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WIND AND WAVE

By Gavin Thorpe
Continuing our series of Man 0' War expansions, this issue we deal with the
mighty fleets of Ulthuan.
Few of these items remain and of these Ihe most sought &fter
are the Crystals of Power created by the mighty Elven Mage
Lord Rethalain and his beautiful sister Mistrellia. who was
known as the Enchantress of Tor Elyr. They produced twenty
crystals in all, though nearly half of them have been tragically
lost during calastophic accidents or in battle. while others have
been siez.ed by the jealous Dark Elves. They are wondrous
items that can help the wielder by striking at his enemies or
protccting his ship, and performing other deeds that would be
impossible to achieve without magic. Each crystal is named
after the Captain or Admiral who was 01iginally given the
crystal, though they all belong to new owners now.

ELVEN MAGIC.
Like Chaos Sorcerers, Elven Mages arc not restricted 10
casting magic separated into colours. High Magic uses the
power of Chaos in its purest form and is very powerful but
often subtle so it is not unusual for an ElvcnMage to use spells
available 10 other races when he needs to be more direct and
has less time to complete his preparations. An ElvcnMage has
to direct pure power thIough his body when he utilises a spell.
and it is sometimes the case !hat dirccling and controlling the
forces involved is too much for theMage and the power raging
through him consumes his body and soul.
Elves are the worlds best sailors and their ship designs arc the
most elegant and manoeuvrable on the high seas. While lhe

fleets of other r aces try to smash through their opponents,


Elven ships perform a dance aroWld their foes; a dance that has
the wind and waves setting its tempo and the death of their
enemies as ilS crescendo.
Their superior handling allows them

10

weave across the sea

unleashing deadly salvoes from the Eagle Claw bolt throwers,


while the clumsier ships of other races wallow in the water,
desperately trying to bring their wcapons to bear. It is not just
this fact alone that has allowed them to reign uncontested as
lords of the waves for centuries. Their greatest strength lies
with their use of magic. and the extraordinary power their
Magcs wield.

CRYSTALS OF POWER.
Elves arc the greatest seafarers in the world, their ships having
traversed the oceans long before other races had even
mastered the rudiments of ship building. There are few far
flung realms that have not been seen by the glittering eyes of
an Elven captain slnick with a wandering spirit. Many Elvc:n

GAME RULES.
Crystals or Power.
You may purchase Crystals of Power to equip any Men 0'
War in your fleet, for the price shown on the cards that follow
this article. Each Cryst.a1 also adds to the Battle Honours Ihe
ship is wonh to your opponent, as detailed on the card. There is
only one of each Crystal so you may not have more than onc of
a single Crystal in a game.
Elven Mages and High magic,
An ElvenMage may be bought and used instead of an ordinary
Wizard. The Mage is represented by his own counter and is
treated like a Wizard in all respects unless otherwise detailed
within this article. TheMage counter is placed on the Admirals
Flagship template like a normal Wilard.
LEVEL

1:Mage

POWER POINTS

DISPEL

SPELL

Per Turn

Ma ximum

COST

CARDS

103+1

2:MageMaster

2D3

Mages turned their powers to creating artefacts that were

3M
:
ageLord

106+1

carried by the captains or mounted on the prows of their

4:HighMage

106+2

11

vessels and would help their kindred

in the exploration of the

wondrous world which surrounded them.

42

"The High Mage gains a +110 casting and dispel rolls.

Using High Magic


The High magic speU deck.
The High Magic cards printed after this article should not be
shuffled in with the other spell cards. they should be placed in
a seperate deck beside the table. In ilie End Phase of a (tun the
Mage may choose 10 pick up an ordinary spell. a High magic
spell or any oilier combination within the normal rules. If he
chooses a High magic spell it is Ireated like an ordinary spell
unless otherwise stated in iliese rules.

Failed spells.

