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We may not have the magic of the Elves, or the steam engines of the Dwarves, but you won’t find finer sailors in all the seas in all the world than the men of Arkos.” Merchant Captain Ambrus Mihaly to his son.
The humans are thought to have originated in the mountains and forests of Svanurgast, and spread from there to the adjacent regions to the north, south and east. This was in a period when the Old World was sparsely settled by any race; the humans were primitive hunter gatherers, but they prospered and slowly developed their knowledge of the land and its flora and fauna. Then the orcs became more numerous, and being unable to harvest the resources of the land themselves, began to loot and pillage the settlements of humans, dwarves and elves. The orcs spread like wild fire across the land bringing about a time in history known as the Grotheperga Period. The other races were isolated and under pressure for many generations, the humans retreating to establish holdings in three main locations: the South Plains, the South Isle and the Arkos Islands. The humans were safe in their strongholds; able to keep the orcs at bay with their high, fortified walls. In the time since they had spread from the forests of Svanurgast, the differing branches of the human tribe had grown distant, and were no longer welcome in their ancestral home. As the years passed the humans divided into more and more clans, who were ever more distrustful of one another, and had to fight hard against both the orcs and each other for survival. The orcs were a ragtag bunch of savage tribes, able to steal, but not to create anything and they fought among themselves more than against their common enemies. The humans meanwhile, waited for the opportunity to strike back, developing their civilisation as the centuries passed. The humans on Arkos advanced the technology of shipbuilding on their sanctuary islands, while their kin in the South Plains regimented and disciplined their armies, led by one particular clan called the Corvus.
When one empire dissolves another emerges, and now it was the dwarven kingdom that thrived. Having beaten the orcs back they settled the lands from the north-west to the savannah of Rhyssinica and ruled the land for centuries, this came to be known as the Shandelfan period. They generally had friendly relations with the humans, who were able to lay the foundations of what became the Imperial State. Initially it was comprised of the Arkos clan, the Corvus clan (which later became the Corvinus), and the Dragutin, who had left the South Isle behind them and settled the lands above it. The South Isle is, however, still under Dragutin control and it is here that most of their military are trained. The human civilisation continued to develop, though they suffered under a feudal system that saw many corrupt or inept kings and warlords come and go. The Arkos and Corvinus indulged in frequent feuds, and when they were united it was to conquer land and fill the coffers of their treasure rooms with gold. Over the years various families vied for more power, looking to rise through the ranks, and soon two more families came to the fore: the Tepes and Vaka. Eventually the clans enhanced their status, and grew independent of each other, and soon became noble families, who realised that their infighting created weakness; the same weakness that they had seen cause the disintegration of the dwarven Empire of Shandelfan. The Imperial Council and with it the Imperial State was created, believed to be the solution to their squabbles, a theoretical device to limit their flaws and take advantage of their virtues.
AND THEN THERE WERE FIVE
The Arkos and Corvus allied together and began a campaign of war on land and sea against the Orcs, fortunately coinciding with attacks from the Elven and Dwarven nations. Together the two clans drove the Orcs out of the western continent, rescued the humans on the South Isle from their exile and marched east. The humans met with the Dwarven armies as they approached the Great East Spur, and it was here that the Orcs made their stand and finally halted the human and Dwarven advance.
The Imperial State is ruled by its five main noble families, the Corvinus, Tepes, Arkos, Dragutin and Vaka. The most senior nobles from these families chair the Imperial Council, which in turn elects the Imperial Overlord, who cannot be a present member of the Council. The members of the Imperial Council are elected by the nobles of the lands, whose votes are determined by the amount of taxes that their families contribute to the coffers of the Imperial City. The exact quantities paid are often disputed, leading to delays and investigations that come to nothing, and slow the machinery of government. The Imperial Council has complete control over the lands of the Imperial State, and makes all of the day to day decisions regarding running the armies, fleets and local government. Given that its members represent the main families, most of the edicts of the Council are beneficial to those families.
Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
the greatest land asset of the family. The Dragutin heraldic symbol is a dragon and their sails are typically painted blood red. The Arkos heraldic symbol is the Terkash. THE Tepes Family Uncharted Seas Fantasy Naval Combat Rules Copyright © 2008-2013 Spartan Games . Many of the Tepes keep wolves as pets and hunting animals. a colour they believe represents wisdom and knowledge. All three of these lands have since come under the rule of the Thaniras Elves. the only city on the islands. The family sees this as a voyage of discovery rather than conquest. including those that surround the Imperial City. making them the most heavily fortified ports in the Imperial State. and a Dragutin. alongside a small number of towns. also a Corvinus.The Imperial State has enjoyed several centuries of progression and expansion. As such. a bird native only to Nostica. and will pay wizards and alchemists highly for their knowledge. the lands owned by the Dragutin include the headquarters of the majority of the magical fraternities and alchemical schools in the Imperial State. They got more than they bargained for however. They ensure that Arkos shipwrights continue developing superior skills and they are responsible for almost every ship design commonly used by the Imperial Navy. The family models itself on this beast and its mastery of the sea. They have very few naval bases. which is also their capital. depicted together or singularly depending on the branch of the family. a craft generally only excelled in by wizards that owe no allegiance to one family or another. losing all but one of the ships in their expeditionary fleet. the foremost of which is Besanizca. Corvinus ships are normally very well maintained and include all the latest human technologies. THE Arkos Family The Vaka are a family of warriors. THE Corvinus Family The Arkos maintain the largest and best naval force of the Imperial State. The Dragutin tend to be preoccupied with the occult. The Corvinus benefit from bountiful farmland and large herds of livestock. and the fertile plains to the west of Kasmyria. their major sea port and capital. The Imperial Overlord is Jochen Saranic. servants of knowledge and learning. The Tepes and Vaka currently have no representatives on the Council having resigned their positions due to a major dispute with the Corvinus. a colour said to represent courage and strength. though most of their troops lack true experience. while the crescent moon represents the famed ability of Tepes warriors to fight unhindered at night. The sails of Arkos ships are typically dyed blue or turquoise and the hulls are often constructed from a grey coloured timber native to Arkos. The Dragutin are aloof. keen to fight and conquer the indigenous savages rumoured to inhabit the region. an Arkos. However. supplemented by fisheries along their extensive coastline. The wolf is white. The Vaka heraldic symbol is the lion. Duke Emin Kostic and Gertan Mesic. Rosannaberg on the Werder River. They are characteristically hot headed and impetuous. The Tepes heraldic symbols are the crescent moon and wolf. with a lust for renown which often leads them to warmongering. Vaka nobles have a long tradition of military prowess. the islands of Arkos only have a small amount of farmland. scarred from battle. The sails of Vaka ships are commonly decorated with shades of green. and they tend to measure greatness by achievements on the battlefield. with a chance to explore this land and meet with its rulers. THE Dragutin FAMILY The Corvinus own the largest territories of the Imperial State. The Council is currently led by two Corvinus. The Dragutin have had a strong interest in the lands of the Uncharted Seas. They lack substantial industrial development. since the family has a large budget for its relatively small navy and can afford to regularly replace the sails. Their capital is Arkruden. The Corvinus maintain the largest army among all the noble families. and as such are dependent on trade with the Tepes and Corvinus. as their armouries are spread across their many towns and cities. The Tepes rule over a narrow stretch of hostile land to the west of Svanurgast. bent on enhancing their personal power and prestige. The sails of Corvinus ships are often a stark clean white colour. so they pour money into those they do control. The domains of the Arkos include many of the sea trade routes of the Old World that are vital for the economy of the Imperial State. wine and war. while the moon is yellow on a black field. and as a result are resented by the other families. Their weakness lies in their lack of any immediate enemies. Dragutin fleets are sailing forth from Krakolwa. Now. and lack large numbers of shipwrights. They are the only nobles known for practising magic. a major new threat to the Imperial State. It is from here that they trade their two greatest exports. The Corvinus heraldic symbol is the red eagle. and a man obsessed with controlling the affairs of the other families. The family has a long tradition of seamanship and their admirals have written most of the books of tactics considered standard reading for any naval officer. The elves have gained power at a time when the Imperial State is weakened by corruption. always the first to suggest the use of military force to solve disputes. Many of its people travelled north and east to settle independent Kasmyria. which makes them over-confident and complacent. when they became the first humans to come into contact with the Dragon Lords. and were among the first to take the rumours of its existence from the ancient texts seriously. Duke Vir Dequene. Almost every Arkos citizen works and lives either near the sea or on it. while several human clans that had co-existed with the families took advantage of the fall of Shandelfan to settle Bekel and Rhyssinica. and ruled by an Imperial City that concerns itself with political rivalry rather than foreign affairs. Vaka ships are often THE Vaka Family The Tepes were the first noble family to send a fleet to the Uncharted Seas. since the Vaka have always preferred battle to diplomacy. proud and wise. As such they have the strongest political influence over the Council. an animal common in the Vaka plains where it is still hunted for sport by the nobles. The Vaka only have one port. a giant spiny sea serpent known to inhabit the waters of the Imperial State. The Corvinus nobles are always scheming against their peers. Oleg Thematz.
