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v3.5
Jan 2016

Game: MAN O’ WAR


Publisher: Games Workshop (1993)

Shipcards:
Page 1-2: IMPERIAL
Page 3: BRETONNIAN
Page 4: NORSE
Page 5-6: DWARF
Page 7-8: ELF
Page 9: ORC
Page 10: DARK ELF
Page 11-12: CHAOS DWARF
Page 13: SKAVEN
Page 14: SHORE FORT
Page 15: KHORNE
Page 16-17: SLAANESH
Page 18: TZEENTCH
Page 19: NURGLE
Page 20: CHAOS UNDIVIDED
Page 21-22: UNDEAD
Page 23: MONSTERS

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
IMPERIAL MAN O'WAR MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE

GREATSHIP SAIL 6" WARGALLEY SAIL 6"


WIND BEHIND 9"
WARGALLEY SAIL 6"
WIND BEHIND 9"
WARGALLEY SAIL 6"
WIND BEHIND 9"
CREW CREW CREW CREW
WIND BEHIND 9" OARS 4" OARS 4" OARS 4"
NO TURNS 6" NO TURNS 6" NO TURNS 6"

FOREMAST 5+ MAINMAST 5+ AFTMAST 5+ OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"

4 No effect 5 No effect 6 No effect MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
Mast destroyed Mast destroyed Mast destroyed 4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

HIGH
Speed reduced Speed reduced Speed reduced
by 2"(3") by 2"(3") by 2"(3")

Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals
FORECASTLE 4+ AFTCASTLE 4+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
Each hit destroys Each hit destroys Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
2 1 fore cannon battery 3 1 aft cannon battery 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BOWS 4+ GUN DECK 4+ STERN 4+ 5+ 5+ 5+

LOW
BELOW WATERLINE HONOURS BELOW WATERLINE HONOURS BELOW WATERLINE HONOURS
1 broadside cannon 1 broadside cannon 1 broadside cannon
4 battery lost 5 battery lost 6 battery lost 2 2 2
BELOW WATERLINE 4+ HONOURS

6
WEAPONS WEAPONS WEAPONS WEAPONS
2 1 1 1
Cannons: 2 firing ahead, 2 rearward, 3 broadside. Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
All cannons may repel boarders. Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
3 3 RAM RAM RAM
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
2 roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.

IMPERIAL FLYER MOVE HONOURS IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE

GRIFFON 1 WOLFSHIP SAIL 6" WOLFSHIP SAIL 6" WOLFSHIP SAIL 6"
RIDER 18" CREW
WIND BEHIND 9"
OARS 4"
NO TURNS 6"
CREW
WIND BEHIND 9"
OARS 4"
NO TURNS 6"
CREW
WIND BEHIND 9"
OARS 4"
NO TURNS 6"

RIDER - WOUND TRACK OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"

6 If Rider is killed, remove model


from table. 1 FOREMAST 5+ MAINMAST 5+ AFTMAST 5+ FOREMAST 5+ MAINMAST 5+ AFTMAST 5+ FOREMAST 5+ MAINMAST 5+ AFTMAST 5+
Mast lost Mast lost Mast lost Mast lost Mast lost Mast lost Mast lost Mast lost Mast lost
WOUND TRACK 4 Speed reduced 5 Speed reduced 6 Speed reduced 4 Speed reduced 5 Speed reduced 6 Speed reduced 4 Speed reduced 5 Speed reduced 6 Speed reduced

HIGH

HIGH

HIGH
by 2"(3") by 2"(3") by 2"(3") by 2"(3") by 2"(3") by 2"(3") by 2"(3") by 2"(3") by 2"(3")

GRIFFON - 2 Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals
Each hit causes 1 Wound.
4,5 WOUND TRACK FORECASTLE 4+ MAIN DECK 5+ FORECASTLE 4+ MAIN DECK 5+ FORECASTLE 4+ MAIN DECK 5+
Further hits do not cause
criticals.
3 2 Each hit destroys
1 fore cannon battery 3 Broadside cannon
batteries lost 2 Each hit destroys
1 fore cannon battery 3 Broadside cannon
batteries lost 2 Each hit destroys
1 fore cannon battery 3 Broadside cannon
batteries lost

BOWS 4+ OAR DECK 4+ STERN 4+ BOWS 4+ OAR DECK 4+ STERN 4+ BOWS 4+ OAR DECK 4+ STERN 4+
LOW

LOW

LOW
ATTACKS CLOSE COMBAT
1 fore cannon Oars lost. Cannot 1 fore cannon Oars lost. Cannot 1 fore cannon Oars lost. Cannot
+2 modifier in close combat. 4 battery lost 5 move under oars 6 4 battery lost 5 move under oars 6 4 battery lost 5 move under oars 6
If attacking, may re-roll own dice or BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
force opponent to re-roll his.
4 4 4
WEAPONS WEAPONS WEAPONS
3 3 3
Cannons: 3 firing ahead, 1 broadside. Cannons: 3 firing ahead, 1 broadside. Cannons: 3 firing ahead, 1 broadside.
Cannons may repel boarders. Cannons may repel boarders. Cannons may repel boarders.
RAM 1 1 RAM 1 1 RAM 1 1
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts.
IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE

IRONFIST SAIL 6" IRONFIST SAIL 6" IRONFIST SAIL 6"


CREW OARS 4" CREW OARS 4" CREW OARS 4"
NO TURNS 6" NO TURNS 6" NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
MAST 5+ MAST 5+ MAST 5+
Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


MORTAR 4+ OAR DECK 5+ MORTAR 4+ OAR DECK 5+ MORTAR 4+ OAR DECK 5+
Mortar destroyed Oars lost Mortar destroyed Oars lost Mortar destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

1 1 1
WEAPONS WEAPONS WEAPONS
Mortar: 1 firing ahead. Cannot repel boarders. Mortar: 1 firing ahead. Cannot repel boarders. Mortar: 1 firing ahead. Cannot repel boarders.

MORTAR MORTAR MORTAR


1 1 1
Elf range ruler: 0-6": cannot hit, 6-12": can hit target. Elf range ruler: 0-6": cannot hit, 6-12": can hit target. Elf range ruler: 0-6": cannot hit, 6-12": can hit target.
Cannot be aimed at low locations. If a ship between firer and Cannot be aimed at low locations. If a ship between firer and Cannot be aimed at low locations. If a ship between firer and
target, roll for deviation: 1: 1-6" short, 2-5: HIT, 6: 1-6" long. target, roll for deviation: 1: 1-6" short, 2-5: HIT, 6: 1-6" long. target, roll for deviation: 1: 1-6" short, 2-5: HIT, 6: 1-6" long.
If a hit, any ship under 1" template may be hit. If location If a hit, any ship under 1" template may be hit. If location If a hit, any ship under 1" template may be hit. If location
fails save, destroyed and location below can be hit (save +1), fails save, destroyed and location below can be hit (save +1), fails save, destroyed and location below can be hit (save +1),
then below at +2, etc. Ball stops when a save is made. then below at +2, etc. Ball stops when a save is made. then below at +2, etc. Ball stops when a save is made.

IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE

HELLHAMMER SAIL 6" HELLHAMMER SAIL 6" HELLHAMMER SAIL 6"


CREW OARS 4" CREW OARS 4" CREW OARS 4"
NO TURNS 6" NO TURNS 6" NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
MAST 5+ MAST 5+ MAST 5+
Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


CANNON 4+ OAR DECK 5+ CANNON 4+ OAR DECK 5+ CANNON 4+ OAR DECK 5+
Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2
WEAPONS WEAPONS WEAPONS
Hell-hammer cannon: 1 firing ahead. May repel boarders with +2 defence. Hell-hammer cannon: 1 firing ahead. May repel boarders with +2 defence. Hell-hammer cannon: 1 firing ahead. May repel boarders with +2 defence.

HELL-HAMMER CANNON HELL-HAMMER CANNON HELL-HAMMER CANNON


1 1 1
Can only fire 3 times per game. 2 pts damage if save failed. Can only fire 3 times per game. 2 pts damage if save failed. Can only fire 3 times per game. 2 pts damage if save failed.
Elf range ruler: 0-6": -2 save, 6-12": -1 save. Firing recoil Elf range ruler: 0-6": -2 save, 6-12": -1 save. Firing recoil Elf range ruler: 0-6": -2 save, 6-12": -1 save. Firing recoil
hurls ship back 3" (random low area hit for both ships in a hurls ship back 3" (random low area hit for both ships in a hurls ship back 3" (random low area hit for both ships in a
collision). Cannon misfires on a hit roll of 1 (roll Critical Hit). collision). Cannon misfires on a hit roll of 1 (roll Critical Hit). collision). Cannon misfires on a hit roll of 1 (roll Critical Hit).
After firing, place Reloading counter face up, next turn After firing, place Reloading counter face up, next turn After firing, place Reloading counter face up, next turn
face down, next turn remove counter and may fire again. face down, next turn remove counter and may fire again. face down, next turn remove counter and may fire again.
BRETONNIAN MAN O'WAR MOVE BRETONNIAN SHIP OF THE LINE MOVE BRETONNIAN SHIP OF THE LINE MOVE BRETONNIAN SHIP OF THE LINE MOVE

GALLEON SAIL 9" CORSAIR SAIL 9" CORSAIR SAIL 9" CORSAIR SAIL 9"
CREW WIND BEHIND 9" CREW WIND BEHIND 9" CREW WIND BEHIND 9" CREW WIND BEHIND 9"