If the Mage fails in his attempt to cast a High Magic spell (not
if it was dispelled) roll on the table below, add the Wizards
level and deduct the number of Power points that he used to
augment his casting roll.
06 Roll

Apply result

+ level
- Power used.

immediately.

o or less

The Mage is consumed by the power raging


through him and explodes into a ball of
incandescent magic before disappearing
into the warp. The Mage is dead, Battle
Honours are awarded as usual. Roll one hit
on the Mage's ship, it will be on a random
Low location, wim no save modifier.
The Mage is almost consumed as a surge
of energy thrusts through his body and
psyche. To save himself and his ship the
Mage hurls the force straight back to its

1-2

source before collapsing 10 the deck. The


Mage loses all of the Power points he has
stored and may do nothing for the rest of
the tum.

Power points.
High Magic spells often have a casting number that is greater

3-4

The Mage struggles with the power within


himself, drawing on more reserves to attain
a proper balance. The Mage must lose 06
Power points and may do nothing for the
remainder of the turn.

5+

The Mage suffers feedback from the Warp


but manages to deflect most of its power.
The Mage loses 03 Power points and may
do nothing for me remainder of this turn.

than 6. which makes it a bit difficult 10 roll on a 06. 10 CO\Ultcr


this the Mage has a number of Power points to augment his
casting roll. A six does not signify aulOmatic success as it does
wiili other rolls. it will still fail if the casting number is higher
than the roll. At the start of each magic phase the Mage may
roll the number of dice as indicated on me table above. The
total is the number of Power points he has to spend. record this
using the CO\Ulters provided.
Maximum Power levels.
He may not have more than the number of Power points shown
on the table above. if he ever gains more than he is allowed he
must r o l l a 06 on the table below, adding his level and
deducting the number of Power points he is over the limit.
Regardless of the test result the Mage will aUlOmatically lose
any excess Power points, deducted if he still has too many after
the result of the test has been applied. A Mage never has 10 roll
for Power points. he may simply shut himself off from the
influx of magic and use the Power points he has already stored.
If a Mage does shut himself off then he may not exchange or

Example: The Elfplayer has a Mas!er Mage with 4


Power points after rolling to see how many he has aJ the
start of the tum. He attempts to cast Gall of the Wild and
needs to roll a 9+. He invests all of his power poinls to
add +4 to his roll. fie rolls a 4 and fails to cast. Rolling
the table above he rolls a 6, adds +2 (his level) and

discard any of his spells in the following End phase. as he is

on

isolated from the fluctuations that allow magic users to alter

deducts -4 [or the number of Power poillls he spenl. The

their choice of powers. The Mage may cast and dispel as usual.

total result is a 4 on the table above.

Casting

Example: The Elfplayer has a Master Mage with 4

A Mage casts High Magic spells in the same way as ordinary


spells, rolling to cast, etc. In addition he may add a number of

Pqwer points at the start of a tlVn. lie elects to increase


the Mages' Power total and rolls 2D3. The result is 5.

Power points to his dice roll 10 help him improve his chances.

This takes the Mage to 9 Power points, 2 more than he is

Each Power point expended adds +1 to his dice roll, and the
number used must be declared before the casting roll is made.
The M age may choose to augment High magic or ordinary

deducts 2 (the

allowed. He rolls on the table and adds 2 (his level) then


amounJ

he exceeded his maximum) and

looks up the result. His totaf is 4,

so

he rolls a D6 and

spells, the rules are the same no matter which deck the spell is
from. Power points used in this way are deducted from the
Mage's total, whether he successfully casts the spell or not.

deducts 3 from his total: Since he is now below the limit

Power points may be kept over from turn to turn. keep a record
of the number with the Mage Power counters.

have lost any excess automatically.

for his level there is no need to deduct any more poinJs


from his total, ifhis total had renuJined over 7 he would

43

Dispels.
High Magic can be dispelled by any other [ype of Magic and
all the normal rules apply. though it is harder to disperse the
encrgy than with simpler spells. The dispel roll of an enemy
Wi7.ard is modified according to how successful the Mage was
in casting the spell. For each additional point that the casting
roll was made by ilie enemy suffers a -1 modifier on his dispel
roll. e.g. If a spell needs a 7+ to cast and ilic Mage rolls 9 the
enemy would have to subtract two from the resuil of the dice
roll if he attempted to dispel it. This means lhat the Mage can
push a lot of Power into a spell so that he will exceed the
casting roll by a large amount, thereby making it very difficult
dispel. This rule also applies if a Mage uses Power points to
increase his casting roll of an ordinary spell.

