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Uncharted Seas

Rulebook
THE RULES AT A GLANCE SHEET
Turn Sequence (Page 12)
The sequence of play is as follows:
1) Play Turn (T) Cards
2) Determine Initiative
3) Movement & Combat for squadrons with players taking
alternate goes. You can now play S, A and R cards.
4) End Phase - replace cards, sort out tokens etc.
Wind change (Page 16)
One player rolls for wind change during the initiative phase
of each new turn on a roll of 6 the wind will change. Roll
a D6 to see how it changes:
ROLL RESULT
1-2 1 point clockwise
3-4 1 point anti-clockwise
5 2 points clockwise
6 2 points anti-clockwise
Command Radius (Page 17)
Command radius is 4 from any point of one ship to
another. If the ships of a squadron are outside command
radius only one element of that squadron may be activated
the other drifts 2 straight ahead.
Movement (Page 18)
Movement with the wind or, if the wind has no effect on
your ship, is as the printed movement value on the ship
stat card. If you are sailing into the wind AND it affects
your ship then your movement costs are doubled.
Firing Arcs (Page 24)
Firing Procedure (Page 25)
Measure range and see if target is in arc and whether it
is full broadside or partial. Calculate number of Attack
Dice (AD) to roll, now roll AD and calculate any damage
or critical results. If the number of hits equals or exceeds
the DR then the target ship takes 1 point of hull damage.
If the number of hits equals or exceeds the CR then the
target ships takes a Critical Hit (Page 27).
AD Roll Result
1-3 Miss
4-5 1 Hit
6 2 Hits and Roll Again!
Linked Fire (Page 22)
Choose one ship as the primary ship which uses all of
its normal AD. Any other ship supporting this gets to use
half of its AD (rounded down always add a minimum of
1 AD)
Splitting Fire (Page 25)
One ship may split its AD against multiple targets, may
not be used with the Linked Fire rule.
Ramming (Page 31)
Target ship is attacked with the ramming ships Ram Rating
AD. Ramming ship is attacked with the targets starting
hull points as AD. If the Ram Rating of the attacking ship
is RED and the Ram attack equals or exceeds the targets
DR then it will cause a critical hit.
Collisions (Page 34)
Both ships involved will be attacked with a number of
AD equal to the starting Hull points of the ship they just
collided with. If you collide with an inanimate object you
will roll the following attack dice against your ship:
Soft 4 Attack Dice
Hard 8 Attack Dice
Hard and Pointy 12 Attack Dice
Boarding Actions Sequence of Events (Page 34)
1. Move ships as normal any that contact an enemy ship
or island or one of their own ships immediately halt.
2. Resolve ramming and collision damage sink any ships
that take enough damage.
3. Fire with any ships in the activated squadron that are
not in contact with an enemy ship
4. Resolve boarding actions and kill the relevant crew.
76
ROLL
2D6
RESULT REPAIR OPTIONS
2
Magazine Explosion: ship turns into a ball
of ame before sinking ships within an 8
radius of the centre of the exploding ship
are attacked with a number of D6 equal to
DOUBLE the Hull Points of the exploding
ship. i.e. the bigger the ship, the bigger the
bang! Affects ALL ships - friend or foe!
There are no options here. The ship has
quite literally blown into thousands of
pieces and all crew are killed.
3
Rudder Smashed: ship may not turn and
can only move in a straight line. 2 points of
damage.
Roll 1D6 when the ship is next Activated:
On a 1-3 the damage is repaired. On a 4-6
it is not repaired.
4
Raging Fire: place re counter on the
ship. Lose 1 crew and take 2 points of
damage.
Roll 1D6 when the ship is next Activated:
On a 1-3 the res are put out. On a 4-5 the
ship takes 1 point of damage. On a 6 the
ship takes 1 point of damage AND loses 1
crew point.
5
Engine / Mainmast Damage: roll a D6
and on a 1-2 the ship is dead in the water
(it will drift 2 forward when activation) or
3-6 and the ship may only move at half
speed. Take 2 points of damage.
Roll 1D6: On a 1-3 the damage is repaired.
On a 4-6 it is not repaired.
6
Gun Deck Hit: crew desperately sort out
the pile of mangled guns and bodies. Ship
may not re next time it is activated. Take
2 points of damage.
No repair options are available.
7
Hard Pounding: take 2 points of damage
and lose 2 crew.
No repair options are available.
8
Helm Steering Hit: the ship must use
one size larger turning circle. A Battleship
uses the largest template so it will take 2
of movement to move 1 round its turning
circles instead. Take 2 points of damage.
Roll 1D6 when the ship is next Activated:
On a 1-3 the damage is repaired. On a 4-6
it is not repaired.
9
Port/Starboard Battery Hit: roll 1D6 and
the ship loses that many attack dice from
that side battery. Roll randomly to decide.
Take 2 points of damage and lose 1 crew.
No repair options are available.
10
Superstructure Hit: Major damage so
take 1D3+1 damage and lose 1 crew.
No repair options are available.
11
Bridge Hit: next time it is Activated the
ship may only move 2 directly forward
and may not re. Take 2 points of damage
AND lose 2 crew.
No repair options are available.
12
Holed Below the Waterline: ship may
only move at half speed. Take 2 points of
damage and then roll again each time the
ship is activated.
Roll 1D6 when the ship is next Activated:
On a 1-3 the damage is repaired. On a 4-5
the ship takes 1 point of damage. On a 6
the ship takes 2 points of damage.
CRITICAL HIT TABLE
ROLL 2D6 AND SEE BELOW
!"#$%#&'()(*$++,
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1hls documenL ls lnLended as a game ald. lL ls noL lnLended
Lo Lell you ."/ Lo play, or whaL models you $."'01 play
wlLh. 8aLher, lL ls lnLended Lo dlscuss whaL we aL SparLan
Cames see as Lhe %.&--*/+2$ you can draw LogeLher Lhe
models for a fanLasy naval game of Lhe '3456789:*$96;.
We oen geL asked '!"#$%$&'(%)*%+,-(.' are '3456789:*$96;
meanL Lo be. llrsL o, Lhey were noL lnLended Lo be used
as a compeuuon seL of game rules as Lhey are now. 1hls
does noL mean Lhey cannoL be used for compeuuon play.
1he uncharLed Seas rules are a deslgned Lo generaLe a
fun game of naval combaL LhaL lasLs 1-2 hours, dependlng
very much on Lhe number of models you have on Lhe
gamlng Lable.
1he game could be called '/((+%0%'+($1(-' ln sLyle, buL as
Lhls means many Lhlngs Lo dlerenL gamers lL ls perhaps
besL Lo slmply call Lhem a '*,2% #23% 4(56/-(' seL of rules.
now leL's geL back Lo Lhe sub[ecL of pumng a game
LogeLher. AL SparLan Cames we break Lhls down lnLo Lhree
modes of game play:
"<=>3*?*@*%A73*'<*63:*BCD58E
1hls ls Lhe slmplesL varlanL and almed aL gamers famlllar
wlLh each oLher who are more Lhan happy Lo [usL plck a
number, roll up wlLh some shlps and roll some dlce. lf a
player wanLs Lo only ghL wlLh 8auleshlps or only wanLs
Lo use uragons (now LhaL would be an amuslng looklng
game!) Lhen as long as Lhe players agree Lo Lhe formaL
Lhey can do whaLever pleases Lhem.
As you can lmaglne Lhls sLyle of game could Lhrow up
some unusual games, and has openlngs for players Lo
bulld Lhe percelved ',2/(#$#/-(%4(($' - buL as long as Lhe
players are wllllng Lo moderaLe each oLher Lhls ls a slmple
meLhod of eeL assembly and gamlng.
"<=>3*F*@*!GAH*#CD58E
1hls a somewhaL more moderaLed varlanL of Lhe above
way of eeL assembly, and one LhaL should work well for
mosL '$,+2%,'%#23%'-#&' scenarlos. All a player has Lo do ls
adhere Lo Lhe followlng:
!" lck a Came Slze ln olnLs - say IJJ olnLs
!" ?ou have Lo eld "#- of each !"&- '#(%$K
!" Core unlLs are !"#$%&'(, )"*#('"( and
+%,-'(.#/(
!" no $(#)0- Core unlL Lype can form greaLer Lhan
LJM of Lhe enure force elded
!" All shlps wlLhln a Core unlL conLrlbuLe Lowards
Lhe LJM LoLal. 1hls means LhaL Crulsers and Peavy
Crulsers +00 add up Lowards Lhe polnLs value of
LhaL class wlLhln a eeL
!" When assembllng squadrons adhere Lo Lhe ,(#N
,+O and P"(#%$ values of Lhe shlps wlLhln Lhe
varlous races. 1hese can be found aL Lhe end of
Lhls documenL
!" $P-!(+0* "P%("#* @* B0+)$.(P$K 1 model may be
added per QJJ polnLs of force elded. 1hls model
($ counLed Lowards your 8auleshlp Core unlL
allocauon
!0"1'2%3/-', Alaln decldes he wanLs Lo eld an ILJ*P>C38*
%563C76;*-GR*BG998 wlLh whlch Lo desLroy Lhe uragon Lord
eeL LhaL nell has [usL elded. Alaln chooses Lhe followlng
models:
!>79*'3C8
1 x 8auleshlp A (110 polnLs)
1 x Crulser Squadron A (3 Models, 163 olnLs)
1 x lrlgaLe Squadron A (3 Models, 90 olnLs)
%>86GK*SQL*P>C38;
Pe's made up hls baslc requlremenLs, as ln he has elded
1 of each core unlL Lype, and now he can sLarL Lo vary Lhe
eeL composluon Lo meeL hls lndlvldual needs wlLh Lhe
TIL*P>C38; he has le:
+::C=>36G*'3C8;
1 x 8auleshlp 8 (110 polnLs)
1 x Crulser Squadron 8 (2 Models, 110 olnLs)
1 x lrlgaLe Squadron 8 (4 Models, 120 olnLs)
1 x War uragon A (1 Model, 63 olnLs)
1 x War uragon 8 (1 Model, 63 olnLs)
#9U*%563C76;*-GR*BG998*%>86GK*ISL*P>C38;
1hls meLhod of eeL composluon wlll glve players plenLy
of exlblllLy for how Lhey puL a eeL LogeLher, buL aL Lhe
same ume allow for plenLy of '7,.$)86.#9)2' by a player
as Lo whaL unlLs Lhey wanL Lo play wlLh.
