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How To Add Some Spice To The Uncharted Seas Models

MODEL ASSIGNED RULES


A Model Assigned Rule (MAR) represents the inherent qualities found in some vessels, the increased ability of certain crew or the additional effectiveness of one weapon over another. The Statistic Card of a model will specify any MAR that apply to a model. AIR HUNTER (weapon) This weapon receives a +1 to hit modifier on its Attack Dice (AD) rolls against Flying models. If NO weapon is listed, the Air Hunter MAR is applied to ALL weapons on the model. ARCANE AMPLIFIER Magic Cards cast from this model are only Countered (using a Counter Spell card) on a roll of 3+, and receive a +1 modifier to any effect rolls. As long as at least one friendly model with the Arcane Amplifier MAR is still in play, Magic Turn Cards are only Countered on a roll of 3+. ARCANE BLAST This model can make a Magical Attack on a non-Submerged enemy model within Range Band 1 and in Line of Sight. Roll 1D6, on a 5 or 6 the targeted model loses 1 Hull Point. The Arcane Blast MAR CAN be Countered (using a Counter Spell card) as if it were a Magic card. ARMOURED BELLY This model receives +1 to its Critical Rating (CR) against any Attack made from a non-Flying model in Range Band 1 or 2. ARMOURED FORECASTLE When a Boarding Action is initiated AGAINST this model, this model takes two less Crew Point (CP) casualties than the number of Melee Dice (MD) hits rolled against it in the FIRST round of the Boarding Action. BLINDING FLASH When a Boarding Action is initiated BY this model, the Crew Points (CP) of this model receive a +1 to hit modifier on their Melee Dice (MD) rolls and the Crew Points of the opposing model suffer a -2 to hit modifier on their Melee Dice rolls, in the first round of the Boarding Action. If a Boarding Action is initiated AGAINST this model, this model can attempt to use the Blinding Flash MAR by rolling 1D6. On a 4, 5 or 6 it succeeds. BOARDING HOOKS A model with the Boarding Hooks MAR CANNOT Board other models using the normal Boarding Rules. Instead, the model is moved into contact with the target without causing a Ram/ Collision. If the model moved MORE than HALF of its Move, it may only then initiate a Boarding Action on a D6 roll of 4+, otherwise it may only initiate a Boarding Action on a D6 roll of 3+. If this model attempts to Board, it CANNOT make Weaponry Attacks, whether the attempt is successful or not, and the attempt counts as an Attack for Defensive Fire purposes. BULLDOZE If a model with the Bulldoze MAR performs a Ram, it can continue its Move AFTER the initial contact has been made (reducing its remaining Move by HALF if the target model is a larger Size Class). If this model continues its Move, it must be in a straight line, and the target model must maintain the orientation it had when the initial contact was made. If the target model contacts a model or Terrain while being Bulldozed, it will result in a new Collision, between the target model and whatever it contacted. Any new Collision uses the initial Hull Point (HP) value of the model using the Bulldoze MAR. If the target model is Destroyed by the Ram of a model with the Bulldoze MAR, it is NOT removed from the Game Board until AFTER any remaining Move is made by the model with the Bulldoze MAR. A model with the Bulldoze MAR can move 1 directly backward AFTER a Ram, to prevent a Boarding Action. A model with the Bulldoze MAR CANNOT fire its weapons after performing a Ram. BURNING OIL If a weapon on this model equals, or exceeds, the Defensive Rating (DR) of a target within 4 of this model, the target model also receives 1 Fire Marker. If a weapon on this model equals, or exceeds, the Critical Rating (CR) of a target within 4 of this model, the target model receives 2 Fire Markers, instead. The Burning Oil MAR CANNOT be used with Defensive Fire (DF). COORDINATED ASSAULT If two or more models from the same Squadron, that all have the Coordinated Assault MAR, initiate a Boarding Assault against the same target model, the models with the Coordinated Assault MAR receive a +1 to hit modifier on their Melee Dice (MD) rolls. CRACK MARINES Each Crew Point on this model generates TWO Melee Dice (MD) in a Boarding Action. When Using Defensive Fire, a model with this rule may either: Use 2 AD of Defensive Fire for each Crew Point and NOT make Weaponry Attacks this Turn. Use 1 AD of Defensive Fire for each Crew Point and make Weaponry Attacks with FULL available AD this Turn.