[0

A Mage may dispel enemy magic by absorbing the energy of

ELF FLEET

the spell into himself. To dispel magic Ihe Mage has simply to
expend a number of Power points shown on the Mage table
and roll the casting number of the spell he is attcmpting to
dispel. This dice roll may be modified by expending additional
Power points. For each extra Power point expended the Mage
receives a +1 to his dice roll. If the Mage successfully rolls the
spells casting number the spell is dispellcd as normal. If he
fails the spell works as normal. He may only attempt to dispel

Crystal of Power; 0+
Each Man 0' War in the Aeetmay have a single Crystal of
Power bought for it. No more than onc of a single Crystal
must be present in a battle.
Cost; As on cards.

a single spell once. If he fails the first time he may not expend
more Power points in another attempt.

Elven Mage: 0-1


The Fleet may includc a Mage for the Admirals Flagship.

IMPORTANT: ANY ROLL OF ONE WILL


ALWAYS FAIL, WHILE A ROLL OF SIX
WILL ALWAYS SUCCEED. THIS
APPLIES TO ALL ROLLS UNLESS
OTHER WISE STATED IN THE RULES.

44

Cost

Level 1: 50 points.
Level 2: 75 points.
Level 3: 100 points.
Leve14; 150 Points.

.2 BA'lTLE HONOURS

SOPOM'S

CRYSTAL OF

Stone of hurd!
04110 l/Iowll <IS IIw Hr;wigtIJoTSI.1his CrylltJl
gi,," eh. ow,.., "" wi,'" iIIlo Ih, lius "nd

may

SI POINI'S

CRYSTAL OF

Orb of Paerennir
Ptu"lIIIi, -.. lite C<ipl<lill 0{lite Or"golllhip
IndrtIMg",r, IIw WSSI:110 ,iM 4 /)(ut. ElfBI<id
M. The fAgk CI4w bolt 11rr"""1TI ofItis lhip

winds. <iJICIWi", IhI 10 p/olltil C(HUII


wilh 1Ulp<lT0UIlIIi precision..

The ,hip ownin, thi, Cryll.ll

.2 BATILE HO'OURS

111"" "du.nId /ry Ihi, bI<lcA: ,lobi, ,i"jllg

Ihue" p"UN:Y wloi!!1o oul_lclo,d ''''" lIoe

be

mystic. v.:illllUTo.uttJi", <I BI<id ArA:.

reposilioned once: when yoo !WC seltinl; up your


forces. Thi' is done nmacl
i
of pl ship 01'

A 'IIcssel carryin, thil CrysuJ mly a1way. fire


any undaml,ed armamenu. Spelll Ind other

sqUoldron Ind\he thiptl new position cannot be


more than 12" from iu OI'isinll placing and
mutt be wilhin the normal rules fOT

factors will not 'top it from firing. Th only

rCl...,.. it will be: unable 10 rlfc is if \he dlip is


abmdoncd.

dploymcnl. Thc ship m.y i,norc any spelll


which would caU" il 10 movc in'llolunllrily,

such I' Wind. Blan. and Bliuard.

POWER

POWER

,
.2 BATILE HONOURS

SI POL'o'TS

Damned Sphcn: of Caltahari

CRYSTAL OF

ils OWllt'.

/Iow."",. ill lWigiMl OWII". C"ll<Ihari. di,d

IO/IItll IUs ship c'o.J",d 0111'" IItorU ofUhJr.wvt


whil, Iryi", /0 warll eh, inhabil<lnls of G,om
110, P"Mlllo', <lPP'(1(1ch. Wht/! ils pow" il

,/f\IOIUd " g..


l wry Ihip. lhe P,ith ofCoIhiq,
,i,,, from Ih, d,pths illIr()ltl 01 tJw '1IIII'fJ.
The Dllllned Sphere il used al the Iwt of the
Magic phue before .ny spelll are ClSt. The
tar,et .hip mUll roll I 6 on D6 or be

immobilised for the turn. If th 'hip wishes to


fire it mUA roll.S or 6. An Admiral adds ..1/0

these rolls. whilc I Wizard or cquivalem (such


as I Dwarfen Runesmith) allows thc player 10
re-rol1lhc dice once.