"<=>3*SK*%59*BG998*!>V<>;C=>3*$W;89V
lor a llule whlle now we have had a lleeL Composluon
uocumenL avallable for download from our Cnllne lorum.
1hls ls a more reglmenLed meLhodology for assembllng
a eeL LhaL works wlLhln a ughL framework for pumng
'3456789:* $96;* BG998; LogeLher. lf you are plannlng a
compeuuon we would recommend LhaL your framework
for allowlng players Lo bulld a eeL ls based upon "<=>3*S
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of Lhls documenL as lL wlll conLrol model usage ln a ughLer
way Lhan !"#$%&'(')'*.
1he sysLem works as follows:
ln Lhe Lables you wlll nouce LhaL Lhere are numbers
presenLed as ++ / +/ + ln Lhe columns wlLh Lhe 8ace
names. 1he rsL number ls Lhe polnLs cosL for a slngle
shlp. 1he second column lndlcaLes Lhe ,-.-,/, number
of models ln a squadron and Lhe Lhlrd number ls Lhe
,01-,/, number of models LhaL a squadron of Lhese
vessels can be comprlsed of.
Shlps are purchased and Lhen puL lnLo squadrons of a
slze of a player's chooslng up Lo Lhe maxlmum number
allowed.
2304454
All shlp models ln Lhe game fall lnLo one of a number of
dlerenL shlp classes. 1hese classes help Lo dlsungulsh
one shlp from anoLher and allow a player Lo formulaLe a
eeL sLrucLure LhaL ls balanced and fun Lo play wlLh. 1he
exlblllLy wlll allow players Lo assemble a eeL LhaL Lhey
are happy Lo game wlLh.
23044'607-0.84
As new models arrlve for Lhe varlous races ln Lhe game lL ls
llkely LhaL even more varlanLs of a shlp class wlll emerge.
lf we use lmperlal Puman lrlgaLes as a slmple example,
we can see LhaL Lhere ls currenLly Lhe baslc lrlgaLe model
and Lhe MarLyr lrlgaLe. As Lhe game develops so more
classes may emerge.
1hese shlp varlanLs are 033 purchased ouL of Lhe parenL
class allowance, whlch means LhaL lf a shlp Lype can form
9:; of a eeL Lhen 033 varlanLs of a shlp class LoLal up
Lowards Lhls number.
607-0.8'3-,-808-!.4< 1here ls a llmlL Lo Lhe number of
varlanLs from a class LhaL can be elded ln a eeL. 1hls
ls (<(. 1hls means LhaL Lhe LoLal number of 033 varlanLs
from a class 20..!8 exceed Lhe LoLal number of shlps
from Lhe baslc deslgn of LhaL class
!"#$ %&'()*%, lf a uwarf player wlshed Lo have 3 Peavy
Crulsers ln Lhelr eeL, Lhey would need Lo have aL leasL 3
normal Crulsers Loo.
607-0.84'0.='4>/0=7!.4
unless oLherwlse sLaLed ln Lhe shlp speclc rules, varlanLs
and Lhe baslc models of a class musL form Squadrons
as per Lhe baslc models resLrlcuons for mlnlmum and
maxlmum number of shlps.
Powever, lL ls up Lo Lhe player how Lhey wlsh Lo dlsLrlbuLe
Lhe baslc and varlanL models wlLh ln Lhese squadrons. So,
lf Lhe player wlshes Lo have all varlanL squadrons, Lhey
can. Cr Lhey can mlx Lhem wlLh baslc models. lL ls enurely
up Lo Lhem.
23044'?1@'4A52-034
Some shlps fall lnLo a caLegory ouLslde of Lhe sLandard
shlp classes and Lhese are called 4"BCDEF&.
The new Dwarven Flagship - a very
dangerous machine of war! You dont
want to be in its way when its crew let
rip with all of those weapons...
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WlLhln Speclals are Lhree sub classes: !"#$$%&, !"#$$%' and
!"#$$%(. 1he lower Lhe sub class number, Lhe rarer Lhe shlp
ls and Lherefore Lhe harder lL ls Lo have wlLhln a eeL.
lleeL composluon for Speclals works sllghLly dlerenL Lo
Lhe normal classes. lor every compleLe !!! polnLs of Lhe
"#$%%&'#"(%')*+%, Lhe player may purchase one of Lhe
speclal class squadrons. See Lhe Lables for more deLalls on
how Lo buy Lhese shlps for a eeL.
)*+%,-#./",, Lwo players agree Lo a game of ,-- olnLs.
1hls would allow Lhem Lo have Lwo squadrons of Class 3
shlps and one Class 2 squadron - buL Lhey ./01&' 2/3
have a Class 1 squadron as Lhe agreed game slze ls noL blg
enough.
/2%'/44'(/&%1)
1here wlll be models LhaL are released LhaL have whaL
we refer Lo as a 'one o' sLaLus. A good example of Lhls
ls a llagshlp, where 1 model may be added per ,--
polnLs of force elded. 1hls model *) counLed Lowards
your 8auleshlp Core unlL allocauon. uurlng Compeuuon
Camlng lL should be dened by Lhe organlsers as Lo
wheLher or noL Lo allow !"#$!% classes of models Lo be
allowed.
3$//5'3$"2)5/$3'"33".6(%23
1he 1roop 1ransporL vessel ls a speclal class vessel. lL lls
Lwo roles ln Lhe eeL. 1he rsL, and mosL mundane, ls Lo
LransporL ground forces Lo where ever Lhey are needed ln
Lhe known land. 1he oLher, more lmporLanL role for Lhe
eeL ls for Lhe 1roop 1ransporL Lo acL as a close supporL
for Crulsers agalnsL alr unlLs.
AL Lhe sLarL of a game, lf Lhe player has purchased 1roop
1ransporLs for Lhelr eeL, Lhey may auach Lhe 1ransporLs
Lo Crulser squadrons lnsLead of keeplng Lhem ln Lhelr own
squadrons. 1hls ls done on a 1roop 1ransporL Squadron
by squadron basls. So, lf Lhe player has 2 squadrons, Lhey
can auach [usL one squadron, or boLh. lL ls enurely up Lo
Lhem.
1o do Lhls, for each 1roop 1ransporL squadron Lhey are
auachlng, Lhey musL auach 7/36 1roop 1ransporL shlps
Lo Crulser squadrons, and may only auach a )*2#1% 1roop
1ransporL shlp per Crulser squadron. 1hls would legally
spllL up a squadron, and for a squadron of Lwo LransporLs,
lL would need Lwo crulser squadrons. 1he auached 1roop
1ransporL ls Lhen consldered a member of lLs adopLed
Squadron for Lhe remalnder of Lhe game.
lL ls normal and accepLable for Lhe auached 1roop
1ransporL shlp Lo Lake Lhe Crulser squadron over lLs
allowed maxlmum squadron slze.
Stylish and elegant - but
packing a nasty punch! That
about sums up the new Imperial
Flagship...
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WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
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!"#$%&'%(")*+
!"#$%&!'(&#)$*&(#'+#,-++'*")#!'#'!.)(',
!"#$%&'(#!%")#%)*$(+)%,),!$-
ln Lhe orlglnal rules we used a LemplaLe LhaL had an Arc of llre (*.,) marked
on lL and arrows LhaL helped dene Lhe rlng arcs of broadslde weapons. We
have declded Lo modlfy Lhe way LhaL Lhese broadsldes arcs are used ln order
Lo slmpllfy Lhe way LhaL Acuon ulce (*&) are calculaLed.
new LemplaLes are now avallable for download from our web slLe (www.
sparLangames.co.uk/downloads.hLm) and you wlll nouce LhaL Lhe red rlng
channel arrows are no longer on Lhese LemplaLes. lf you consulL Lhls new
documenL and use Lhe new LemplaLes you wlll see LhaL worklng ouL *., and
Lhe number of *& dlce you wlll use ls fasL and slmple.
Worklng ouL lf a model ls wlLhln *., ls slmple: lf lL ls fully lnslde Lhe arc of re
llnes Lhen ,'//)*& are used. lf any parL of Lhe model exLends beyond Lhe *.,
llnes (see Lhe red doued llnes on Lhe examples) Lhen 0*/,)*& ls used.
"%#-1 1he LemplaLe 2'+# be locaLed Lo Lhe cenLre slde of Lhe model LhaL ls
faclng Lhe enemy - "%# Lhe physlcal cenLre of Lhe model.
3$%*&+!&-)*$(+)%,),!$-)
lf you look aL Lhe movemenL Lurnlng arcs we have provlded you wlll see LhaL
we have marked on Lhem wlLh Lhe broadslde rlng arcs for Lhe varlous shlp
classes on Lhe gamlng Lable. Llne Lhe cenLre polnL of Lhe rlng arc along Lhe
sLralghL edge up Lo Lhe cenLre of Lhe shlp and Lhls wlll glve you Lhe channel
LhaL Lhe full broadslde of Lhe shlp wlll cover whlch ls beLween Lhe Lwo whlLe
llnes aL elLher end of Lhe LemplaLe.
(*")!)+--)*)#*$4-#5
An area of poLenual confuslon was calculaung *& dlce when an ob[ecL (be lL a
model or Lerraln) geLs ln Lhe way of your broadslde weapons. Agaln, we have
Laken Lhe baslc premlse of Lhe *., and slmplled lL for you. Lach LemplaLe
(!"#$$, %&'()" and *#+,&) has a preseL wldLh for Lhe broadslde weapons of a
model. 1o work ouL lf a model or plece of scenery ls lmpacung your shooung
you slmply draw a llne from Lhe cenLre of Lhe broadslde basellne Lo Lhe LargeL
model.
lf Lhe llne can cross Lhe cenLre of Lhe LargeL 6!#0%'# crosslng anoLher model
(shlp, lsland eLc.) Lhen Lhe broadslde ls ellglble Lo use ,'//)*&. Powever, lf
Lhe llne (*""%# cross Lhe cenLre, buL can be drawn Lo *"7 oLher parL of Lhe
LargeL model 6!#0%'# crosslng any oLher model or plece of scenery you can
LargeL lL uslng 0*/,)*&. lL ls LhaL slmple.
