models Squadron has completed its Move, a model with the Wizardry MAR can perform ONE of the following Magical Actions: Chill Wind - The Attack Dice (AD) of ALL Attacks including Defensive Fire (DF), originating within 8 of this model and within its Aft 180 degree Arc of Fire are reduced by HALF, until this models NEXT Activation. Water of Life - Heal ONE lost Crew Point (CP) to ALL friendly models within 8, including this model.

The Wizardry MAR CANNOT be dispelled with a Counter Spell card.

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How To Put Your Fleets Together


STEP 1: THE MODEL TYPES
Models are also allocated a number of Attributes. These include its Size Class (Tiny, Small, Medium, Large and Massive), whether it is a Capital Class model, and also if it is a Standard, Variant or Special model. Additionally, any relevant Function is listed (Diving, Flying, Fortification or Creature). Each model is Identified by its Race, Classified as belonging to a specific design and Designated as being a particular vessel type. Example: The Iron Dwarves Mortis Class Frigate is Identified as belonging to the Iron Dwarves Race, is Classified as belonging to the Mortis Class and is Designated as being a Frigate. Example: The Bone Griffons Phantom Class Destroyer is a Small Class Standard model. The Ralgard Jarak Class War Balloon is a Large Capital Class Special Flying model. All models also have a minimum and maximum Squadron Size and a Points Cost. Example: A Squadron of Orc Raiders Ravager Class Cruisers can be two, three or four strong and would cost 120pts for TWO models, 180pts for THREE models or 240pts for FOUR models. There are no restrictions on the amount of Standard models that can be fielded, beyond those enforced by the Fleet Composition rules.

Fleet Composition
VARIANT MODELS

Variant models can only be fielded in a ratio of up to 1:1 with Standard models from the same Size Class within a Fleet. This means that the total number of ALL Variant models from a given Size Class CANNOT exceed the total number of Standard models from that Size Class. SPECIAL MODELS Special models count as both a Special model and Standard model of their Size Class when using the Fleet Composition rules, although the Points Cost of the models is only paid once. Additionally some Special models have a further limitation based on their rarity: Special 1 - One Squadron can be fielded per 600pts in the Maximum Fleet Value. Special 2 - One Squadron can be fielded per 500pts in the Maximum Fleet Value. Special 3 - One Squadron can be fielded per 300pts in the Maximum Fleet Value.

Example: Two players agree to a game with a Maximum Fleet Value of 500 points. This allows them to have ONE Squadron of Special 3 models AND ONE Squadron of Special 2 models, but they COULD NOT have a Squadron of Special 1 models, as the agreed game size is not big enough.

STANDARD MODELS

STEP 2: CHOOSING YOUR SQUADRONS

SHIPS OF THE LINE Ships of the line are the heaviest and most powerful warships available to a naval commander. Due to their size and cost of construction, there are restrictions on how many ships of the line can be included in any Fleet. ONE Battleship or Flagship can be fielded per 400pts in the Maximum Fleet Value.

MIXED SQUADRONS Mixed Squadrons are made up of multiple models of the same Size Class that share all the same Functions. Example: Dragon Lords Sunset Class Frigates and Moonbeam Class Destroyers could form a Mixed Squadron, as they share a Size Class and neither have a special Function. A Shroud Mages Ripper Class Submarine could not form a Mixed Squadron with a Stalker Class Cruiser as the Ripper Class Submarine has the Diving Function. Within a Mixed Squadron the minimum and maximum Squadron Size of the models MUST still be adhered to. If the minimum and maximum Squadron Sizes differ for any reason, the highest minimum Squadron Size value and the lowest maximum Squadron Size value should be used. Within a Mixed Squadron, there is no limitation as to how many Standard or Variant models of each type are fielded, as long as all other restrictions are observed. SPECIAL MODELS AND SQUADRONS Special models can be fielded in a Regular Squadron or a Mixed Squadron. If Special models are fielded in a Mixed Squadron, they can only provide UP TO the minimum Squadron Size of models to that Squadron. Special Attachments A Special Attachment model can be ADDED to a Regular Squadron or a Mixed Squadron, increasing its maximum Squadron Size, if necessary. Only one Special Attachment model can be added to a Squadron. Some Attachments will have a minimum and maximum Squadron Size listed, if so, these models may also be fielded in their own Regular Squadron.