2S POINTS

Ddianuth's Arch

CRYSTAL OF

Dditutio.lh MUlamalor tJw /qv, IUs a_1tDd

Tllis Cr)'t/tJ/ _, o,igill(1.lIy tmpowt"d to


pro'lli d, " _,dillg sp,1/ 0""

.1 BATTLE HONOUR

[t
POWER

lor IUm and the COIICOlllte ShowldlM' 1Mm..


Th, gTUII aNI bl,., globe """" 1Nld, by
Misl,llli" <lnd SKm/ftOfU <lghosll)' bridg' 111<1,

mlowllhe er_ 10 rf<l(;lo ID/d), il lheir ,";p is


,...

If the ship with Delianiathl Sl.Iirway illU'* the


bridg will owe- and. IlIow the crew to Jet to
..fety on t h nearut ship. Place any C,ew,
Ward&rICCT. Admiral 01' M.,c coontcll 011 the

neareSI EI'IIM lhip. If the: il inJUfT'Icicnl room


for the crew they .rc taken to the Iccond

nell/est, .nd so on. 'The Cryllal is eJdtlulited


after il i. uso:.d and 10 may only be: used once
per balllc.
USE ONCE O:"o'LY.

,
,
,
,
,
,
,
,
,
,

v
POWER

CASfON:8+

CASfON:8+

HIGH

DRAIN MAGIC

fighl'ng.11 has a milld of ill

blood/ldl llnimaginabl<t 10 a crea/llre offluh

wtdblood.
The Dagger may only be boughl for an
Admiral', vessel arid permiuihe Admiral to

add +3 to yourboardi", IOlaI llSlead


i
of +1. The

Dagga is bought for the Admr


i al and will be

randomly lose D6 of the /ipells in !heir hand.


A l l magk_l items such as banners, Dwarf
Rune, and Elven Crystals of Power have no

CAST ON: 9+

placed wilh whaleva ship he is on, so ir he

chan8cs ship (being rescued.na being sunk,

for e:umple) the D_g&a will be with him o n

MAGIC
HIGH

CALL OF THE WILD

the ne w ship.

+1 BATILE HONOUR

POWER
15 POINTS

Salithis' Hart

CRYSTAL OF

Salilhis W<1S IMlUgh Admjralfor BeI.sMnaar


aNi was inslrllll'ln
l lal ill many dqtau of Chaos

flutt. Salirhilllearl isa deep bllle Cryslal thal

III (Z clear, piercing voice the Mage criu 0111


over lite SCopl. Dup below Ih waves ill the

absorbs Warp nugy, prtv<tftlillg uarby

ChaosSorcerersfr_ lIIing it.

darlc dpI of Ihl ""ea", beasts of the sea slir


i" Iheir slumber. Hearing the cry they riu 10

The Crystal takes effect al the nan of the


Magic phase, before any cardl are picked lip,

the slIr/ace ,n answer 10 lite dt'slaltl callfor aid.

diee rolled or spe1h are cast. Any Chaos

Cast on: The wllole seascape.

Sorcerer who SlIfts the phase within 9" range

Effect The Elf player may placea Sea Monster

of !he Crystal will lose one power point. If he


starts within 6" rlW1&e he loses two power poinu
and will lose three if he is within 3" range of
the CrySlal. Oiange the Sorcerer', power total

summoning lemplale immediately. This costs


lIim no poims bUI follows all the rules for Sea
Monsters as if he had pIIIi d for it al the start of
Ihe game. He may not selecl Trilon, a Sea
Elemental or. Black Leviathan.

014111 altll CIIII

IhrOllgh boardUI alld def<tNlul ift a fllriold

Effect The Magic phase ends immediately. All


Ihe Wiards in Ihe bailie ecept Ihe Mage,

CASfON :9+

CRYSTAL OF

white, two fUI loftg Cryslal Dagger gave

Cast on: 1be wOOle seascape.

lest as usual if this takes him over his limil.