FOREMAST 5+ MAINMAST 5+ AFTMAST 5+ FOREMAST 5+ AFTMAST 5+ FOREMAST 5+ AFTMAST 5+ FOREMAST 5+ AFTMAST 5+


4 No effect 5 No effect 6 No effect 4 Mast lost
Speed reduced by 3"
5,6 Speed reduced by 3" 4 Mast lost
Speed reduced by 3"
5,6 Speed reduced by 3" 4 Mast lost
Speed reduced by 3"
5,6 Speed reduced by 3"

Mast destroyed Mast destroyed Mast destroyed Speed reduced by 3" Speed reduced by 3" Speed reduced by 3"

HIGH

HIGH

HIGH

HIGH
Speed reduced Speed reduced Speed reduced
by 3" by 3" by 3"

Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals
FORECASTLE 4+ AFTCASTLE 4+ FORECASTLE 5+ AFTCASTLE 5+ FORECASTLE 5+ AFTCASTLE 5+ FORECASTLE 5+ AFTCASTLE 5+
Broadside cannon battery Broadside cannon battery 1 broadside cannon battery lost 1 broadside cannon battery lost 1 broadside cannon battery lost 1 broadside cannon battery lost 1 broadside cannon battery lost 1 broadside cannon battery lost
2 destroyed 3 destroyed 2 3 2 3 2 3
BOWS 4+ GUN DECK 4+ STERN 4+ BOWS 4+ GUN DECK 4+ STERN 4+ BOWS 4+ GUN DECK 4+ STERN 4+ BOWS 4+ GUN DECK 4+ STERN 4+

LOW

LOW

LOW

LOW
Each destroys 1 broad- 1 broadside cannon 1 broadside cannon 1 broadside cannon
4 5 side cannon battery 6 4 5 battery lost 6 4 5 battery lost 6 4 5 battery lost 6
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS

6 4 4 4
WEAPONS WEAPONS WEAPONS WEAPONS
Cannons: 4 broadside. Cannons: 3 broadside. Cannons: 3 broadside. Cannons: 3 broadside.
All cannons may repel boarders. All cannons may repel boarders. All cannons may repel boarders. All cannons may repel boarders.
4 4 3 3 3 3 3 3

BRETONNIAN FLYER MOVE HONOURS BRETONNIAN SHIP OF THE LINE MOVE BRETONNIAN SHIP OF THE LINE MOVE BRETONNIAN SHIP OF THE LINE MOVE

PEGASUS 1 BUCCANEER BUCCANEER BUCCANEER


SAIL 9" SAIL 9" SAIL 9"
RIDER 18" CREW WIND BEHIND 9" CREW WIND BEHIND 9" CREW WIND BEHIND 9"

RIDER - WOUND TRACK MAST 5+ MAST 5+ MAST 5+


6 If Rider is killed, remove model
from table. 1 4 Mast lost
Cannot move 4 Mast lost
Cannot move 4 Mast lost
Cannot move

WOUND TRACK

PEGASUS - 2 Further hits no criticals Further hits no criticals Further hits no criticals

Each hit causes 1 Wound.


FORECASTLE 4+ AFTCASTLE 5+ FORECASTLE 4+ AFTCASTLE 5+ FORECASTLE 4+ AFTCASTLE 5+
4,5 WOUND TRACK
Further hits do not cause Catapult destroyed Catapult destroyed Catapult destroyed
5 6 5 6 5 6
criticals.
3 May not fire May not fire May not fire

ATTACKS CLOSE COMBAT BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS
+2 modifier in close combat. 1 1 1
If attacking, adds an additional +1
for a total of +3.
If an unmodified 6 is rolled when
making a close combat attack, the WEAPONS WEAPONS WEAPONS
enemy automatically loses a wound
or crew counter no matter what he
Catapult: 1 firing ahead. 1 Catapult: 1 firing ahead. 1 Catapult: 1 firing ahead. 1
Catapult may not repel boarders, fire at close range or be Catapult may not repel boarders, fire at close range or be Catapult may not repel boarders, fire at close range or be
rolls. aimed low. No save modifier at long range. aimed low. No save modifier at long range. aimed low. No save modifier at long range.
If location fails save, it is destroyed and location below can If location fails save, it is destroyed and location below can If location fails save, it is destroyed and location below can
be hit (save +1), then below at +2, etc. Rock stops when be hit (save +1), then below at +2, etc. Rock stops when be hit (save +1), then below at +2, etc. Rock stops when
save is made or it passes through ship. A location already save is made or it passes through ship. A location already save is made or it passes through ship. A location already
destroyed does not count and no critical. destroyed does not count and no critical. destroyed does not count and no critical.
NORSE MAN O'WAR MOVE NORSE SHIP OF THE LINE MOVE NORSE MAN O'WAR MOVE NORSE SHIP OF THE LINE MOVE

KINGSHIP SAIL 6"


