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Uncharted Seas Digital Rulebook
Uncharted Seas Digital Rulebook
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
24
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
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
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
Foreword
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.
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.
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.
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.
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.
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.
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.
DICE TYPES
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.
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!
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).
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.
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.
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.
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.
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:
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.
MEASUREMENT
MEASURING TO A MODEL
TERRAIN
TURNING TEMPLATES
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.
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.
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:
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.
Attack Dice
Game Cards
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.
game markers
Hull Points
CAPITAL MODELS
These are the main fighting force in the navies of the Uncharted Seas,
including models ranging from Cruisers, to Flagships to Dragon
Carriers.
modifiers
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.
Critical Rating
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.
Movement
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.
Crew Points
Ram Rating
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...
Range Bands
Crew Points convert into Melee Dice (MD) during a Boarding Action.
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.
Damage Rating
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.
SIZE CLASSES
Models in the Uncharted Seas fall into one of the following Size Classes:
Tiny, Small, Medium, Large or Massive.
WEAPonRY
Defensive FIRE
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.
Turning templates
Types
Terrain Features
TERRAIN PROPERTIES
TERRAIN LIST
Surface models can Collide with Terrain but, generally, any Flying
model or token can pass over Terrain WITHOUT causing a Collision.
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.
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:
Building
A Building represents a large structure, and can vary greatly in
construction, purpose, Height Level and area.
TERRAIN DEFINITION
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:
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.
TERRAIN SIZE
Mountain
A Mountain is a natural elevation from the earths surface. They are
often inclined steeply to their summit.
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.
Soft Terrain.
Impassable to Submerged models.
Treacherous to non-Flying models.
Occupies the entire Submerged Height Level.
Setting up a Game
GAME LENGTH
In a Fixed game players agree upon a set number of Turns for the game.
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 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.
ADMIRALS
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
Each Turn a player can have their Admiral perform ONE of the
following options:
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.
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.
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.
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.
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.
VICTORY POINTS
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.
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:
FIELD ORDERS
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.
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.
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.
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:
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.
If the optional Game Cards are being used, each player may play a Turn
card during this Phase of the Turn.
1.
2.
a)
b)
c)
3.
a)
4.
2. INITIATIVE PHASE
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.
a)
5.
a)
6.
7.
Choose a Squadron.
Movement Phase:
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:
Work out any Ramming or Collisions that have occurred as a result of the
movement of the Squadron.
Combat Phase:
Perform any firing from the Squadron using any models that ARE NOT in
contact with an enemy model.
Boarding Phase:
Work out any Boarding Actions for models in the Squadron that ARE in
contact with an enemy ship.
3. END PHASE
10
IMPORTANT INFORMATION
Please Read And Digest The Following
COMMAND DISTANCE
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.
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.
11
Game Cards
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.
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.
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.
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.
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.
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.
12
CARD TACTICS
MULTIPLAYER GAMES
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!
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.
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.
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.
13
Movement
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.
Important Note: Even if you are Drifting into the wind you will STILL
move 2 inches.
MOVING SQUADRONS
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.
DROP ANCHOR
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.
14
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.
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.
15
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.
CALCULATE DAMAGE
Both ships involved in the Ram or Collision now simultaneously roll the
appropriate number of Attack Dice (AD) against the other model.
1.
Once the total number of Attack Dice has been calculated, roll the dice
and, after applying any relevant modifiers, consult the following table:
2.
3.
4.
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.
For each Hull Point lost, place a Hull Damage Marker next to the
model, as well as any Markers denoting particular Critical Hit effects.
RAM OR COLLISION?
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.
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.
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.
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.
16
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.
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.
17
Combat
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.
DAMAGE/CREW AFFECTS ON AD
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.
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.
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.
18
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.
LINE OF SIGHT
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.
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.
19
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.
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.
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.
20
DAMAGING A TARGET
The total number of hits is now compared to the Damage Rating (DR)
and Critical Rating (CR) of the model being fired at.
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.
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.
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.
21
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.
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.
22
TREBUCHETS
Trebuchets are subject to the following rules:
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:
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.
D6 to Hit
4-6
5-6
Torpedoes
Some models can fire torpedoes under the water. They are subject to the
following rules:
23
REPAIR OPTIONS
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
Rudder Smashed: the ship may not turn and can only move in a straight
line. 2 points of damage.
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.
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.
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.
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.
10
Superstructure Hit: major damage so take 1D3+1 damage and lose 1 crew.
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.
12
Holed Below the Waterline: the ship may only move at half speed. Take 2
points of damage.