EACH Glider fights with a Crew Rating of 1.Navies Of The Imperial Overlord FALCON CLASS FRIGATE Swift. Each Capital ship may carry ONE Harrier Assault Balloon. Uncharted Seas Fantasy Naval Combat Rules Copyright © 2008-2013 Spartan Games . Harriers CANNOT be targeted until launched. and earns deserved respect from his allies. Tether KESTREL CLASS DESTROYER MARs: None HARRIER CLASS ASSAULT BALLOON At sea. Gliders CANNOT take prizes. Gliders may immediately perform a Boarding Action against a Surface model within 8”. if full battle is joined. Any Gliders that fail to Board are removed from the Game Board. All Martyrs within 4” of the Lead are then removed from the Game Board. THE MODELS MARTYR CLASS FRIGATE Justice under the Overlord is harsh and uncompromising. The ship will drift as if it were a Derelict. 3 exploding Martyrs would Attack every model in Range with (4+4+4+D3) 12+D3 AD. a mammoth device bolted to its buttressed and iron plated prow. suffers an Attack of 4 Attack Dice per contributing Martyr. when burrowed well into the foe’s formations. and with close range firepower brimming from every side. Roll a D6 for each other Martyr within 4” of the Lead. Harriers CAN be Boarded by other Flying models which are capable of Boarding. If the Gliders win a Boarding Action. then. plus an additional D3 for the Attack. Harriers CANNOT Board other models and CANNOT Ram non-Flying models. MARs: Flame Weapon (Fore). Harriers DO NOT count towards Hand Size. But he built it and tested it. When launched. • • • • • • • MARs: Spotter. and to act as a platform from which elite. where a sailor trusts his life to wood and canvas. on a 1-2 it does NOT. Harriers DO NOT Activate the Turn they launch. a Harrier may Launch its 4 Gliders. For example. and offered positions in the Navy’s ranks. Those crew who perish in the explosion are absolved of their crimes and said to have died with honour. The Harrier serves two roles: spotting enemy targets to aid the gun crews. It can be placed Tethered. that many choose the third option when it is presented. Crews of the Martyr Frigates know their duty well. Then. This is resolved BEFORE any Ram/ Collision damage. and soon mockery was replaced with high praise. whether they contributed to the Attack or not. Every model (friend or foe) within 4” of a Martyr that has successfully contributed to the explosion. life within the naval prisons is often viewed a crueller fate than the hangman’s noose. fire is a truly terrifying weapon. but DOES take damage if in Range of the explosion. they sail unswervingly into the jaws of the enemy guns. Iron Ram When master designer Fernardo de la Cruz. If the Assault Balloon is destroyed by an enemy Weaponry Attack. Falcons perform escort and reconnaissance duties within the Imperial Navy. It is less surprising then. holds packed to bursting with explosives. commands true fear in the Overlord’s enemies. ONCE PER GAME Harrier Assault Balloons may Launch Gliders: • • • • • • At any point during its movement. or is Destroyed by an opposing player’s Attack. of the House Tepes. On a 3-6 it may contribute to the explosion. Harriers can ONLY move in the direction of the wind. Martyr Frigates may make the following Martyr Attack: • • • Declare ONE Martyr to be the Lead. If a Martyr is involved in a Ram or Collision. Each Balloon comes with FOUR resin tokens to represent the Gliders on the Game Board. first proposed the idea of the Harrier Balloon he was openly mocked by his peers. Launching Gliders DOES NOT provoke Defensive Fire. Harriers are removed or Captured if the carrying ship is Destroyed or Captured. Any Martyr not within 4” of the Lead is free to act normally. the well drilled squadrons focus their combined firepower to isolate and cripple strategic targets. any who miraculously survive are granted full pardon. or declare its own Martyr Attack. place the balloon anywhere within 3” of the ship. it will immediately explode on a D6 roll of 5-6. their Crew will remain on board the ship and can be used to defend it against attempts to Capture it. they detonate their cargo in a catastrophic conflagration. The Kestrel’s flame cannon. MARs: None Harrier Assault Balloons are subject to the following rules: • • • • • • • • • • Harrier Assault Balloons may be Deployed on a friendly Capital ship. roll a D6. On a 4-6 you may Launch Gliders before the model is destroyed. glider borne troops launch daring assaults.