WIND BEHIND 9"
LONGSHIP SAIL 6"
WIND BEHIND 9"
KINGSHIP SAIL 6"
WIND BEHIND 9"
LONGSHIP SAIL 6"
WIND BEHIND 9"
CREW CREW CREW CREW
OARS 6" OARS 6" OARS 6" OARS 6"
NO TURNS 8" NO TURNS 8" NO TURNS 8" NO TURNS 8"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
F'HEAD 5+ MAIN MAST 4+ STERN 5+ PROW 5+ MAIN MAST 5+ STERN 5+ F'HEAD 5+ MAIN MAST 4+ STERN 5+ PROW 5+ MAIN MAST 5+ STERN 5+
Mast lost Mast lost
3 4,5 No effect 6 4 5 Cannot move under 6 3 4,5 No effect 6 4 5 Cannot move under 6

HIGH

HIGH
sail sail
Mast destroyed Mast destroyed
May not move under sail Further hits no criticals May not move under sail Further hits no criticals

Further hits no criticals


OAR DECK 4+ Further hits no criticals
OAR DECK 4+
Oars lost Oars lost
PROW 5+ OAR DECK 4+ OAR DECK 4+ AFT 5+ 3 Cannot move under oars PROW 5+ OAR DECK 4+ OAR DECK 4+ AFT 5+ 3 Cannot move under oars
Oars lost Oars lost Oars lost Oars lost
3 4 5 6 3 4 5 6

LOW

LOW
Speed under Speed under Speed under Speed under
oars reduced oars reduced oars reduced oars reduced
by 3" (4") by 3" (4") BELOW WATERLINE 5+ HONOURS by 3" (4") by 3" (4") BELOW WATERLINE 5+ HONOURS
BELOW WATERLINE 4+ HONOURS 2 BELOW WATERLINE 4+ HONOURS 2
4 NO RANGED WEAPONS 4 NO RANGED WEAPONS
NO RANGED WEAPONS SPECIAL RULES NO RANGED WEAPONS SPECIAL RULES
SPECIAL RULES All ships in a squadron touching each other at the start of SPECIAL RULES All ships in a squadron touching each other at the start of
a Battle Phase are lashed together. May not move under a Battle Phase are lashed together. May not move under
Draw random 4 crew of Ulfwerener, Berserkers, Bonsmen or oars, sail 4". Act as one ship in boarding actions. Draw random 4 crew of Ulfwerener, Berserkers, Bonsmen or oars, sail 4". Act as one ship in boarding actions.
Huscarls (see rules for special abilities). Huscarls (see rules for special abilities).
If ship runs aground and fails BtW save, roll d6: If ship runs aground and fails BtW save, roll d6:
If ship runs aground and fails BtW save, roll d6: 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. If ship runs aground and fails BtW save, roll d6: 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage.
1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. No Ranged Then roll 3+ to move away freely. No Ranged 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. No Ranged Then roll 3+ to move away freely. No Ranged
Then roll 3+ to move away freely. Weapons Weapons Then roll 3+ to move away freely. Weapons Weapons

NORSE SHIP OF THE LINE MOVE NORSE SHIP OF THE LINE MOVE NORSE SHIP OF THE LINE MOVE NORSE SHIP OF THE LINE MOVE

LONGSHIP SAIL 6"


WIND BEHIND 9"
LONGSHIP SAIL 6"
WIND BEHIND 9"
LONGSHIP SAIL 6"
WIND BEHIND 9"
LONGSHIP SAIL 6"
WIND BEHIND 9"
CREW CREW CREW CREW
OARS 6" OARS 6" OARS 6" OARS 6"
NO TURNS 8" NO TURNS 8" NO TURNS 8" NO TURNS 8"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
PROW 5+ MAIN MAST 5+ STERN 5+ PROW 5+ MAIN MAST 5+ STERN 5+ PROW 5+ MAIN MAST 5+ STERN 5+ PROW 5+ MAIN MAST 5+ STERN 5+
Mast lost Mast lost Mast lost Mast lost
4 5 Cannot move under 6 4 5 Cannot move under 6 4 5 Cannot move under 6 4 5 Cannot move under 6
sail sail sail sail
Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals
OAR DECK 4+ OAR DECK 4+ OAR DECK 4+ OAR DECK 4+
Oars lost Oars lost Oars lost Oars lost
3 Cannot move under oars 3 Cannot move under oars 3 Cannot move under oars 3 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2 2
NO RANGED WEAPONS NO RANGED WEAPONS NO RANGED WEAPONS NO RANGED WEAPONS
SPECIAL RULES SPECIAL RULES SPECIAL RULES SPECIAL RULES
All ships in a squadron touching each other at the start of All ships in a squadron touching each other at the start of All ships in a squadron touching each other at the start of All ships in a squadron touching each other at the start of
a Battle Phase are lashed together. May not move under a Battle Phase are lashed together. May not move under a Battle Phase are lashed together. May not move under a Battle Phase are lashed together. May not move under
oars, sail 4". Act as one ship in boarding actions. oars, sail 4". Act as one ship in boarding actions. oars, sail 4". Act as one ship in boarding actions. oars, sail 4". Act as one ship in boarding actions.
If ship runs aground and fails BtW save, roll d6: If ship runs aground and fails BtW save, roll d6: If ship runs aground and fails BtW save, roll d6: If ship runs aground and fails BtW save, roll d6:
1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage. 1: take 2 BtW hits; 2-5: take 1 BtW hit; 6: no damage.
Then roll 3+ to move away freely. No Ranged Then roll 3+ to move away freely. No Ranged Then roll 3+ to move away freely. No Ranged Then roll 3+ to move away freely. No Ranged
Weapons Weapons Weapons Weapons
DWARF MAN O'WAR MOVE DWARF MAN O'WAR MOVE DWARF MAN O'WAR MOVE DWARF MAN O'WAR MOVE