MODEL ASSIGNED RULES

CUMBERSOME FLIER Weaponry Attacks made by non-Flying models against this model hit on a 4+. DARKNESS CLOUD (value) If, after completing their Move, TWO models, from the same Squadron, with the Darkness Cloud MAR are within 12 of each other, a Darkness Cloud can be summoned. A Darkness Cloud uses the Large Round Template; the centre of which MUST be placed directly between the two models that have summoned it. ANY model with their centre beneath the Darkness Cloud may be targeted by a Darkness Cloud Attack. The Darkness Cloud Value is the TOTAL amount of Attack Dice (AD) available to a single Darkness Cloud in any ONE Activation.

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Darkness Cloud Attacks ignore the Defensive Rating (DR) and Critical Rating (CR) of the target model, instead the target model loses 1 Crew Point for each 4, 5 or 6 rolled on the Attack Dice (AD). Darkness Cloud Attacks DO NOT affect Diving models, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage and CANNOT use Linked Fire. Games Cards CANNOT be played on Attacks made by a Darkness Cloud. The Darkness Cloud MAR CANNOT be dispelled with a Counter Spell card. DEATH SHRIEK If this model does not Attack this Activation, it may use the Death Shriek MAR. The Death Shriek MAR affects Tiny, Small and Medium models within Range Band 1 that are NOT Undead, Submerged or a Submarine. Affected models must roll 1D6; a Tiny or Small model passes on a roll of 4+, a Medium model passes on a 3+. If a model FAILS the Death Shriek roll it suffers a -1 to hit modifier on all Attack Dice (AD), Defensive Fire (DF), and Melee Dice (MD) rolls until the end of their next Activation. A model can ONLY be affected by Death Shriek once per Turn. Death Shriek is not an Attack and DOES NOT trigger Defensive Fire, but it does leave this model open to Active Turn Defensive Fire until its next Activation. DRACONIC BLESSING Raging Fire repair rolls for this model succeed on a roll of 1-4. ELITE CREW This model receives a +1 to hit modifier on its Melee Dice (MD) and Defensive Fire (DF) rolls. EXPERIENCED ENGINEERS Repair options for this model are successful on a roll of 1-4. FLAME WEAPON (weapon) If the number of hits from an Attack, that includes at least one weapon with the Flame Weapon MAR equals, or exceeds, the Defensive Rating (DR) of its target, the target model also receives 1 Fire Marker. If the Attack equals, or exceeds, the Critical Rating (CR) of a target, the target model receives 2 Fire Markers, instead. If NO weapon is listed, the Flame Weapon MAR is applied to ALL weapons on the model. FLAMMABLE GASES If this model has one or more Fire Markers on it when it is Destroyed, it will explode, as per a Magazine Explosion on the Critical Hit Table. FREE FLOATING If this model is reduced to 0 Crew Points and is not Tethered to land or Attached to another model, this model will Drift with the wind direction. If this model is Drifting in this manner, it will do so at its maximum Move until it reaches a Game Board edge, at which point it is removed from the Game Board. HARD IMPACT (weapon) If the number of hits from this weapon equals or exceeds the Damage Rating (DR) of a target that is a smaller Size Class than this model, the target is knocked back directly away from the source of the Attack. The target is knocked back 1 if it is one Size

Class smaller than this model, or 2 if it is two or more Size Classes smaller. This may cause a Collision to occur. If the target model CANNOT move back the full distance, it still causes Collision damage as if it were a new contact. If NO weapon is listed, the Hard Impact MAR is applied to ALL weapons on the model. HARPOON WEAPON (weapon) A weapon with the Harpoon Weapon MAR has a Harpoon with a 270 degree Arc of Fire, which can target models in Range Band 1 or 2. Roll 3 Attack Dice (AD) against the target model, if 2 or more hits are scored, the target model has been Harpooned. A model that has Harpooned another model, may Drag it once per Activation. Massive or Large Class models are Dragged up to 2, Medium models up to 4 and Small or Tiny models up to 8. A Drag must be in a straight line, directly towards the model with the Harpoon. If contact is made between the Harpooned model and the model with the Harpoon, no Collision occurs but a Boarding Action is initiated by the model with the Harpoon. If the Harpooned model makes contact with another model or Terrain during a Drag, it will result in a Collision. During its Activation a Harpooned model may make ONE attempt to free itself from the Harpoon Weapon. Roll 1D6: A Massive Class model will free itself on a 3, 4, 5 or 6. A Large Class model will free itself on a 4, 5 or 6. A Medium Class model will free itself on a 5 or 6. A Small or Tiny model will free itself on 6.