Crystal DaggC! of Rtmianath


Remianalh mighly pi)wers in Mild /a haNl

durillg the spells challf. They lower to the ded


alld pass il1lo his body, laldllg all ofIMmagirol
power l/tal Cllrre"tly SllffOIlNis Ihe ua OOIl/t.

irnmedi8lely gains 106 Power points and must

" POINTS

The power IMI Mislrlllia placed wilhi" lhis

The Mage scre"",s inJo Ihe forbiddillg dark


clouds Iltal have coaluced above his ship

effect for the remainder of the rum. The Mage

+1 BATILE H01'OUR

immediately.

MAGIC

POWER

'"
()
0

CASf: 8t

l
"

"
0
;;

While mllTmllring S/{lVU ofIM incalllatiolllM


spirit of lite Mage brit//y .uparlS his body 10

/lIlure. Rel"r"ing, he call warn lUarby


Cap/ain's of lite etumys plan.s, allowing them

Cast on: Own Fleel

,.
>

taU a glimpse alo"g Ih' winds of lime, 131 fM

10 avoid lheirfate.

CAST: 7t

CAST: 7t

MIND STEAL

HIGH

The Mage /rowM wilh t//o fl as M sends his


spirit body across lhe void 10 tKulk lite psych,

Magt slans int,lIIly al llte boiling s/ciu. The

.g
:g

HIGH

FATE WALK

,,-

Cl

CAST:8t

</J: "-

Effect: The Elven player immedioely ,ainsthe


initiative if he does not already have it.

Friendly 'hips within 9" range o f the Ma,e

(includin& the one he is on) gain. tl modifier

10.11 saving throws fO/the rest of the tum. This


does notarfCGI below the waterline saves.

MAGIC

,
n

oflM opposing Wizard.

Cast on: Theenemy Wizard.


Ilffcct: Elch player rolls a 06 and adds the

level of his magic user. Wizards that use power


points (including the Mase) may add up to

three poinu 10their roll, spent before the roll i s


made. Skaven may ea t WIfJl'lOOC an d will add
tllO their roll for eacl! conswned chunk. If the
Mage has a hi,her score the enemy Wizard

counts IS one level lower for the rest of the


lame. Ouoos sorcerors and Skaven must mue
an immediate test, usin, the ndes for failing 10
cast a spell, deducting the diffucnce in scores

from the roll. Has 110 effect if Ma,e loses.

MAGIC

?-

CAST: 8t

CASf: 8t

HIGH

LANGUOROUS BREEZE
10Wl:lrds Ihe target ship and slowly ululln a
long, deep bruuh. The sigh S"Wirls towards the

HIGH

Magt directs Ihe waltrspoul af an opposing


ship..

minds/rom/he bailie raging arollnd /hem.

Cast on: Any er>emy ship.

Cast on: Any enemy ship.

Effect: Roll. D6 foreachcrewcountcr, as or 6


indicates they are washed overno.d and killed.

EffCGc'The ship may not move or fire for the


rest of the game unlen the affected ship can

Roll also for lIllych...


ctcrs
.
S\ICh a5 Admiralsor
Wizards, if they are wl$hed ovCTboard follow

roll I S or 6 It the start of the turn. The spell

,<main, in play even if the ship pas..,. a tt, it


must test again in every rum for the ,est ofthe
game.

the procedure given in the Captain Washed


Overboard' ICJUlt on the Captains Chart.

MAGIC

"
"

L-

WRATH OF THE SEA


swtll, increasing in intensity 10 a /rolhing
maeislram. Wilh an atravagalll gtltlln IM

shipaecomptJllied by a bad:.gro/Uld of pt.(JCt/"'


mule. The enemy ship is enveloped by a
pacifying "Woo tha: completely detachn their

"

CAST: 7t

The Mage criu dire _rds o/"'ngeanc, 10lM


skiu. As his chant echoUIM _vu dai!ce and

A/Ir CNJnti"g IM iN;an/alion the Mag turllS

CASf: 7t

-'

________________________

MAGIC

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