Example: Two players agree to a game with a Maximum Fleet Value of 1000 points, which allows them to have TWO ships of the line. Therefore, an Imperial Humans player could take TWO Eagle Class Battleships, or ONE Eagle Class Battleship and ONE Condor Class Flagship, as the Condor Class Flagship is further restricted by being Special 1. SQUADRONS All models in THE UNCHARTED SEAS must be organised into a Squadron, and these Squadrons must conform to the following set of requirements. REGULAR SQUADRONS Regular Squadrons are made up of models that have been Classified as belonging to the same specific design. The Squadron must contain an amount of models equal to or greater than the minimum Squadron Size, and equal to or less than the maximum Squadron Size. Example: TWO, THREE or FOUR Bone Griffons Banshee Class Cruisers would make up a Regular Squadron, as would TWO or THREE Thaniras Elves Griffon Class Heavy Cruisers or ONE Imperial Humans Eagle Class Battleship.
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STEP 3: WHAT GAME TYPE TO PLAY?

GAME TYPES The Game Type defines how flexible the restrictions on Fleet Composition are. OPEN GAME If you are building a Fleet for an Open Game, there are no restrictions on what models you can field. Just agree a Maximum Fleet Value with your opponent and assemble Squadrons to that agreed value using the cost of each model from its Stat Card. STANDARD GAME If you are building a Fleet for a Standard Game all restrictions for Model Types and Squadrons must be observed. Additionally, once a Maximum Fleet Value has been agreed upon with your opponent, the following Squadron Restrictions must be followed: Each Fleet MUST contain at least 1 Squadron of Small Class models. Each Fleet MUST contain at least 1 Squadron of Medium Class models.

Each Fleet MUST contain at least 1 Squadron of Large Class models. Up to 50% of the Maximum Fleet Value can be spent on Tiny or Small Class models. Up to 50% of the Maximum Fleet Value can be spent on Medium Class models. Up to 50% of the Maximum Fleet Value can be spent on Large and Massive Class models. Up to 50% of the Maximum Fleet Value can be spent on Special models.

CAMPAIGN GAME If you are building a Fleet for a Campaign Game, any Core Force and Maximum Fleet Value will be listed as part of the Campaign Scenario and must be accurately followed. Often a Campaign Game will define a scenario specific Victory Condition and Game Length.

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Tokens and Templates


Gaming Aids You Can Cut Out

Large Round Template

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Attack Dice Lost Markers

Crew Killed Markers

Hull Damage Markers

Helm Steering Hit

Gun Deck Hit

Bridge Hit

Port/Starboard Broadside Hit

Engine/Mainmast Damage

Holed Below the Waterline

Raging Fire Marker

Prize Marker

Rudder Smashed

Anchor Marker

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Eight Pointed Compass

Wind Template

Admirals Vessel Doctor On Board Expert Riggers

Lucky Talisman

Veteran Gunnery Officer

Master Helmsman

Master Shipwright

Master Signalman

Master Tactician

Well Drilled

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Copyright 2008-2013 Spartan Games

Primary WRITERS Christopher Worth


Initial GAME Concept Neil Fawcett

We would like to thank our External Playtest Groups and our Online Community for their invaluable feedback, all of which has contributed to making UNCHARTED SEAS an even better game.

THE UNCHARTED SEAS Team


Digital Sculpting & Modelling
Christopher Drew Martin Jones Christopher Peacey Dave Kidd

Graphics, Painting & Fiction


Paul Kime Sally Taylor Christopher Worth Neil Fawcett Ben MacIntyre Franco Sammarco Drew Cox Jonny La Trobe-Lewis Giovanni Bosio

INTERNAL PLAYTESTING AND PROOFING


Martin Jones Neil Fawcett Christopher Worth Drew Cox Craig Gallant Franco Sammarco Jonny La Trobe-Lewis Gary Bent Ben MacIntyre Drew Cox Katie Bennett Ricky Brewer Stephen Rhodes Christopher Drew

THE SPARTAN GAMES Team


Manufacturing & Assembly
Drew Cox Gordon Chamberlain Jamie Allen Jeff Henderson Luke Martin George Shearn Jack Patterson Harriet Rhodes

Business Management & Web


Frances Fawcett Katie Bennett Gary Bent Lizzie Wood Ricky Brewer Stephen Rhodes

The contents of this book are Copyright Spartan Games 2008-2013. All rights reserved. 2013 - PDF Download Edition

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