8*$#!*//7)3/%(9-&)#*$4-#+
As sLaLed ln Lhe prevlous LexL, lf you can see all of a model you re uslng ,'//)
*&. Powever, Lhere wlll be umes when oLher models geL ln Lhe way of your
shooung.
"%#-):1 We &%)"%# half and half *& dlce ln Lhe evenL of a LargeL model belng
parually blocked *"& Lhe vessel belng parually ouLslde of Lhe normal *.,.
1hls would slow Lhe game down. lf you look aL ulagram 7 you wlll see [usL such
an lnsLance of Lhls. 1he shlp wlll only be lmpacLed by one lnsLance of 0*/,
dlce and noL 0*/, and 0*/,.
"%#-);: A shlp's salls &%)"%# lmpacL llne of slghL. lL ls a shlp's hull LhaL
lmpacLs vlslblllLy.
"%#-)<1 We have made lL *"7 parL of a model Lo reduce argumenLs beLween
players and speed up game play. uncharLed Seas ls abouL a fasL game - noL
gamesmanshlp!
Cnce you have calculaLed Lhe number of *& you wlll be uslng you can Lhen
apply modlers Lo Lhls based on any random evenLs, game cards and speclal
rules LhaL apply Lo a model.
We have lncluded a number of sample dlagrams on Lhe nexL page for you Lo
look aL. LlghL of Lhem may seem llke overklll, buL Lhls ls an lmporLanL parL of
Lhe gameplay and Lherefore we feel you cannoL have Loo few examples.
-=>?@AB)#B=C1 A uragon Lord 8auleshlp has slghLed a uwarf Crulser and Lhe
range ls measured Lo $>DEB)3>DF);. AL Lhls range a broadslde from Lhe uragon
Lord 8auleshlp would dellver ::&G of *&. Powever, when Lhe LemplaLe ls
placed nexL Lo Lhe 8auleshlp and Lhe arc of re esLabllshed lL ls dlscovered
LhaL Lhe rlghL hand half of Lhe uwarf crulser ls blocked so only 0*/, of Lhe *&
(rounded down) can be used. lnsLead of ::&G only H&G are rolled - Lhe uwarf
CapLaln goL lucky!
Copyright Spartan Games (C) 2009
Copyright Spartan Games (C) 2009
The use of diving models was intended from the start
of concept design for The Uncharted Seas rules. We
have kept the rules for submerged models as simple
as possible, while still adding the opportunity for
some interesting tactics. In principle, in the same way
that ying models are one level higher than models
on the sea or land, diving models can submerge so
that they are one level lower than models on the sea
or land, and therefore two levels lower than ying
models.
There are some unavoidable tweaks to the rule
mechanics so that diving models will t in neatly.
Bear in mind that a black bullet introduces a rule,
and a white bullet below it claries and expands
upon the core rule. Before we move on please take
note of the following:
!" A model on sea/land/ying only gets hits on a
diving model on the surface on a 5 or 6
!" A model on sea/land/ying only gets hits on a
diving model that is submerged on a 6
!" A diving model CANNOT use Defensive
Fire, whether it is submerged or on the
surface (Submarines have closed hatches
and Creatures CANNOT use Defensive Fire
because they do not have crew)
!" Most diving models are NOT impacted by
wind direction and/or wind strength
!" The STATISTIC card for a model will explain
whether it IS or IS NOT affected by the wind
!" The majority of diving models (and submerged
tokens) IGNORE the usual Command
Distance rules
The main principle of these rules is that diving models
get submerged tokens to represent where they
might or might not be when they are under the water.
A Sea Monster or Orcus gets 1 submerged token,
and these are only used to show that the model is
submerged. A Submarine gets 2 submerged tokens,
which you should mark somehow to show that one
token represents the actual model, and one token is
a bluff.
SUBMARINES
The STATISTIC cards provide the essential
information for Submarines, but it is worth repeating
them here with reference to the diving rules that affect
all Submarines. Some of these rules ONLY affect the
Frigate sized Submarines that are presently available,
so future releases of larger Submarines might have
different rules on their STATISTIC cards.
!" If a Submarine (even if it has 3 Hull Points)
suffers a critical hit DO NOT roll on the Critical
Hit Table, it simply loses 2 Hull Points
!" A Submarine is NOT AFFECTED by the
Plague Gun
!" A Submarine CANNOT board other models,
and other models CANNOT board a
Submarine (they manoeuvre and ght with
hatches closed)
!" If a Submarine is in base contact with
another model, it CAN move away from it,
even if it is in base contact with its Prow (it is
assumed to scrape over/under it)
!"#"$%&'(!)*+
!"#$%&'(!&)*+*,-&.()$#%&/,)&.(,%0$!%&1$#(2
03$&2/+$%&*,&03$&",43/!0$)&%$/%
MODEL SIZE
The STATISTIC card for a model will dene its size
in the game: Tiny, Small, Medium or Large. This size
will, in the majority of instances, also correspond to
the Movement Template that you use for the model
but NOT always. In particular, the submerged
tokens that are used when a model is submerged
DO NOT use a Movement Template and can move
in any direction. Certain Small or Tiny models will not
use Movement Templates, while Massive models will
use the Large Template, but MUST move 1 before
making each turn.
LINE OF SIGHT
A diving model is either on the surface or submerged,
this is reected by using the submerged tokens when
a model is submerged or the model when it is not
submerged. The addition of diving models impacts
on the Line of Sight rules in a small way.
The following bullets will help you understand LoS
for diving models:
!" Diving models on the surface DO block LoS
when a diving model on the surface res at
another model on the surface
!" Diving models on the surface DO NOT block
LoS for anything else
!" Submerged models NEVER block LoS
(because they may or may not be there)
ACTIVATION AND MOVEMENT
A diving model is Activated just as you would any
other squadron of models. You perform your actions
with it as you would another model or squadron.
The only difference is the use of submerged tokens,
where a single model becomes a squadron of two
tokens. If you have a squadron of 2 Submarines
that are all submerged, you would effectively have a
squadron of 4 tokens.
Sometimes a squadron WILL count towards the
number of Game Cards you can use, other times it
WILL NOT. A models STATISTIC card will inform
you of this.
SUBMERGED MODELS
When you deploy a diving model at the start of a
game, you can either deploy the model or decide
that it is submerged. If it is submerged you deploy
its submerged token (or tokens) anywhere in your
deployment area. When you activate a diving model
later in the game that is on the surface and decide
it is going to submerge, replace the model with its
submerged token (or tokens) in the same location.
When you activate a diving model, you must decide
whether it will make a surface move OR a submerged
move BEFORE you activate it and replace it with the
proper model or token(s) before it can move. The
model MUST remain on the surface OR submerged
for the ENTIRE Activation. If a model is already
submerged, you DO NOT replace the tokens, as you
just continue to move them around as bluffs.
SUBMERGED TOKENS
A submerged token can move in any direction, it
does not use a Movement Template and ignores
the Command Distance rules. A submerged token
CAN be red at, so long as a ship/model has Line of
Sight to the token, and therefore the rough position
of where the diving model might be.
!" A submerged token CAN move under other
models AND through other submerged
tokens
!" A submerged token CANNOT end its move
under another model, token or ying stand
!" A submerged token CANNOT move under
scenery, unless a scenario says otherwise
When a model makes an attack against a submerged
token, only the player controlling the model/token(s)
will know whether the actual model has been
destroyed or not. An enemy player will have to
destroy both submerged tokens to make sure that it
has actually been destroyed.
!" If the token suffers enough damage to sink or
destroy it, remove the token
!" If a damaged model submerges, mark the
damage that it has against both tokens, this
does mean that the bluff token is easier to
sink
!" If a diving model only has 2 Hull Points, it
does not suffer critical hit effects
If a submerged model is sunk or destroyed and
the bluff remains, you still get a Game Card for its
Squadron. After all, if you didnt, it wouldnt be a bluff
any more.
!" If there is a point in the game where one or
more players have nothing but bluff tokens
on the table the game ENDS
!" If a player has nothing but bluff tokens
at the start of a turn and kept playing he
FORFEITS the game (remember to check
your submerged tokens at the end of each
turn if you think there is a risk of them all
being sunk or destroyed)
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
!" A bluff token DOES NOT count toward
Victory Points at the end of the game
SUBMERGED MODELS MAKING ATTACKS
In general, a diving model that is submerged
CANNOT make ranged attacks against models
that are submerged/at sea/land/ying. In the future,
some diving models will be equipped with weapons
that they CAN re while submerged, which will be
listed on their STATISTIC card.
!" A submerged model/token CANNOT ram or
board a model that is at sea/land/ying
!" A submerged model/token CAN ram another
submerged model/token or a bluff token, if it
rams a bluff token the bluff token is removed
!" A bluff token CAN ram another submerged
model/token, the bluff token is removed, if
the other token was a bluff token it is also
removed
!" In both of the cases above, if the
actual model was rammed, leave its
submerged token on the table and
declare that it is the submerged model
!" When the submerged token
representing the actual model is next
activated, remove it and replace it
with both submerged tokens so long
as it remains submerged
!" A submerged Submarine CANNOT board
another submerged model (in fact they
cannot board any model)
!" A submerged Creature can ONLY board
another submerged Creature (this applies
to a model that is submerged during its
activation, not at the start)
NOTE: Some diving models may have an additional
attack when they hit another model. These attacks
will be stated on the STATISTIC card, and unless it
states differently, it is resolved AFTER ramming but
BEFORE any Boarding Action takes place.
DIVING MODELS AND BOARDING ACTIONS
Some diving models DO NOT have to board another
model after a ram. Some models simply CANNOT
board after making a ram!
Sea Monsters, for example, MUST board (unless
they ram a Submarine), in the same way as any other
model does after a ram (or collision). Orcus CAN
choose not to board after a ram, while Submarines
CANNOT board after a ram.