DREADNOUGHT STEAM 6" O


IRONCLAD STEAM 6" O
IRONCLAD STEAM 6" O
IRONCLAD STEAM 6" O
May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move
CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed.
May reverse up to 4" as whole move. May reverse up to 3" as whole move. May reverse up to 3" as whole move. May reverse up to 3" as whole move.

SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect.
REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6.
FORE TURRETS 3+ BRIDGE FUNNEL AFT TURRETS 3+ FORE TURRET 3+ BRIDGE FUNNEL AFT TURRET 3+ FORE TURRET 3+ BRIDGE FUNNEL AFT TURRET 3+ FORE TURRET 3+ BRIDGE FUNNEL AFT TURRET 3+
Each hit 3+ 5+ Each hit Fore turret 4+ 5+ Aft turret Fore turret 4+ 5+ Aft turret Fore turret 4+ 5+ Aft turret
3 Left 6 Left 3 6 3 6 3 6

HIGH

HIGH

HIGH

HIGH
destroys a destroys a guns lost guns lost guns lost guns lost guns lost guns lost

Right
turret;
attacker 4 5 Right
turret;
attacker 4 5 4 5 4 5
chooses. chooses.

BOWS B'SIDES 3+ PADDLE BOILER PADDLE BOWS GUN DECK PADDLE BOILER STERN BOWS GUN DECK PADDLE BOILER STERN BOWS GUN DECK PADDLE BOILER STERN
3+ Each hit 4+ 3+ 4+ 3+ 3+ 4+ 3+ 4+ 3+ 3+ 4+ 3+ 4+ 3+ 3+ 4+ 3+ 4+
3 destroys

LOW

LOW

LOW

LOW
2 a battery,
reducing
4 5 6 2 3 4 5 6 2 3 4 5 6 2 3 4 5 6
broadside Ram lost. Broadside Ram lost. Broadside Ram lost. Broadside
by 1 die. Speed -3" Immobilised Speed -3" May not ram battery lost
Immobilised Immobilised
May not ram battery lost
Immobilised Immobilised
May not ram battery lost
Immobilised Immobilised

BELOW WATERLINE 3+ HONOURS BELOW WATERLINE 3+ HONOURS BELOW WATERLINE 3+ HONOURS BELOW WATERLINE 3+ HONOURS

8 6 6 6
WEAPONS WEAPONS WEAPONS WEAPONS
Cannons: 2 fore & 2 aft turrets, 2 broadsides. 1 1 Cannons: 1 fore & 1 aft turrets, 2 broadsides. Cannons: 1 fore & 1 aft turrets, 2 broadsides. Cannons: 1 fore & 1 aft turrets, 2 broadsides.
Cannons may repel boarders (cannot be boarded until damage taken) Cannons may repel boarders (cannot be boarded until damage taken) 1 Cannons may repel boarders (cannot be boarded until damage taken) 1 Cannons may repel boarders (cannot be boarded until damage taken) 1
2 2 1 1 1 1 1 1
RAM RAM 1 RAM 1 RAM 1
3" straight to enemy. If foe fails Below the Waterline save, 1 1 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save,
roll for BtW damage: 1: 1pt, 2-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts.

DWARF MAN O'WAR MOVE DWARF SHIP OF THE LINE MOVE DWARF SHIP OF THE LINE MOVE DWARF SHIP OF THE LINE MOVE

DREADNOUGHT STEAM 6" O


MONITOR STEAM 6" O
MONITOR STEAM 6" O
MONITOR STEAM 6" O
May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move
CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed.
May reverse up to 4" as whole move. May reverse up to 3" as whole move. May reverse up to 3" as whole move. May reverse up to 3" as whole move.

SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect.
REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6.
FORE TURRETS 3+ BRIDGE FUNNEL AFT TURRETS 3+
Each hit 3+ 5+ Each hit
3 Left 6 Left
HIGH

destroys a destroys a

Right
turret;
attacker 4 5 Right
turret;
attacker
BOWS 4+ TURRET 4+ PADDLE WHEEL 5+ BOWS 4+ TURRET 4+ PADDLE WHEEL 5+ BOWS 4+ TURRET 4+ PADDLE WHEEL 5+
chooses. chooses. Ram lost. Gun lost Immobilised Ram lost. Gun lost Immobilised Ram lost. Gun lost Immobilised
3 May not ram 4 6 3 May not ram 4 6 3 May not ram 4 6
BOWS B'SIDES 3+ PADDLE BOILER PADDLE
3+ Each hit 4+ 3+ 4+ 4+ 4+ 4+
3 destroys
HULL HULL HULL
LOW

2 a battery,
reducing
4 5 6 5 5 5
broadside
by 1 die. Speed -3" Immobilised Speed -3"
BELOW WATERLINE 3+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS

8 3 3 3
WEAPONS WEAPONS WEAPONS WEAPONS
Cannons: 2 fore & 2 aft turrets, 2 broadsides. 1 1 Cannon: 1 turret. Cannon: 1 turret. Cannon: 1 turret.
Cannons may repel boarders (cannot be boarded until damage taken) Cannon may repel boarders (cannot be boarded until damage taken) Cannon may repel boarders (cannot be boarded until damage taken) Cannon may repel boarders (cannot be boarded until damage taken)
RAM
2 2 RAM RAM RAM
1 1 1
3" straight to enemy. If foe fails Below the Waterline save, 1 1 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save,
roll for BtW damage: 1: 1pt, 2-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
DWARF INDEPENDENT MOVE DWARF INDEPENDENT MOVE DWARF SHIP OF THE LINE MOVE DWARF MAN O'WAR MOVE

NAUTILUS STEAM 6" O


NAUTILUS STEAM 6" O
MONITOR STEAM 6" O
DREADNOUGHT STEAM 6" O
May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move
CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed.
May reverse up to 3" as whole move. May reverse up to 3" as whole move. May reverse up to 3" as whole move. May reverse up to 4" as whole move.

SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect.
REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6.
DIVING DIVING FORE TURRETS 3+ BRIDGE FUNNEL AFT TURRETS 3+
May dive at start of Battle Phase. When submerged cannot be attacked or have spells cast at it. May dive at start of Battle Phase. When submerged cannot be attacked or have spells cast at it. Each hit 3+ 5+ Each hit
3 Left 6 Left

HIGH
Must surface at the start of its next Battle Phase and remain on the surface that entire turn. Must surface at the start of its next Battle Phase and remain on the surface that entire turn. destroys a destroys a
If damaged roll d6 for each damaged location—on any roll of a 1 Nautilus sinks. If damaged roll d6 for each damaged location—on any roll of a 1 Nautilus sinks. BOWS 4+ TURRET 4+ PADDLE WHEEL 5+
Right
turret;
attacker 4 5 Right
turret;
attacker
Ram lost. Gun lost Immobilised chooses. chooses.
BOWS 5+ TOWER 5+ PADDLE WHEEL 5+ BOWS 5+ TOWER 5+ PADDLE WHEEL 5+ 3 May not ram 4 6
BOWS B'SIDES 3+ PADDLE BOILER PADDLE
Torpedo tubes lost Turret gun lost Immobilised Torpedo tubes lost Turret gun lost Immobilised
3 4 6 3 4 6 4+ 3+ Each hit 4+ 3+ 4+
HULL 3 destroys

LOW
HULL 5+ HULL 5+ 2 a battery, 4 5 6
5 reducing
broadside
5 5 by 1 die. Speed -3" Immobilised Speed -3"
BELOW WATERLINE 6+ HONOURS BELOW WATERLINE 6+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 3+ HONOURS

3 3 3 8
WEAPONS Torpedo WEAPONS Torpedo WEAPONS WEAPONS
Cannon: 1 turret. 1 torpedo firing ahead when submerged Cannon: 1 turret. 1 torpedo firing ahead when submerged Cannon: 1 turret. Cannons: 2 fore & 2 aft turrets, 2 broadsides. 1 1
Cannon may repel boarders (cannot be boarded until damage taken). Cannon may repel boarders (cannot be boarded until damage taken). Cannon may repel boarders (cannot be boarded until damage taken) Cannons may repel boarders (cannot be boarded until damage taken)
TORPEDO TORPEDO RAM RAM
2 2
1
Use torpedo template, 2 dice for range. If foe fails BtW save, 1 Use torpedo template, 2 dice for range. If foe fails BtW save, 1 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save, 1 1
roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5: 3pts, 6: d6pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5: 3pts, 6: d6pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1: 1pt, 2-4: 2pts, 5-6: 3pts.

DWARF FLYER MOVE HONOURS DWARF FLYER MOVE HONOURS DWARF SHIP OF THE LINE MOVE DWARF SHIP OF THE LINE MOVE

WAR 1 GYROCOPTER 1 MONITOR STEAM 6" MONITOR STEAM 6"


BALLOON 12" 18" CREW
O
May turn on spot 90 per 1/2 move
unless side paddles are destroyed.
May reverse up to 3" as whole move.
CREW
O
May turn on spot 90 per 1/2 move
unless side paddles are destroyed.
May reverse up to 3" as whole move.