A Harpooned model that does not free itself CANNOT finish its Move further away from the model with the Harpoon Weapon MAR than it was at the beginning of its Activation. Targeting a different model with the weapon with the Harpoon Weapon MAR will release any previously Harpooned target. A Harpoon CANNOT use Linked Fire or Split Fire and CANNOT target a model that is currently involved in a Boarding Action. NOTE: Some weapons have an Attack Dice rating in addition to the effect of the Harpoon Weapon MAR. HULL BREAKER If this model performs a Ram and equals, or exceeds, the Damage Rating (DR) of its target, the target loses 1 Hull Point (HP) and gains 1 Holed Below Marker. If this model performs a Ram and equals, or exceeds, the Critical Rating (CR) of its target, the target loses 2 Hull Points and gains 2 Holed Below Markers. If the Ram equals, or exceeds, DOUBLE the Critical Rating of the target, the target loses 3 Hull Points and gains 3 Holed Below Markers, and so on.

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

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. The Lightning Generator DOES NOT cause Hull Point (HP) damage. Lightning Generator Attacks are measured from the centre of the model making the Attack. Lightning Generator Attacks DO NOT affect Flying models or Submerged Submarines, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage, CANNOT use Linked Fire and CANNOT use Split Fire. Games Cards CANNOT be played on Attacks made by a Lightning Generator. Models with the Lightning Generator MAR CANNOT be deployed in a Squadron with models that DO NOT have the Lightning Generator MAR. Attacks by a Lightning Generator IGNORE Line of Sight the power from the Orb arcs over, around or under models/ scenery.

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 LOS 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.

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

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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. REANIMATOR ONCE per Turn a model with the Reanimator MAR can select a model within Range Band 1, that has lost Crew Points (CP), and attempt to Reanimate the lost Crew. Roll 1D6 for each Crew Point that has been lost, on a 5 or 6 the Crew Point is placed back on the model. The Reanimator MAR CANNOT be used on a model that is involved in a Boarding Action or on a Creature. ONLY the Crews of Non-Living models can be Reanimated. The Reanimator MAR may only be used on any ONE model ONCE per game.

SIEGE BREAKER This model gains a +1 to hit modifier to its Melee Dice rolls during the first round of a Boarding Action against a model of a larger Size Class. SPOTTER Once per Activation, this model may attempt to use the Spotter MAR against a target model in Range Band 1 or 2. Roll a D6, on a 3, 4, 5 or 6 all Weaponry Attacks against the target gain a +1 to hit modifier on their Attack Dice (AD) rolls for the rest of the Turn. Multiple instances of the Spotter MAR do not give a cumulative bonus. STEALTH Attacks against this model receive a -1 to hit modifier on their Attack Dice (AD). STEAM BELLOWS (value) If this model performs a Ram and initiates a Boarding Action, it gains its Steam Bellows Value as additional Melee Dice (MD) during the FIRST round of the Boarding Action. STEAM BURST At the start of this models Squadron Activation, roll 1D6. On a 5 or 6 the models Move is increased by 2. If this model is part of a Squadron, the Squadron only rolls once, and applies the result to ALL models in the Squadron with the Steam Burst MAR. STREAMLINED HULL If this model does not make any turns during the Movement Phase of its Squadron Activation, its Move is increased by 1. TETHER This model can Drop Anchor over land and become Tethered. TOUGH CREW If this model is involved in a Boarding Action, opposing models suffer a -1 to hit modifier on their Melee Dice (MD) when targeting the Crew Points (CP) of this model. TOWERING This model can target Flying models in Range Band 1 with Weaponry Attacks. Additionally, Line of Sight to and from a model with the Towering MAR is only Obstructed by other models with the Towering MAR. TROLL ROCK THROWERS Troll Rock Throwers are a weapon with a 360 degree Arc of Fire measured from the CENTRE of the model. Troll Rock Throwers CANNOT target Flying or Submerged models, DO NOT lose Attack Dice (AD) from Hull Point (HP) damage, CANNOT use Linked Fire and CANNOT make Stern Rakes. Only Game Cards with the Creature symbol can be played on Attacks made by a Troll Rock Thrower. When a model with the Troll Rock Throwers MAR is reduced to below HALF of its initial Hull Points, one of the Troll Rock Throwers is lost. UNDERWATER HUNTER (weapon) This weapon receives a +1 to hit modifier on Attack Dice (AD) rolls against Diving models. If NO weapon is listed, the Underwater Hunter MAR is applied to ALL weapons on the model.

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

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WIZARDRY When this models Squadron has completed its Move, a model with the Wizardry MAR can perform ONE of the following Magical Actions: Chill Wind - The Attack Dice (AD) of ALL Attacks including Defensive Fire (DF), originating within 8 of this model and within its Aft 180 degree Arc of Fire are reduced by HALF, until this models NEXT Activation. Water of Life - Heal ONE lost Crew Point (CP) to ALL friendly models within 8, including this model.

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

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