!" Some diving models can choose not to board
(using the guidelines above) AFTER resolving
a ram or collision, but MUST do so BEFORE
either side rolls dice for a Boarding Action
!" When this occurs, the ramming model
is moved back from the other model
by the minimum distance necessary
to prevent a Boarding Action
!" The ramming model CANNOT move
into contact with another model when
it moves back, if it CANNOT move
back, it MUST perform a Boarding
Action
!" A Submarine CANNOT perform a
Boarding Action, so in this case
nothing happens. When this occurs,
the model that was rammed CAN
move away from the model that
performed the ram, even if it is in base
contact with its Prow (it is assumed
to scrape over/under it)
NOTE: Using the rules above, there will be instances
which ignore the standard rules and create unfamiliar
situations. If an Orcus rams a Submarine it CANNOT
board it and has to move back. If it cannot move
back it would ordinarily have to perform a Boarding
Action anyway. In this situation however, nothing
happens and the Submarine remains in base
contact with the Orcus. If the Orcus is activated rst
in the following turn it can ram the Submarine again,
while if the Submarine is activated rst it can move
away from the Orcus.
CAPTURING A DIVING MODEL
A model that is at sea, on the land or ying CANNOT
capture a diving model, regardless of whether it is on
the surface or submerged. A diving model CANNOT
capture any other model, and a Creature CANNOT
capture any other model.
A Creature might well drag a model down into
the depths (in effect capturing it), but the rules for
capture are largely there for the purpose of additional
Victory Points. Your eet does not benet from the
capture of a model by a Creature. In all cases, the
destruction or damage of a model can add to your
Victory Points and you can therefore take a record
of its Points value for this purpose.
RAKING SHOTS
It IS possible for a submerged model to rake a
submerged model, or a diving model on the surface
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
to rake another model on the surface. It is NOT
POSSIBLE for a diving model to rake a model on
land or a ying model, whether it is submerged or
on the surface. However, a diving model can ONLY
be raked by another diving model that is at the same
level. Check the STATISTIC card of a model to see if
it CAN/CANNOT be raked.
NOTE: normally you CANNOT rake a Creature.
RAGING FIRE TOKENS
If a Creature that has a Raging Fire Token(s) on it
submerges, the token(s) are automatically removed.
If a Submarine submerges, the tokens are ONLY
removed with a successful Repair Roll. The re is
assumed to be inside the model, and the technology
of the Submarine is not sufcient to ood individual
compartments without sinking the model.
Some weapons/attacks and one critical hit effect
can result in a Raging Fire token being placed on a
model. In both cases, you DO NOT place a Raging
Fire Token on a Creature that is submerged. If it was
caused by a critical hit effect, roll again until you get
a different result.
With any other submerged model, you DO NOT
place a Raging Fire Token on it if it was caused by a
weapon or special attack, but you DO place a Raging
Fire Token on it if it was caused by a critical hit effect.
DIVING MODELS AND MAGAZINE
EXPLOSIONS
Following the basic principle that there are now three
levels in Uncharted Seas, it affects how Magazine
Explosions are resolved. A ying model is Up 1
Level, a model that is on the surface or on the land is
at 0 Level, and a submerged model is Down 1 Level.

A model that is on the same Level as an
exploding model, is affected normally by the
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
explosion which is normally DOUBLE the starting
Hull Points
A model that is 1 Level higher or 1 Level lower
than an exploding model is attacked with a number
of D6 EQUAL to the Hull Points of the exploding
model, INSTEAD of double
A model that is 2 Levels higher or 2 Levels
lower than an exploding model is NOT AFFECTED
by the explosion
DIVING MODELS AND GAME CARDS
Any Game Card which affects the AD of a model
can be used against a diving model, even when it
is submerged. This is because a model with an
unblocked Line of Sight to a submerged token can
still re at it. When a diving model is involved in a
Boarding Action, cards that affect the Boarding
Action can be used for and against a diving model.
Magic cards work slightly differently even though
they require Line of Sight, because their mode of
destruction is not like a Gunnery Attack. The default
is that Magic cards DO affect submerged models,
except for those listed below:
Gaseous Cloud, Fireball, Flame Strike, Breath
of an Ice Dragon, Lightning Storm, Shifting Mists,
Foul Essence, Shroud of Madness, Dancing Flames,
Maelstrom of Light and Dazed and Confused DO
NOT affect submerged models
If a Game Card species playing the card on
a Capital ship, Battleship, Cruiser or Frigate, you can
ONLY play the card on the specied type of model
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
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 Shamen who
have found employment in various eets.
They perform strange rituals and ceremonies
to summon a Behemoth to ght for their
employer, but the Behemoths are tricky
creatures to control. The Shamen must
remain close to it at all times to maintain
a connection, and stop it from becoming
inactive.
!"#$%&'()*+",
!"#$%&'(!&'#)*+,&-.(/$&01$&"+21-!0$3&%$-%
The requirement for rules that allow fying models
to be used is a clear and obvious one within The
Uncharted Seas rules. However, they must be
simple and ft within the current framework of the
core rules. How we classify these models, how we
use these models and how we expand upon the rules
MUST be a simple process, with as little impact upon
the core rule mechanics as possible.
We have, however, found it necessary to make some
small !"#$%& to the rule mechanics to embrace
fying models, but nothing too complex, and certainly
nothing that will break the overall simple fow of the
mechanics.
Before we move on please take note of the following:
!" You can SHOOT any weapons a model
possesses at a fying model please note
any restrictions to this rule from your model
STATISTIC cards
!" We have introduced a new model size called
Tiny
!" We have introduced a new model size called
Massive that uses the Large Template
!" Flying models are subject to Defensive Fire
(DF) from other models, and from other fying
models
WIND
Some fying models will be impacted by the wind
direction and/or strength. The STATISTIC card for
the model will inform you of whether or not a model
IS or IS NOT affected by the wind.
Balloons and unpowered Airships are good examples
of fying models that ARE affected by the wind. These
models will have their own text to explain how they
operate and any SpeciaI RuIes they may have.
MODEL SIZE
The STATISTIC card for a model will defne its size
in the game: Tiny, Small, Medium, Large or Massive.
This size will, in the vast majority of instances, also
correspond to the Movement Template that you use
for a model - but NOT always. Some large models are
fast and use smaller templates, others are small but
cumbersome. Certain Tiny or Small models will not
use a Movement Template at all as they are able to
turn quickly. Likewise big vessels like Dreadnoughts
or possibly even fying Creatures will use the Massive
Template, but MUST move 1" before making each
turn.
LINE OF SIGHT
Flying models are deemed to be at various heights
and generally DO NOT impact LoS for any other
models: land, sea or air-based. The following bullets
will help you understand LoS for fying models:
!" Flying models are deemed to be at various
heights, therefore they NEVER block LoS.
!" Within the scope of these rules fying models
DO NOT land. They remain airborne for the
duration of a game
!" Scenery DOES block LoS for land/sea-based
models to fying models or fying models to
land/sea-based models
!" Scenery DOES NOT block LoS for
fying models to fying models
ACTIVATION & MOVEMENT
A fying model, be it a large dragon, airship or multiple
Tiny models (such as the Dragon Lord Stand of 3
Nogdra Dragons), is activated just as you would any
other squadron of models. You perform your actions
with it as you would another model/squadron.
Sometimes a squadron WILL count towards the
number of Game Cards you can use, other times it
WILL NOT. A model's STATISTIC card will inform
you of this.
Unlike most other models, fying models can pass
over other models and scenery. f the movement of
a fying model ends with the model on top of scenery
or another model do your best to position it safely
there. Otherwise place the model to the side,
making a mental note of its position,
or place a token to help identify its
position.
Flying models can, even
when making an
attack, fnish
Copyright Spartan Games (C) 2009
Copyright Spartan Games (C) 2009
their entire movement. As you can see from the
example we have provided (see Diagram 2) an Elven
Dragon has fown over an enemy ship, becoming a
valid target for Defensive Fire (more of this later),
performed its own attack and THEN fnished its
movement.
!" A fying model can only use this maneuver
ONCE per turn
!" t MUST make all of its eligible attacks at the
same time
!" t CANNOT fre and then ram or board at the
end of its move
COMMAND RADIUS
Unless a STATISTIC card for a model states otherwise
fying models DO NOT need to adhere to the usual
Command Radius rules.
DEFENSIVE FIRE
As already stated fying models can become valid
targets for a rule called Defensive Fire (DF). This is
meant to simulate the crew of a vessel or vessels
rushing to their decks with weapons in hand and
shooting at an airship or monster in a bid to destroy it
before it can attack them. The rules work as follows:
Any fying model can receive DF from other models
when it declares any kind of attack, and is within
Range Band 1 of enemy models. f a model is just
moving within Range Band 1 of enemy models, it
does not receive DF, as this rule is only applied when
a model is under direct threat. A player can therefore
place his fying model into a position of relative safety
when not making any attacks.
NOTE: The model is still vulnerable from conventional
weaponry and/or magic. But until it declares an attack
on a model it is NOT open to DF fre.
This means that a fying model can make an attack
from Range Band 2 or more and, so long as it is not
within Range Band 1 of any enemy models at the
point at which it makes the attack, it does not receive
DF from enemy models. All models that have a crew
CAN use DF, therefore living and undead creatures
cannot use DF despite having a crew rating.
NOTE: the model(s) using DF effectively interrupt
the activation sequence of a fying model. DF is a
reactive action to a situation when a fying model is
within Range Band 1 of any enemy models when it
declares an attack of any kind. DF is not a proactive
use of weapons. A ship/model DOES NOT use DF
when it is activated in a Turn; it uses DF to react to
a threat.
Copyright Spartan Games (C) 2009
!" Ship/models involved in a Boarding Action
CANNOT use DF
!" A ship/model can only use DF ONCE per
Turn, even if it is presented with more than
one opportunity to do so
!" A ship/model that has ALREADY been
activated and ALREADY fred its main
weapons and is subsequently attacked by a
fying model gets NO DF fre
!" However, if a ship chooses to ONLY
fre HALF its AD when it is activated it
CAN fre DF at a fying model, but at
HALF DF
!" A ship/model that has not yet been activated
can either:
!" Fire with FULL DF, but with NO AD
when it is activated later in the Turn
!" Fire with HALF DF, and with HALF
AD when it is activated later in the
Turn
!" Fire with NO DF, but with FULL AD
when it is activated later in the Turn
!" You MAY use Linked Fire from multiple
models with Range Band 1 to try and fend off
a fying model. Use the normal Linked Fire
rules
!" Some fying models are ONLY ever hit on a
6 (natural or modifed), instead of the usual
5 or 6 for DF, and their STATISTIC card will
identify this
FIRING NORMAL WEAPONS AT A FLYING MODEL
As already stated other fying units will never block
LoS, they are all said to be at different heights. But
scenery that is between the fring model and the
target model DOES block line of sight, whether it is
a fyer fring at a non-fyer or a non-fyer fring at a
fyer. However, as soon as a fying model ends its
movement over a piece of scenery it can be targeted
by an enemy model upon its activation (see Diagram
3).