24
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.
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
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.
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.
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.
25
26
Turn End
1. VICTORY CONDITIONS
3. CHANGING WINDS
4. DRIFT DERELICTS
27
Flying Rules
DEPLOYMENT
DEFENSIVE FIRE
COMBAT
Fly-By Attacks
Flying models can make their attacks at any point during their normal
movement, using the following sequence:
2.
3.
4.
5.
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.
Defensive Fire is measured from the closest point on the model using
Defensive Fire.
1.
REDUCED FIRE
A model using Reduced Fire ONLY fires its weapons with HALF of
their current Attack Dice value.
INCREASED VULNERABILITY
28
BOARDING ACTIONS
To engage in a Boarding Action with another Flying model, use all the
normal rules for Ramming, Colliding and Boarding.
29
Diving Rules
A Diving model can ONLY Rake another model if they are BOTH
on the Surface.
DEPLOYMENT
Diving models on the Surface ONLY block Line of Sight for other
Diving models on the Surface.
Submerged models NEVER block Line of Sight.
BOARDING
SUBMARINES
COMBAT
30
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.
Large and Massive Sea Monsters all have the following inherent 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.
Boulder Attack: The Coastal Giant can throw a boulder within a fore
facing 180 degree Turret arc to the front of the model.
12
Template: NONE
RAM
10
HULL CREW
RULES
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:
BEHEMOTH
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.
12/6/4
MOVE
BOULDER
CR
RANGE BAND
DR
Points: 85
SWIPE ATTACK
Coastal Giant
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.
31
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.
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.
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.
MARs: None
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
CR
MOVE
8
Special 2 model
Template: NONE
HULL CREW
7
RAM
RED 8
RULES
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.
DR
Points: 90
10
RED 5
Template: NONE
Special 2 model
8
RAM
10
HULL CREW
FOUL VOMIT
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.
MOVE
WATER JET
CR
RANGE BAND
DR
CROCIDON
Points: 120
RANGE BAND
Behemoth
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.
32
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
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.
14
SPEAR
6
SWIPE ATTACK
CANNON
10
NOTE: When deployed, choose ONE of either the Cannon or Spear weapon options.
MARs: Hard Impact (Cannon), Harpoon Weapon (Spear), Lethal Strike (Swipe Attack)
Kraken
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.
10
10
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)
Kraken
DR
CR
HULL CREW
7
Points: 105
MOVE
4/6
RAM
Cannon Attack: If armed with the Cannon, the Goliath CAN make a
Cannon Attack.
Template: NONE
RAM
Special 1 model
10
12/8/6
MOVE
12
HULL CREW
Spear Attack: If armed with the Spear, the Goliath CAN make a Spear
Attack.
CR
SWIPE ATTACK
DR
RANGE BAND
Points: 200
RANGE BAND
Goliath
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.
Template: NONE
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.
33
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.
Diving model
Template: NONE
Kroken
DR
CR
6
6
Points: N/A
MOVE
6/8
RAM
RED 5
Small Class
Diving model
Template: NONE
MARs: None
MARs: None
OCTOPODA
Once this single Coil Attack has been resolved, and if its target remains,
it continues to fight as per a Boarding Action.
Small Class
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:
6/8
MOVE
RAM
KROKEN
Points: N/A
RANGE BAND
Template: NONE
NAITAKA
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.
HULL CREW
Diving model
MARs: None
CR
Small Class
HULL CREW
Octopoda
RAM
On a 1 or 2 an Octopoda arrives.
On a 3 or 4 a Kroken arrives.
On a 5 or 6 a Naitaka arrives.
DR
6/10
HULL CREW
MOVE
CR
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:
DR
Points: N/A
Naitaka
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:
RANGE BAND
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:
RANGE BAND
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
Uncharted Seas Fantasy Naval Combat Rules
34
4-5
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.
7-8
The Creature is momentarily Confused. Its AD and MD are reduced by HALF until AFTER its next Activation. Lose 1 Hull
Point immediately.
9-10
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.
11
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.
12
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.
35
Fortifications
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.
Activating Fortifications:
Fortifications are deployed as Squadrons and therefore Activated as an
entire Squadron.
36
REPAIR OPTIONS
DIRECT HIT
The ammunition store of the model is hit roll 2D6 and this is the number of SPs the
model loses.
No repair options
3-4
Hard Pounding
The model loses 2 Crew Points and 2 SPs immediately.