Expansive sails billow gracefully in the wind. MARs: Arcane Amplifier. the Condor supplements its traditional sails with a newly developed steam engine. Any Admiral with the prestige or coin to afford one has seized the opportunity with both hands. capable warriors. as these rare vessels are both a powerful influence in battle and an imposing status symbol.ELEMENTAL CLASS SLOOP Light and fragile. sailing faithful under four Captains and two Houses. the Eagle exhibits elegance. disrupting formations and allowing the Kingfisher’s marine complement to seize another prize for the Navy’s coffers. into the port at Ios. they serve to not only protect their vessel. the Vulture Squadrons have fast earned a reputation for uncompromising savagery. MARs: None Like its namesake. to wherever they are most needed. The third gun rank over the smaller Hawk has made them the chosen vessel to hunt the enemy’s largest and toughest ships. Stalwart in their duties. Wizardry KINGFISHER CLASS HEAVY CRUISER Devised by Arkos shipwright Gustav Mori. However.” . At sea. when their commander demands. the Elemental’s sole purpose is to carry the fleet’s retinue of Wizards. crippled beyond repair. MARs: None CONDOR CLASS FLAGSHIP ALBATROSS TROOP SHIP The marines of the Imperial Navy are fierce. Wind: If it uses Sails it IS affected by the wind. but to carry the fight to the enemy. including stirring their wake into an icy blizzard or imbuing water with restorative properties that can swiftly heal the injured. when lodged in the thickest fighting. from the morning she sailed out of the dry docks of Arkruden to the day she limped. armed with the best their House can provide. if it uses Steam it is NOT affected by the wind. MARs: Crack Marines The pride of the Imperial Navy and the cutting edge of human engineering. the Kingfisher mounts a modified whaling harpoon to its prow. MARs: Harpoon Weapon HAWK CLASS CRUISER EAGLE CLASS BATTLESHIP “Seventeen years I served aboard the Mercy. precisely manufactured cannons erupt from every side to sunder the enemy to smoke and splinters. MARs: Mage Quarters ALBATROSS CARGO SHIP Matching a sturdy hull with an appreciable turn of speed. sending the mighty prow slicing through the waves until. with sabre and musket. MARs: None VULTURE CLASS HEAVY CRUISER Created as a pure. and broad iron chains reel the vessel closer. Never once did she let us down. spitting death at the inhuman scum who prowl these waters and always carrying us home safe. When Activated. it can ONLY repair lost HP. dignity and a predator’s wroth. The harpoon’s barbs latch deep into the enemy’s hull.Midshipman Elias Oszar. MARs: None Uncharted Seas Fantasy Naval Combat Rules Copyright © 2008-2013 Spartan Games . these powerful individuals can perform a variety of feats. along with their power enhancing devices. and it CANNOT repair HP while involved in a Boarding Action. OR Medium when the Flagship uses Steam. the Albatross is the vessel of choice for merchants and Navy supply chains alike. Movement Template: Large when the Flagship uses Sails. this model can repair 1 of its own HP on a D6 roll of 6. This model can elect to either use Sails for 7” of movement OR Steam for 5” of movement when it is Activated. following the scuttling and salvage of the IOS Mercy. front line war ship.