Conventional weapons, such as a ship's broadside
cannons and/or turrets CAN target a fying model, but
ONLY at Range Band 2 and beyond.
t will state on a model's STATISTIC card whether any
special rules apply to shooting at it using conventional
weapons. Under most circumstances you can ONLY
hit a fying model on a die (normal or modifed by a
card/magic) roll of 5 or 6. As is usual an unmodifed
die roll of 6 counts as 2 hits and a re-roll.
NOTE: Some fying models are ONLY ever hit on a
6 (natural or modifed), instead of the usual 5 or 6 for
AD, and their STATISTIC card will identify this
Specialist weapons such as Mortars, Magma
Cannons, Trebuchets and Plague Guns CANNOT
target fying units.
Ships may use the Linked Fire or SpIit Fire rule
against fying models.
DAMAGING OR KILLING A FLYING MODEL
When shooting at fying models with weaponry the
hits are added up and, just as you would any other
model, the Damage Rating (DR) and Critical Rating
(CR) are consulted.
n the event that this is a single model of a fyer you
would record the damage done to a model.
NOTE 1: The STATISTIC card of a fying model will
state whether or not you roll upon the Critical Hit
Table if the CR rating is matched or exceeded.
NOTE 2: Some Flying models/units will be composed
of more than one model a stand of 3 Dragon Lord
Nogdra dragons being a perfect example of this. With
these units the results of matching/exceeding the
DR and CR may result in one or more models being
removed. The STATISTIC cards for this model/unit
will explain the impact of recorded Hull Point losses.
The following should be adhered to:
!" f the DR is equalled then one point of damage
is done
!" f the DR is exceeded but the CR is not
reached, then one point of damage is done
!" f the CR is equalled you MAY roll on the Critical
Hit Table OR you may just do TWO points of
damage. Check the model's STATISTIC card
for more information
!" f the CR is doubled or tripled you MAY make
two or three rolls on the Critical Hit Table OR
you may simply do 4 or 6 points of damage
!" Once the CR is reached or exceeded, the
damage from equalling the DR is not added.
This is NOT a cumulative effect
FLYERS SHOOTING AT FLYERS
f a fying unit can draw a Line of Sight to another
fying unit it can fre any weapons that are in range
and the correct Arc of Fire. Use the normal rules and
hit on a 4, 5 or 6.
FLYERS SHOOTING AT LAND OR SEA MODELS
f a fying unit can draw a LoS to another model it can
fre any weapons that are in range and the correct
Arc of Fire. Use the normal rules and hit on a 4, 5 or
6. See a model's STATISTIC card for more details on
weaponry and how they operate.
Copyright Spartan Games (C) 2009
RAKING SHOTS
t is NOT POSSIBLE for a fying model to rake a non-
fying model. But IT IS possible for a fying model to
rake another fying model. Use the normal Raking
rules. Check the STATISTIC card of a model to see if
it can/cannot be raked.
NOTE: Normally you CANNOT rake a living creature,
such as an Elven Dragon or Dragon Lord Nogdra,
but such things as Airships CAN be raked by enemy
weapon fre.
RAMMING & BOARDING ACTIONS
Unless stated differently on a model's STATISTIC
card a fying model CAN ram or collide with another
fying model. Use all the normal rules for Ramming,
Colliding and Boarding.
NOTE: A fying model CANNOT ram a land or sea-
based model.
Some fying creatures may have an additional
attack when they hit another model. These attacks
will be stated on the STATISTIC card, and unless it
states differently, it is resolved AFTER ramming but
BEFORE any Boarding Action takes place.
NOTE: t is possible for fying models to approach
another model and engage in a Boarding Action.
This maneouvre DOES NOT result in a collision. t is
meant to simulate such things as ropes being dropped
from an airship or balloon and crew rappelling down
ropes to assault the enemy.
Example Text: An Elven War Dragon approaches
an Orc Cruiser and makes base contact. The Dragon
has NOT rammed or collided with the vessel. The
Dragon can now engage in a Boarding Action with
the Orc Cruiser using the normal rules for such an
action.
CAPTURING A FLYING MODEL
Sea or land models CANNOT capture a fying model.
A fying model that is a living or undead creature
CANNOT capture any other ship/model. n both
cases, the destruction or damage of a ship/model
can add to your Victory Points and you can therefore
take a record of its Points value for this purpose.
FLYING MODELS ATTACKING UNDERWATER
MODELS
A fying model can engage and attack diving models
ONLY if they are travelling on the surface of the
water. f a diving model is underwater it CANNOT be
engaged by a fying model. See a model's STATISTIC
card for any SpeciaI RuIes relating to this.
HOW FLYERS ARE AFFECTED BY EXPLOSIONS
f a model at sea/land level explodes (such as a
magazine explosion from a Critical Hit Table roll)
and a fying model is caught within the blast radius
it will only ever be affected by a maximum of HALF
DICE because it is one level above the explosion.
f a submerged diving model explodes, it has NO
EFFECT on a model that is fying.
WHERE DO YOU MEASURE FROM ON FLYING
MODELS
This may vary from model to model. But in general
you will measure from the centre of the fying stand
to a target model or from a fring model to any part of
the fying model, unless a model's STATISTIC card
specifes otherwise.
GAME CARDS
n regards to Game Cards, you can play most of them
on a fying model, as the term ship includes model.
There are some exceptions however:
You CANNOT use a Magic card on a living or
undead creature, but they are still affected by Magic
cards that are played against them
f a Game Card specifes playing the card on a
Capital ship, Battleship, Cruiser or Frigate, you can
ONLY play the card on the specifed type of model
Copyright Spartan Games (C) 2009
!"#$%&'(%"!)
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%9'6-3%(-3-2$-0
u8 6
C8 12
Move 8"
Pull olnLs 9
Crew olnLs 10
8am 8aung 8
"*+,-'.*+/' 0' 1' 2' 3
SLrbd 13 11 9 7
orL 13 11 9 7
lore 7 6 3 4
A - - - -
45/-6')78-9 Large
45:-;-+<'=-;>6*<-9 Large.
?7+/9 no - Lhls model @)'&%= aecLed by Lhe wlnd
4*,-'=5A-B9 when Lhls llagshlp uses a Maglc card LhaL
requlres Llne of SlghL (LoS), lLs LoS ls &%= blocked by
Crulsers, Medlum class models or anyLhlng smaller - buL
lL ls sull blocked by an lsland or landmass.
A uragon Lord llagshlp can use 2 Maglc cards when lL
ls acuvaLed, and an opponenL can %&(C use 1 CounLer
card Lo cancel %&D of Lhem. 1he cards are played and
resolved separaLely, so Lhe opponenL does &%= see boLh
cards and choose whlch Lo cancel.
Also, Lhls llagshlp can repalr 0 of lLs own EF on a roll of
G when lL ls acuvaLed. Powever, lL can %&(C repalr losL
EF, and lL H#&&%= repalr EF whlle lL ls lnvolved ln a
.5*B/7+,'#IJ5+.
@"%&'!?#"KD)'
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%9'6-3%(-3-2$-0
u8 6
C8 12
Move 6"
Pull olnLs 9
Crew olnLs 9
8am 8aung "-/ 10
"*+,-'.*+/' 0' 1' 2' 3
SLrbd 16 13 9 3
orL 16 13 9 3
lore 7 6 3 4
A 4 3 1 -
8ockeLs - 3 4 3
1urreL * 3 3 - -
45/-6')78-9 Large
45:-;-+<'=-;>6*<-9 Large
?7+/9 no - Lhls model @)'&%= aecLed by Lhe wlnd
L5B-'"5IM-<N9 Lhe 8ockeLs use Lhe wldLh of Lhls llagshlp
Lo deLermlne Llne of SlghL, ln Lhe same way as you
would for Lhe cannons LhaL use Lhe lore channel arc.
1hls llagshlp can use SpllL llre normally, and lL H#& use
Llnked llre wlLh Lhe 8ockeLs #&! Lhe lore cannons. lf
Lhe 8ockeLs cause #&C damage (rlng on Lhelr own and
when parL of Llnked llre), Lhe model LhaL suers Lhe
damage loses an addluonal Crew olnL.
!"#$%&'()"*+),
!"#$%&'%(#")#*++%#,-*+%."#%,+*%/012%",#%'*/%3'425#1*6%7*5+%
8-5)+209%:"6*-+;
Came Cards !"# be used wlLh 8ockeLs, because Lhey
are Lhe equlvalenL of a Cunnery Auack and use Lhe same
rules as a cannon ln a lore arc.
"$%&'(()*+ Lhe 1urreL has a 270 degree arc of re Lo Lhe
rear of Lhe model, exLendlng ln a plane aL rlghL angles
Lo Lhe llagshlp, measured from Lhe cenLre of Lhe 1urreL.
1he 1urreL !"# use ,-./)0%1-() wlLh 23&425 broadslde or
A arc, lL !"##6& use 789-*%1-() and ,-./)0%1-() aL Lhe
same ume.
65!%5"3:257%
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%9'6-3%(-3-2$-0
u8 6
C8 12
Move 6"
Pull olnLs 10
Crew olnLs 12
8am 8aung 5)0 10
5;.<)%=;.0% >% ?% @% A
SLrbd 6 3 - -
orL 6 3 - -
lore 16 14 9 6
A 6 3
lauorm * 8 6 - -
BC0)9%7-D)+ Large
BCE)F).*%&)F89;*)+ Large
G-.0+ ?es - Lhls model 37%aecLed by Lhe wlnd
H9;IC(F%!;..C.J+ Lhe Cannons use Lhe wldLh of Lhls
llagshlp Lo deLermlne Llne of SlghL, ln Lhe same way as
you would for Lhe cannons LhaL use Lhe lore channel arc.