No repair options
5-6
No repair options
Raging Fire
A raging fire engulfs the model. Place 1 Raging Fire Marker on the model. Lose 1 Crew
Point and 2 SPs immediately.
8-9
Foundations Rocked
The foundations of the model are rocked by blistering weapons fire. Lose 1D3+1 SPs
and lose 1 Crew Point immediately.
No repair options
10-11
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.
No repair options
NOTE: Roll randomly to determine which Battery is affected. Some models may only have
ONE battery. This Critical Hit is not cumulative.
12
37
No repair options
War Tower
Points: 55
8
CA
CREW
CA
CREW
Fortification model
Template: SMALL
Template: SMALL
MORTAR
Fortification model
BALLISTA
SP
SIDE GUN 4
CR
5
SIDE GUN 3
DR
SIDE GUN 2
SP
SIDE GUN 1
CR
RANGE BAND
DR
Points: 45
RANGE BAND
Harbour Tower
10
MARs: None
Points: 20
CA
CREW
CA
CREW
Fortification model
Template: SMALL
Template: SMALL
MARs: None
BROADSIDE
Foritfication model
Small Class
RANGE BAND
SP
CR
DR
SP
BROADSIDE
CR
RANGE BAND
DR
Points: 40
MARs: None
Battle Keep
Points: 100
CA
CREW
CA
CREW
10
10
Fortification model
Template: MEDIUM
Template: MEDIUM
MARs: None
Stone Wall/Gate
Points: 25
Sea Fort
Points: 95
CREW
Fortification model
Fortification model
15
Template: SMALL
11
CA
CREW
BROADSIDE *
CA
SP
12
CR
DR
SP
CR
RANGE BAND
DR
RANGE BAND
10
SIDE GUN 4
10
SIDE GUN 3
SIDE GUN 2
Fortification model
SIDE GUN 1
SP
SIDE GUN 4
CR
5
SIDE GUN 3
DR
10
SIDE GUN 2
SP
12
SIDE GUN 1
CR
RANGE BAND
DR
Points: 65
RANGE BAND
Bastion
Arc of Fire.
MARs: None
MARs: None
38
Crew Upgrades
UPGRADE
COST
VETERAN
GUNNERY
OFFICER
10 Points
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.
DOCTOR
ON BOARD
5 points
Medium, Large or
Massive model
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.
10 Points
Medium or Large
model.
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.
MASTER
TACTICIAN
15 Points
Battleship OR
Flagship ONLY.
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.
LUCKY
TALISMAN
10 Points for a
Medium model, 20
Points for a Large/
Massive model.
Medium, Large or
Massive model
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.
10 Points
Large or Massive
model.
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.
5 Points for a
Medium model, 10
Points for a Large/
Massive model.
Medium, Large or
Massive model.
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).
10 Points for a
Squadron.
Medium, Large or
Massive model.
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.
10 Points for a
Medium model, 15
Points for a Large/
Massive model.
Medium, Large or
Massive model
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.
MASTER
HELMSMAN
MASTER
SHIPWRIGHT
WELL
DRILLED
Master
Signalman
Expert
Riggers
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.
39
Optional Rules
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.
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.
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
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.
NIGHT
40
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.
BREAK TESTS
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.
BRAVERY TESTS
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.
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.
41
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.
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.
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.
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+.
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).
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.
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
42
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.
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.
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.
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:
The effects of the Invocation MAR last until the beginning of the next
Turn.
43
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.
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.
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.
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.
44
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.
45
Fleet Composition
VARIANT MODELS
STANDARD MODELS
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.
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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:
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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Bridge Hit
Engine/Mainmast Damage
Prize Marker
Rudder Smashed
Anchor Marker
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Wind Template
Admirals Vessel
Doctor On Board
Expert Riggers
Lucky Talisman
Master Helmsman
Master Shipwright
Master Signalman
Master Tactician
Well Drilled
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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.
Christopher Drew
Martin Jones
Christopher Peacey
Dave Kidd
Paul Kime
Sally Taylor
Christopher Worth
Neil Fawcett
Ben MacIntyre
Franco Sammarco
Drew Cox
Jonny La Trobe-Lewis
Giovanni Bosio
Franco Sammarco
Jonny La Trobe-Lewis
Gary Bent
Ben MacIntyre
Drew Cox
Katie Bennett
Ricky Brewer
Stephen Rhodes
Christopher Drew
George Shearn
Jack Patterson
Harriet Rhodes
Frances Fawcett
Katie Bennett
Gary Bent
Lizzie Wood
Ricky Brewer
Stephen Rhodes
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