BALLOON - WOUND TRACK PILOT - WOUND TRACK SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect. SPELLS Dwarfs can’t cast spells. On a 6 spells cast on dwarves have no effect.

6 Remove model from table.


1 6 Remove model from table.
1 REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6. REPAIR After checking for fires, Engineer may repair 1 location by rolling 5 or 6.

WOUND TRACK WOUND TRACK

GONDOLA 4+ 2 GYROCOPTER 6+ 2 BOWS 4+ TURRET 4+ PADDLE WHEEL 5+ BOWS 4+ TURRET 4+ PADDLE WHEEL 5+
Remove model from table. Remove model from table.
4,5 WOUND TRACK 4,5 WOUND TRACK 3 Ram lost.
4 Gun lost
6 Immobilised
3 Ram lost.
4 Gun lost
6 Immobilised
May not ram May not ram

3 3 HULL 4+ HULL 4+
ATTACKS CLOSE COMBAT ATTACKS CLOSE COMBAT 5 5
Bombs: drop on a specified ship +1 modifier in close combat and 2 dice gatling cannon attack. +1 modifier in close combat and
high location. Roll d6: boarding action. Cannot initiate May also be used for defensive fire boarding action. Cannot initiate
1-2 Bombs miss. boarding action/close combat. close combat. BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
against incoming flyers.
3 Bombs hit location in
front of target location.
If the Balloon wins it doesn’t cause
damage and a crew counter to be
Even if the gyrocopter wins, it
doesn’t cause damage and a crew
3 3
4 Bombs hit location lost; instead it may fire its gatling counter to be lost; instead it WEAPONS WEAPONS
behind target location. cannon. may make another attack with its
gatling cannon. Cannon: 1 turret. Cannon: 1 turret.
5-6 Bombs are on target.
Cannon may repel boarders (cannot be boarded until damage taken) Cannon may repel boarders (cannot be boarded until damage taken)
-1 save modifier, 1 point of damage.
RAM RAM
Gatling Cannon: 1 dice defensive fire 1 1
vs. other flyers and if win, close 3" straight to enemy. If foe fails Below the Waterline save, 3" straight to enemy. If foe fails Below the Waterline save,
combat/boarding action. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
ELF MAN O'WAR MOVE ELF MAN O'WAR MOVE ELF MAN O'WAR MOVE ELF MAN O'WAR MOVE

DRAGONSHIP SAIL 6"(x2) EAGLESHIP SAIL 6"(x2) EAGLESHIP SAIL 6"(x2) EAGLESHIP SAIL 6"(x2)
CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK or MOVEx2 > ATTACK or MOVEx2 > ATTACK or MOVEx2 > ATTACK
each Battle Phase each Battle Phase each Battle Phase each Battle Phase

RIGHT MAST 5+ LEFTMAST 5+ TOWERS 4+ SAIL 5+ BATTLE TOWERS 5+ SAIL 5+ BATTLE TOWERS 5+ SAIL 5+ BATTLE TOWERS 5+
4 No effect 5 No effect 6 1 fore
Eagle Claw lost 4,5 Each hit reduces
Speed by 2" 6 4,5 Each hit reduces
Speed by 2" 6 4,5 Each hit reduces
Speed by 2" 6
Mast destroyed Mast destroyed
Further hits no criticals Further hits no criticals Further hits no criticals

HIGH

HIGH

HIGH
HIGH
Speed reduced by 3" Speed reduced by 3"

Further hits no criticals Further hits no criticals SAIL 4+ BRIDGE 5+ SAIL 4+ BRIDGE 5+ SAIL 4+ BRIDGE 5+
First hit has no effect. First hit has no effect. First hit has no effect.
BRIDGE 4+ AFTCASTLE 4+ 2 Second hit reduces Speed by 2" 3 2 Second hit reduces Speed by 2" 3 2 Second hit reduces Speed by 2" 3
1 fore
2 Eagle Claw lost 3 Further hits no criticals

BOWS 4+ MIDSHIPS 4+ STERN 4+ BOWS 4+ MIDSHIPS 4+ OUTRIGGER 4+ BOWS 4+ MIDSHIPS 4+ OUTRIGGER 4+ BOWS 4+ MIDSHIPS 4+ OUTRIGGER 4+
1 hit no effect. Broadside 1 broadside 1 broadside 1 broadside 1 broadside 1 broadside 1 broadside 1 broadside 1 broadside 1 broadside

LOW

LOW

LOW
4 5 6

LOW
2nd hit Eagle Claws 4 Eagle Claw lost 5 Eagle Claw lost 6 Eagle Claw lost 4 Eagle Claw lost 5 Eagle Claw lost 6 Eagle Claw lost 4 Eagle Claw lost 5 Eagle Claw lost 6 Eagle Claw lost
destroys both lost
Dragonblades
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS

8 6 6 6
WEAPONS WEAPONS WEAPONS WEAPONS
2
Eagle Claws: 2 firing ahead, 1 broadside. range 12", no Eagle Claw Bolt Throwers: 3 broadsides, range 12", Eagle Claw Bolt Throwers: 3 broadsides, range 12", Eagle Claw Bolt Throwers: 3 broadsides, range 12",
save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders.
Dragonblades: no ramming move required; counts as part 1 1 3 3 3 3 3 3
of movement. If BtW save failed, d6 BtW damage. Ship sunk,
Dragonship continuing moving. If not, impaled on ship and
neither moves until it is sunk. Can move through wreckage.