1hls llagshlp !"# use ,-./)0%1-() wlLh Lhe cannons on
Lhe lauorm and Lhose ln Lhe lore arc, buL lf lL does
so roll >:K%=21652 rlng. lf you geL a 4 or more Lhe
llagshlp successfully uses ,-./)0%1-(). lf you geL a 3 or
less resolve Lhe ,-./)0%1-() aL Lhe same LargeL wlLh Lhe
": on Lhe lauorm reduced by 4",1 agaln - Lhe gunners
goL lL wrong baslcally!
lor example, an Crc llagshlp auempLs Lo use Llnked llre
aL 5;.<)%=;.0%>. lL rolls >:K and geLs a 2, whlch reecLs
Lhe gunners on Lhe lauorm falllng Lo hear Lhelr orders.
lnsLead of Llnklng llre wlLh >K%": plus A%":, Lhe llagshlp
uses ,-./)0%1-() wlLh >K%": plus ?%":.
3BH253",%4LB"#7
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%9'6-3%(-3-2$-0
u8 6
C8 11
Move Salls - 7" 65 SLeam - 3"
Pull olnLs 9
Crew olnLs 11
8am 8aung 9
5;.<)%=;.0% >% ?% @% A
SLrbd 13 12 10 3
orL 13 12 10 3
lore 7 6 3 -
A 4 3 1 -
BC0)9%7-D)+ Large
BCE)F).*%&)F89;*)+ Large
G-.0+ ?es and no. 1hls model can elLher use Salls 65
SLeam when lL ls acuvaLed. lf lL uses Salls lL 37%aecLed by
Lhe wlnd, lf lL uses SLeam lL ls #6& aecLed by Lhe wlnd.
H(-)J*%M';(*)(J+ Lhls llagshlp can use 2 Maglc cards
when lL ls acuvaLed, and an opponenL can 6#,N use
1 CounLer card Lo cancel 6#2 of Lhem. 1he cards are
played and resolved separaLely, so Lhe opponenL does
#6& see boLh cards and choose whlch Lo cancel.
Also, Lhls llagshlp can heal > of lLs own !H on a roll of AO
when lL ls acuvaLed. Powever, lL can 6#,N heal losL !H,
and lL !"##6& heal !H whlle lL ls lnvolved ln a =C;(0-.<%
"PQC..

&4"#35"7%2,R27
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%(-3-2$-0
u8 6
C8 12
Move 6"
Pull olnLs 9
Crew olnLs 9
8am 8aung 7
5;.<)%=;.0% >% ?% @% A
SLrbd 18 13 7 4
orL 18 13 7 4
lore 7 3 3 -
A - - - -
ul * 8 - - -
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
!"#$%&'()$* Large
!"+$,$-.&/$,0%1.$* Large
2(-#* no - Lhls model 3'&45/&aecLed by Lhe wlnd
6$7$-8(+$&9(:$* Lhls llagshlp can use lLs exLra orbs Lo
make an ;663/354;< uefenslve llre (69) auack agalnsL
ylng models uslng Lhe normal rules and uslng lLs 69&
= raung. lL >;445/ use Lhe 69 orbs Lo auack oLher
models (excepL dlvlng models as explalned below). 1hls
addluonal 69 raung 3'&45/ aecLed by damage Lo Lhe
hull or crew losses. 1he shlp '/3<< geLs lLs normal crew-
based 69 roll as per Lhe llylng 8ules, buL lL >;445/ Llnk
llre lLs 69 Crbs and lLs 69 wlLh >?.
1he llagshlp can also use 69 agalnsL a dlvlng model LhaL
Lrles Lo ram lL. lL !@'/ use '0%(.&9(:$ lf lL ls rammed by
more Lhan one dlvlng model - dlvlde evenly agalnsL
models and Lhen apply le over dlce Lo any model of
your chooslng. A llagshlp >;445/ use 69 re agalnsL
yers and dlvers ln Lhe same Lurn. 1he same rules apply
for 69, excepL LhaL oLher models >;445/ re aL Lhe
rammlng model. 1he llagshlp can 54<A re aL a dlvlng
model LhaL auempLs Lo ram lL, because lL ls a dlrecL
LhreaL.
45/B* 1he 69 re agalnsL underwaLer models comes
from Lhe Crbs only and 45/ Lhe crew.

'CD5@6&!;EB'
!"#$%#$%&'()%#*%+(',(-$$%.-/.0%1#*23%.-/.%4#33%5-%266-6%
78'*%(-3-2$-0
u8 6
C8 12
Move 6"
Pull olnLs 9
Crew olnLs 9
8am 8aung D$# 10
D1-F$&G1-#& H& I& J& K
SLrbd 13 12 8 4
orL 13 12 8 4
lore 8 7 6 3
A - - - -
1urreL 4 3 1
ul * 6 - - -
!"#$%&'()$* Large
!"+$,$-.&/$,0%1.$* Large
2(-#* no - Lhls model 3'&45/&aecLed by Lhe wlnd
?":.L'.1:M"1:#&/N::$.* Lhese 1urreLs have a 180 degree
arc of re Lo Lhe orL or SLarboard of Lhe model,
exLendlng ln a plane parallel Lo Lhe llagshlp, measured
from Lhe cenLre of Lhe 1urreL. 1he orL 1urreL >;4 Llnk
llre wlLh Lhe lore, orL or A arcs, whlle Lhe SLarboard
1urreL >;4 Llnk llre wlLh Lhe lore, SLarboard or A arcs.
1he orL and SLarboard 1urreLs >;445/ use SpllL llre
and Llnked llre aL Lhe same ume.
;O&/N::$.* Lhls 1urreL has a 270 degree arc of re Lo Lhe
rear of Lhe model, exLendlng ln a plane aL rlghL angles
Lo Lhe llagshlp, measured from Lhe cenLre of Lhe 1urreL.
1he 1urreL >;4 Llnk llre wlLh B3/CBD broadslde or A
arc, lL >;445/ use SpllL llre and Llnked llre aL Lhe same
ume.
>$-.:1%&/N::$.* Lhls 1urreL has a 360 degree arc of re
LhaL can 54<A be used for uefenslve llre agalnsL llylng
models wlLhln D1-F$&G1-#&H.
6$7$-8(+$&9(:$* Lhls llagshlp can use lLs CenLral 1urreL Lo
make an ;663/354;< uefenslve llre (69) auack agalnsL
ylng models uslng lLs 69&= raung and Lhe normal rules.
lL >;445/ use Lhe CenLral 1urreL Lo auack oLher models.
1hls addluonal 69 raung 3'&aecLed by damage Lo Lhe
hull or crew losses. 1he shlp '/3<< geLs lLs normal crew-
based 69 roll as per Lhe llylng 8ules, buL lL >;445/ Llnk
llre lLs 69 cenLral LurreL and lLs 69 wlLh >?.
'.$1,&G$%%"P8* When you lnluaLe a G"1:#(-F&;QR"-,
aer havlng performed a D1,&agalnsL a LargeL model,
Lhe shlp's SLeam 8ellows glve you an addluonal I&Melee
ulce (!6) durlng Lhe 93D'/&round of Lhe boardlng acuon.
45/B*&lf your shlp has noL performed a D1,, and has
lnsLead been rammed, and Lhen boarded, your sLeam
bellows glve 45&exLra !6.
EB4BD3>&9<;E'C3?&/;G<B
When you eld a llagshlp ln your eeL, roll H6S before
every game and refer Lo Lhe Lable below Lo see whaL
Speclal 8ule Lhe llagshlp has durlng Lhe game. 1hese
eecLs are cumulauve wlLh E1,$&>1:#8 LhaL aecL Lhe
Auack ulce (;6) and oLher raungs of a llagshlp (excepL
for SharpshooLers). 1hey are also cumulauve wlLh
rules LhaL wlll be ln Lhe upcomlng supplemenL for Lhe%
!"#$%&'()*+(%,.
H. 1hls llagshlp conLalns a large complemenL of Marlnes.
lf Lhls llagshlp ls lnvolved ln a G"1:#(-F&;QR"-, lL geLs an
addluonal I;6 added Lo Lhe shlp's Melee ulce.
I. 1hls llagshlp has an experlenced CapLaln. lL geLs an
addluonal H6S on a slngle 93D34E auack uslng Lhe Auack
ulce ln BTBDA Lurn. 1hls 65B'&45/ apply Lo ram/colllslon
;6 dlce.
J. 1hls llagshlp has been bullL by a masLer ShlpwrlghL.
lL can roll H6S&BTBDA ume LhaL Lhls llagshlp suers a
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
!"#"$% auack, and &'!(#' resolvlng Lhe damage. lf you
geL a 4, 3 or 6 reduce Lhe number of hlLs by ), whlch
mlghL save Lhe llagshlp from suerlng a crlucal hlL or
Laklng any damage.
*. 1hls llagshlp conLalns a squad of SharpshooLers. AL
any polnL durlng Lhe llagshlp's acuvauon, you can make
a sharpshooLer auack agalnsL any slngle non-submerged,
non-Submarlne model wlLhln #+,-./&+,0/). 8oll )12, lf
you geL a 4, 3 or 6 Lhe model LhaL ls red aL loses ) Crew
olnL. 1hls auack 34$$(5 be modled and you 1(/$(5
geL an exLra roll on a 6.
6. 1hls llagshlp has a more sLreamllned hull deslgn. lf Lhls
llagshlp 1('7/$(5 Lurn lLs MovemenL raung ls modled
by 8)9. lf Lhls llagshlp does Lurn, lL can use a MovemenL
1emplaLe LhaL ls one slze smaller.
2. 1hls llagshlp has an excellenL 1acuclan on board. ?ou
can modlfy your lnluauve roll by 8) (# :) aL Lhe sLarL of
';'#< Lurn, buL lf Lhe llagshlp ls desLroyed, capLured
or leaves Lhe Lable you lose Lhls bonus. lf you geL a
ue resulL, you can modlfy 4$< subsequenL roll. ?our
opponenL 34$$(5 use your Lacuclan should Lhe shlp
carrylng hlm be capLured.