Wizardry • Medium Capital Class • Standard model • Template: MEDIUM • This model USES the wind direction • Squadron Size: 2 to 3 Models MARs: None AFT 1 2 3 4 6 4 1 - 6 4 1 - 4 2 - - - 1 2 3 4 6 5 4 1 6 5 4 1 4 2 - 2 1 - Uncharted Seas Fantasy Naval Combat Rules Copyright © 2008-2013 Spartan Games - - - . Tether • Small Class • Standard model • Template: SMALL • This model USES the wind direction • Squadron Size: 2 to 3 Models MARs: Flame Weapon (Fore).Falcon Class Frigate DR 3 2 CR 5 2 MOVE RANGE BAND Points: 30 Martyr Class Frigate DR 3 CR 5 2 MOVE RAM 2 RANGE BAND Points: 25 MARTYR ATTACK 12” RAM 2 12” HULL CREW STARBOARD HULL CREW PORT FORE • Small Class • Standard model • Template: SMALL • This model USES the wind direction • Squadron Size: 2 to 4 Models MARs: None • Small Class • Variant model • Template: SMALL • This model USES the wind direction • Squadron Size: 2 to 4 Models MARs: None FORE 2 - - - 1 2 3 4 4 3 - 4 3 - 4 - - - 1 2 3 4 4 2 4 - Harrier Class Assault Balloon DR 3 2 CR 5 2 MOVE RANGE BAND Points: 35 Kestrel Class Destroyer DR 3 3 CR 5 3 MOVE RANGE BAND Points: 45 6+D3” RAM 1 10” RAM 3 HULL CREW HULL CREW STARBOARD PORT • Small Class • Flying Special 3 model • Template: NONE • This model USES the wind direction • Squadron Size: 1 to 3 Models MARs: Spotter. Iron Ram FORE - - - - - - 1 2 3 4 - - - - - 1 2 3 4 5 3 - 5 3 - 4 2 1 - - Elemental Class Sloop DR 4 4 CR 6 6 MOVE RANGE BAND Points: 70 Hawk Class Cruiser DR 4 CR 6 6 MOVE RANGE BAND Points: 55 9” RAM 4 9” RAM 4 STARBOARD HULL CREW HULL CREW PORT FORE PORT FORE 4 - STARBOARD • Medium Class • Special 2 Attachment model • Template: MEDIUM • This model USES the wind direction • Squadron Size: N/A MARs: Arcane Amplifier.
Albatross Class Troop Ship DR 4 4 CR 6 5 MOVE RANGE BAND Points: 40 Albatross Class Cargo Ship DR 4 CR 6 4 MOVE RANGE BAND Points: 35 8” RAM 4 8” RAM 4 STARBOARD HULL CREW HULL CREW PORT • Medium Capital Class • Special 3 Attachment model • Template: MEDIUM • This model USES the wind direction • Squadron Size: 2 Models MARs: Crack Marines • Medium Capital Class • Special 3 Attachment model • Template: MEDIUM • This model USES the wind direction • Squadron Size: 2 Models MARs: None PORT 4 - STARBOARD - - 1 2 3 4 3 1 - 3 1 - - - - 1 2 3 4 3 1 - 3 1 - - Vulture Class Heavy Cruiser DR 5 5 CR 7 7 MOVE RANGE BAND Points: 75 Kingfisher Class Heavy Cruiser DR 5 CR 7 8 MOVE RANGE BAND Points: 70 FORE HARPOON 7” RAM 5 6” RAM 5 STARBOARD HULL CREW HULL CREW PORT FORE • Medium Capital Class • Variant model • Template: MEDIUM • This model USES the wind direction • Squadron Size: 2 to 3 Models MARs: None • Medium Capital Class • Variant model • Template: MEDIUM • This model USES the wind direction • Squadron Size: 2 to 3 Models MARs: Harpoon Weapon PORT 5 AFT - STARBOARD - 1 2 3 4 9 7 5 2 9 7 5 2 4 2 - 2 1 - - 1 2 3 4 6 5 4 - 6 5 4 - Eagle Class Battleship DR 6 8 CR 11 9 MOVE RANGE BAND Points: 110 Condor Class Flagship DR 6 CR 11 11 MOVE RANGE BAND Points: 140 6” RAM 8 7/5” RAM 9 STARBOARD HULL CREW HULL CREW PORT FORE PORT FORE 9 AFT - STARBOARD • Large Capital Class • Standard model • Template: LARGE • This model USES the wind direction • Squadron Size: 1 Model MARs: None • Large Capital Class • Special 1 model • Template: LARGE • This model USES the wind direction • Squadron Size: 1 Model MARs: Mage Quarters AFT 1 2 3 4 14 12 10 5 14 12 10 5 7 6 5 - 4 3 1 - - 1 2 3 4 15 12 10 5 15 12 10 5 7 6 5 - 4 3 1 - Uncharted Seas Fantasy Naval Combat Rules Copyright © 2008-2013 Spartan Games - - - .
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