WWW.SPARTANGAMES.CO.UK COPYRIGHT SPARTAN GAMES 2009
The Flagship rules are currently
being nalised and this document
is intended to give you a avour
for how the new ships will operate
within your Uncharted Seas eets.
We will release a locked down and
nished version of this document
in time for the ofcial launch of the
ships in October 2009.
The rst pack of Sea Monsters we have made available
feature three deadly foes from the murky waters of The
Uncharted Seas: Octopoda, Kroken and Naitaka.
Each turn in a game that calls for sea monsters to be used,
either Scenario driven, or where both players agree to use the
models to spice things up, the winner of the initiative dice roll
will roll another D6. Consult below:
1 to 4 - Nothing happens
5 - A Monster arrives on the table edge and the winner of
the initiative roll decides how to move the model towards the
nearest ship
6 - A Monster is placed anywhere on the gaming table by the
winner of the initiative roll. You will then deviate the position of
the monster by 2D6 using the random template we provided
in the core rule book.
NOTE: Monster can never go off the table edge, so in the case
of a random roll taking the model off the tabletop simple place
it where it exited the table.
Determine which of the monsters is placed by rolling a second
D6:
1-2 Octopoda
3-4 Kroken
5-6 Naitaka
As soon as the monster is placed on the tabletop it moves
BEFORE any other squadrons. Sea monsters must move
towards the nearest target and when they arrive on the
tabletop they will be submerged. If a monster comes into
contact with a vessel it will attack immediately and ALL
combat is then resolved. You will notice that the monsters have
a second blue movement rating which represents the speed of
the creature when submerged.
A submerged Sea Monster can only be hit by a roll of 6. All AD
dice are calculated as per normal, but remember that hits will
only count if a 6 is made. The normal rules for 6s counting as 2
and being re-rolled apply.
When a Sea Monster rises above the surface for an attack
it can then be hit on a roll of 5 or 6. Any Critical Hits from
shooting at Sea monsters will result in 2 hull (Life) points being
lost. Sea monsters are killed if their Hull (Life) or Crew ratings
are reduced to 0.
!"#$%&'!(")!
!"#$"%&'()*%$'"
!"#!$%#&$'"()#*+,%&
THE SHROUD MAGES
The Shroud Mages are an old and wily order of
magic users, whose practices are a mixture of
priestly ritual and the control of elemental energies.
They can command the basic elements of air, earth,
fre and water, but their true skill is in manipulating
the elements of light and darkness. The Shroud
Mages have become masters of shadow, being able
to darken clear skies and befuddle the senses of
onlookers.
They were once a respected order, whose mages
wandered from stronghold to township to rural
village, bringing rain when it was needed for crops, or
strengthening the shafts of a mine. They assisted all
dwarves when they were called upon, until the time
of the ShandeIfan Kingdoms. When the great dwarf
empire was at its highest the Shroud Mages began
to assemble their order in the cities. At frst it was to
share their skills and knowledge, but as time passed
their interests became more insular and they rarely
assisted their neighbours, unless their neighbour
happened to be a powerful king.
t was at this time that the Shroud Mages concentrated
their research into the discovery of the nature of
darkness and shadow, and its connection to the raw
power of magic. t is rumoured that their skills grew
till they were able to disappear at will, to travel from
shadow to shadow, and spy on their enemies without
the risk of discovery. They soon became popular with
kings and elders alike, so that they became wealthy,
but were also feared and despised for their infuence.
At the height of the glory of the ShandeIfan Kingdoms,
the Shroud Mages offered their assistance to the
Council of Elders. This council was made up of
the most respected artisans and craftsmen of the
dwarves, including many of their Anvil Elders and
Forge Masters. These dwarves were known as the
Magus, and had much infuence, as they acted as
arbitrators in disputes between dwarf factions.
The Shroud Mages sought to share knowledge with
the Magus, even though very few of them were
sorcerers or wizards. The true power of the Magus
lay in their development of steam power, though
they were diffcult to deal with, as they had the high
standards of scholars and the arrogance common to
Copyright Spartan Games (C) 2009
Copyright Spartan Games (C) 2009
dwarven engineers. The Shroud Mages had strong
beliefs in dwarven superiority, whether it was the
crafts or their culture in general, so the two groups
were on good terms, for a while.
THE GREAT EXPERIMENT
t was at this time that the Magus grew tired of the
constant bickering and in fghting of their kin, and
the occasional violent blood feud. They vowed
to leave the ShandeIfan Kingdoms, and travel
to a place free of dwarves with short tempers and
limited imaginations. They offered to take the Shroud
Mages, most of whom accepted, and sailed east into
the Broken Seas.
The Magus travelled east into the Uncharted Seas,
sailing through the Voskian Strait and the Strait of
Usank. They settled at Farl in the Voskian Wastes
and built a large settlement, after which they began
to make further researches into undersea steam
power. With the assistance of the Shroud Mages
under the leadership of Asser Moriarnus, they saw
off occasional raids by the Northern Vosk, but were
badly defeated by a Dragon Lord feet near Helg.
t was then that Moriarnus made a decision that was
to forever change impact the future of his people: he
would sue for peace and sign a pact with the Dragon
Lords. But this did not sit well with the Magus who,
having turned their backs on their own dwearf kin,
now decided that the Shroud Mages had gone too
far and had lost their honour. Bickering erupted and
some bloody skirmishes took place. The Magus had
quickly grown to despise the Dragon Lords, and
abandoned their former allies, vowing to never sit at
a table of peace with them again.
The Shroud Mages were left with a feet of fully
functional steam ships, and luckily had learnt enough
of their operation that they felt confdent of taking
them to sea. There were also plenty of dwarves
who were not willing to follow the Magus, and were
available to maintain the ships.
The Shroud Mages had seen this journey into
unknown territory as an opportunity to carve out their
own empire, and had hoped that the Magus shared
their vision. nstead, the Magus had left them with
their steam ships and disappeared, so Moriarnus led
his followers south. The dwarves were sick of raids
by the Vosk, and even more tired of the cold northern
climate. They searched for a region with bountiful
crops and the locals to harvest it for them, a quiet
place where they could further master the elements,
and prove the supremacy of dwarf kind over their
enemies.
THE JOURNEY SOUTH
The Shroud Mages attempted to make a landing
on Vyrdam, but they were chased off by Kindrake
troops from Dawn City. They sailed south and then
west, around the southern tip of Principia, where the
dwarves encountered a small Bone Griffon feet and
destroyed it. They had no idea of the danger their feet
was in, sailing so close to the Shifting Shores, when
half of their ships had no real offensive capability.
t was a couple of days later that they encountered
another Bone Griffon feet, this one was larger but
their ship captains made an aggressive attack to keep
the undead galleys from threatening their transport
ships. The Shroud Mages discovered that the feet
had been in the process of surrounding a Dragon
Lord feet, whose ships they had not yet sighted.
After the Bone Griffons were destroyed, the Dragon
Lords and the Shroud Mages stood off at a distance,
suspicious of each others intentions.
As dusk approached the two forces entered into
discussions. Both sides wanted to sound out the
other, and the Dragon Lords in particular wanted to
discover the intentions and ideology of the other side.
The Dragon Lord feet commander was Marander
Keryn of House Melkharn, who saw a possible ally
in the Shroud Mages, so he told them of fairly safe
anchorages among the Thousand slands. He even
encouraged them to settle there and send envoys to
Kalath on Mysonnia.
Moriarnus was initially suspicious of this offer, but
during discussions over the next couple of days he
discovered that the Thousand slands were full of
bandits opposed to Dragon Lord rule. Once this was
explained he fully understood the reasoning behind
the offer, and agreed to it. He was able to convince
his followers that the Dragon Lords were a people
worth having as allies, as they were strong, proud,
and valued the support of vassals trusted with a
degree of independence.
The Shroud Mages settled in the Thousand slands
and developed friendly relations with the Dragon
Lords, until a couple hundred years ago when they
were given effective rulership of Mysonnia as a
token of their patronage. By this time Moriarnus had
become an ambassador for the Shroud Mages in
Principia, where he negotiated with representatives
of the House Cadres, and even boasted of having
long discussions with Great Lord Thulen Hallur of
House Morgloth.
The Dragon Lords still hold a military seaport on
Mysonnia however, 'for supporting Shroud Mage
endeavours', and have envoys in the cities of Kalath
and Jerbourg. They do not interfere with the day to
day operations of the dwarves, so long as they seek
out bandit feets and collect taxes from the Kreel, and
ensure the safe passage of Dragon Lord shipping
near their shores. The Dragon Lords call the dwarves
of Mysonnia The Dark Ones, because of their
mastery of light and shadow.
POLITICS AND SUBTERFUGE
The Dragon Lords are fond of the Dark Ones
because some of them mimic the dress and protocol
of the four Houses. Asser Moriarnus in particular was
known for his respect of Dragon Lord traditions, as
he assembled his followers into House Moriarnus
before he died, and created the council that rules
Mysonnia, the Cabal. The Cabal determines Shroud
Mage policies and negotiates with the Dragon Lords
on behalf of their kin, but has limited authority over
individual Shroud Mage captains.
The Shroud Mages fght the Thousand Bandits on a
regular basis, but also have allies among them. The
Cabal appreciates the value of having allies in the
camp of their enemies, from whom they can gather
intelligence and encourage to speak up against the
decrees of the Bandit King, Drath the Toothless.
Most of these allies are expendable, as the Cabal
will dispense with them as soon as their masters the
Dragon Lords demand that they do so.
Shroud Mage feets are beginning to have skirmishes
with the orc warships sailing from the Darnak Cluster,
but leave the responsibility of fghting the war feets
of The Kingdom to the Dragon Lord feets that
patrol between Vyrdam and the Thousand slands.
The Cabal has considered paying the orcs to do
their bidding, to divide the orc tribes and disrupt the
activities of the Bandits.
The Shroud Mages have begun to seek out Kullorian
shipping, as the Cabal aims to make trade very
diffcult for the followers of King Ringvald. The Cabal,
like the Dragon Lords, recognise the dwarves of
Karneia as the foundation of the OId WorId invasion
of the region. The Shroud Mages also harbour a
ferce hatred of their OId WorId kin, because they
have been in contact with the Shroud Mages in
Delfdran and are aware of the oppression that the
Shroud Mages in the OId WorId have suffered.
After the Magus and Shroud Mages had left the OId
WorId, the dwarves of the ShandeIfan Kingdoms
were in disarray. n the midst of this period of internal
strife, their greatest artisans and craftsmen had
deserted them, for which they blamed sorcerers and
wizards for leading them away. n particular the dwarf
kings persecuted the Shroud Mages, pushing their
order underground, and established the mistrust of
magic that many dwarves are known for.
This insult against their craft has only spurred the
Shroud Mages on to increase their powers, and if
possible conspire against the kingdoms of Kulloria,
Venvalder and Delfdran. This is a goal that the
Dragon Lords support, and is much talked over in
the halls of the four Houses. The Great Lords have
even discussed the possibility of all out war against
the OId WorId.
Shroud Mage envoys have sworn to destroy the
enemies of the Dragon Lords, but behind this oath
is another, selfsh motive. The Cabal is lobbying for
access to the Morgloth province of Ossiria, so that
the scholars of the Cabal can witness the glory of the
Dark Serpents. The Shroud Mages are interested in
the dragons for their blind sight, their ability to see the
vortex of magical energy. They realise that Dragon
Lord mages also have the power to see the ebb and
fow of magic, but suspect that the Dark Serpents
use this power to not only fy, but teleport between
locations and even realms of existence.
t is partly the infuence of Asser Moriarnus that has led
to these negotiations, as he saw the potential benefts
for the Shroud Mages of access to Ossiria. This was
not just in regards to research, but in harvesting the
Shadow Coil fungus which is used to create the living
ships of the Dragon Lords. The Morgloth are ruthless
in their guardianship of the Dark Serpents and the
Copyright Spartan Games (C) 2009
Copyright Spartan Games (C) 2009
Shadow Coil, but the Cabal has gained enough
trust for diplomatic contact between Mysonnia and
Ganesh. There is even a black market in operation
supplying limited amounts of Shadow Coil to the
Shroud Mages, which they use as hallucinogenic,
allowing them to see into the magical vortex.
LORDS OF MYSONNIA
Mysonnia is a fertile province with extensive
plantations, and large herds of livestock. ts terrain is a
mixture of hilly terrain and lowlands, with deep woods
providing good hunting. The Shroud Mages do not
involve themselves in the pursuits of agriculture and
animal husbandry however. That is all dealt with for
them by the Saahdas, the peasant class of Dragon
Lord society, which is made up of humans and Kreel.
The Shroud Mage feets are made up of steam
ships of a design radically different to that of the
Kullorian dwarves. Their engines pass superheated
air down massive pipes into the water to propel their
ships forward, and include magical devices that
increase the power of the engines and the effect of
its propellant on the waters. The Shroud Mages use
their mastery over the elements to assist their feets,
making ships hard to see in foul weather, and giving
them a supernatural advantage over their enemies
at night. t is even rumoured that storms are at their
beck and call.
Ships from Mysonnia are mainly coloured purple or
dark shades of red, with the dull steel or tarnished
brass of their pipework providing a contrast. The
Shroud Mages favour astronomical symbols as well
as stylised representations of the six elements of
air, earth, fre, water, light and dark. Every leading
Shroud Mage has his own heraldry that is used by
his followers, but every ship is also marked with the
black sun of House Moriarnus. They have enough
skilled artisans to keep the feet in running order, but
do not currently have the resources for a major ship
building programme.
So far we have useed Roger Dixon's painted feets to
enrich our background documents. His Shroud Mage
and Bone Griffon feets were not fnished as these
docs rolled out. But we'll add his pics soon!
!"#$%&'(#!%"
!"#$ %"&'()$ *+,#-$ +&#$ +.$ '/)$ +.)$ 01/2$ '&)#&$ '3$ 4+,15$ (-#&-6$
whose pracuces are a mlxLure of prlesLly rlLual and Lhe conLrol
of elemenLal energles. 1hey can command Lhe baslc elemenLs
of alr, earLh, re and waLer, buL Lhelr Lrue sklll ls ln manlpulaung
Lhe elemenLs of llghL and darkness. 1he )*+,-./ 01234$ "+7#$
become masLers of shadow, belng able Lo darken clear skles and
befuddle Lhe senses of onlookers.
When Lhe !"#$%&'()&spllL Lhe uwarven world ln Lwo Lhe arusans
of maglc, known as Lhe )*+,-./01234, or uark Cnes, enllsLed
Lhe ald of Lhe Magus, a powerful facuon wlLhln Lhe uwarf
klngdom, Lo ald ln Lhelr exodus. 1he Magus were masLers of
sLeam and Lhey seL abouL bulldlng glanL sLeam powered vessels
Lo LransporL Lhelr new allles. Leavlng Lhe Shandelfan klngdom,
home of Lhe uwarven people, was noL hard for Lhe Magus who
had grew ured of Lhe consLanL blckerlng and ln ghung of Lhelr
kln.
WlLh Lhelr mlghLy eeL assembled Lhe Magus Lravelled wesL
lnLo Lhe '56*1+73./)314, salllng Lhrough Lhe vosklan SLralL and
Lhe SLralL of usank. Lhey evenLually seuled aL larl ln Lhe vosklan
WasLes and bullL a large seulemenL. WlLh Lhe asslsLance of Lhe
)*+,-./ 01234, who were now under Lhe leadershlp of Asser
Morlarnus, Lhey saw o occaslonal ralds by Lhe norLhern vosk,
buL were badly defeaLed by a uragon Lord eeL near Pelg,
where a large naval baule Look place.
lL was Lhen LhaL Morlarnus sued for peace and slgned a pacL wlLh
Lhe uragon Lords. 8uL Lhls dld noL slL well wlLh Lhe Magus who,
havlng Lurned Lhelr backs on Lhelr own kln, now declded LhaL
Lhe )*+,-./01234 had gone Loo far and had losL Lhelr honour.
8lckerlng erupLed and some bloody sklrmlshes Look place. 1he
Magus desplsed Lhe uragon Lords, and le Lhelr former allles,
vowlng Lo never slL aL a Lable of peace wlLh Lhem agaln.
8/98(:9%";/%</!$%"
1he glanL sLeam powered shlps Lhe Magus bullL for Lhe )*+,-./
01234 are, ln comparlson Lo Lhe mlghLy shlps of Lhe lron
uwarves, crude ln Lhelr deslgn, buL Lhey are bullL for war and
armoured Lo Lhe gunnels.
Powever, where a )*+,-./01234 eeL Lruly comes lnLo lLs own
ls wlLh Lhe merglng of dark maglc wlLh Lhe lron ore backbone of
lLs masslve shlps.$1here ls several shlp Lypes already dened for
Lhls race, lncludlng:
!"#$%&'()&"*+,--".,/+)-012
!"3%,+4)&"*+,--"*&'1-)&
!"5'&4)&"*+,--"6&17,%)
!"89&:)$%)&"*+,--";),<="*&'1-)&">
!"#$<,()&"*+,--"3'?:)&-1?+)"">
8$!"#$%"&'(')$*"+'(,(-+(.+"'(&'(#'/012(*"'%$'%3"'4$2"'5%(2%"2'
*$+,#-"./01
1hese vessels form Lhe core of Lhe naval oerlng for Lhls race,
buL as wlLh all races Lhe shlp opuons wlll be expanded upon on
a rolllng basls.
38@AB@CB"65DD8"*EFGE3#8#EA
1he normal bulldlng block of a naval formauon ls Lhe 8aulegroup
and a sLandard )*+,-./01234 oerlng conslsLs of:
1 x lnLruder Class 8auleshlp
3 x SLalker Class Crulser
6 x Lurker Class lrlgaLe (Cenerally spllL lnLo =$ -9(+)&'.-$ '3$ >$
-"1:-$#+5";
Cn Lhe reverse of each shlp card we have provlded you wlll see
LhaL Lhere are mlnlmums and maxlmums for how many shlps
can form a squadron. ln Lhe case of Lhe )*+,-./ 01234 Lhls
sLrucLure ls as follows:
3012"*+,--" " F1$" F,H" G91$%-"
lrlgaLe 3 4 30
Crulser 2 3 33
8auleshlp 1 1 110
Lach shlp has a lleeL olnL value and Lhls ls Lhe number used
Lo calculaLe how many shlps can be deployed on a LableLop for
a game. 1he aforemenuoned 30&9'("F,7)".,/+)7&9'2$0'(/)$
cosL a player ?@@/lleeL olnLs and ls calculaLed as follows:
AAB olnLs for Lhe 8auleshlp
@@ olnLs per Crulser
>B olnL per lrlgaLe
ulerenL scenarlos wlll allow players Lo consLrucL Lhelr eeLs
ln varlous ways, wlLh some forclng a player Lo have a pre-seL
number of shlps and classes, wlLh oLhers slmply allowlng a
player Lo buy shlps based on a xed polnL value. Someumes a
scenarlo may call for a force of shlps Lo break Lhe normal '2/+"&<$
of a eeL composluon.
?ou can download our laLesL lleeL Composluon documenL
from our webslLe aL IIIJ-2,&%,$7,:)-JK9J'4. 1hls documenL
changes as new models are released and as such havlng lL as
ul download makes sense for conslsLency.
8@*8#*3"E6"8;D"3;CELB
lL ls falr Lo say LhaL )*+,-./ 01234 are a cauuous race, always
eager Lo hold Lhelr shlps back and use Lhe power (long range)
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'+,$&-3#7&&+#(-//&34#-+3#$%&+#7!-(3&34#0!*(#,$&-/#
7&88!@,#)'9&#78#&P$(-#2.1
Shroud Mages Airship (40 pts.)
Attack dice
Band 1 2 3 4
Port 6 0 0 0 Only at airborne targets
Starboard 6 0 0 0 Only at airborne targets
Turret 4 2 1 0 Surface or airborne targets (forward firing
arc only)
Bombs End move above one target. Bombs hit with (1d3 X !
targets hull points) attack dice.
Uses medium turning circle.
No Ramming or Boarding Actions may be performed by or against
model.
Movement: 9
Hull points: 2
Crew points: 2
Ram Rating: 0
3
Damage
Rating
5
Critical
Rating

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