ELF MAN O'WAR MOVE ELF SHIP OF THE LINE MOVE ELF SHIP OF THE LINE MOVE ELF SHIP OF THE LINE MOVE

DRAGONSHIP SAIL 6"(x2) HAWKSHIP SAIL 6"(x2) HAWKSHIP SAIL 6"(x2) HAWKSHIP SAIL 6"(x2)
CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK or MOVEx2 > ATTACK or MOVEx2 > ATTACK or MOVEx2 > ATTACK
each Battle Phase each Battle Phase each Battle Phase each Battle Phase

RIGHT MAST 5+ LEFTMAST 5+ TOWERS 4+


4 No effect 5 No effect 6 1 fore
Eagle Claw lost
MAST 6+ MAST 6+ MAST 6+
Mast destroyed Mast destroyed 3 No effect 3 No effect 3 No effect
HIGH

Speed reduced by 3" Speed reduced by 3"


Mast destroyed Mast destroyed Mast destroyed
Further hits no criticals Further hits no criticals Cannot move Cannot move Cannot move
BRIDGE 4+ AFTCASTLE 4+ Further hits no criticals Further hits no criticals Further hits no criticals

1 fore FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+ FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+ FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+
2 Eagle Claw lost 3
1 fore Eagle Claw Cannon destroyed
1 fore Eagle Claw 1 fore Eagle Claw Cannon destroyed
1 fore Eagle Claw 1 fore Eagle Claw Cannon destroyed
1 fore Eagle Claw
BOWS 4+ MIDSHIPS 4+ STERN 4+ 4 lost 5 May not fire
lost 6 4 lost 5 May not fire
lost 6 4 lost 5 May not fire
lost 6
1 hit no effect.
4 5 Broadside
6 4+ 4+ 4+
LOW

2nd hit
BELOW WATERLINE HONOURS BELOW WATERLINE HONOURS BELOW WATERLINE HONOURS
Eagle Claws
destroys both lost
Dragonblades 2 2 2
BELOW WATERLINE 4+ HONOURS

8
WEAPONS WEAPONS WEAPONS WEAPONS
2 2 2 2
Eagle Claws: 2 firing ahead, 1 broadside. range 12", no Eagle Claw Bolt Throwers: 2 firing ahead, range 12", Eagle Claw Bolt Throwers: 2 firing ahead, range 12", Eagle Claw Bolt Throwers: 2 firing ahead, range 12",
save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders.
Dragonblades: no ramming move required; counts as part 1 1 SPECIAL RULES SPECIAL RULES SPECIAL RULES
of movement. If BtW save failed, d6 BtW damage. Ship sunk,
Dragonship continuing moving. If not, impaled on ship and Highly Manoeuverable: Use special 90º turn template. Highly Manoeuverable: Use special 90º turn template. Highly Manoeuverable: Use special 90º turn template.
neither moves until it is sunk. Can move through wreckage.
ELF FLYER MOVE HONOURS ELF FLYER MOVE HONOURS ELF SHIP OF THE LINE MOVE ELF MAN O'WAR MOVE

WAR EAGLE 1 WAR EAGLE 1 HAWKSHIP SAIL 6"(x2) DRAGONSHIP SAIL 6"(x2)
24" 24" CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK
each Battle Phase
CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK
each Battle Phase

RIDER - WOUND TRACK RIDER - WOUND TRACK RIGHT MAST 5+ LEFTMAST 5+ TOWERS 4+
6 Remove model from table.
1 6 Remove model from table.
1 MAST 6+ 4 No effect 5 No effect 6 1 fore
Eagle Claw lost

WOUND TRACK WOUND TRACK 3 No effect Mast destroyed Mast destroyed

HIGH
Speed reduced by 3" Speed reduced by 3"

EAGLE - 2 EAGLE - 2 Mast destroyed


Cannot move Further hits no criticals Further hits no criticals

Remove model from table. Remove model from table.


Further hits no criticals BRIDGE 4+ AFTCASTLE 4+
4,5 WOUND TRACK 4,5 WOUND TRACK FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+ 1 fore
2 3
3 3 4 1 fore Eagle Claw
lost 5 Cannon destroyed
1 fore Eagle
May not fire
lost
Claw
6 BOWS
Eagle Claw lost

4+ MIDSHIPS 4+ STERN 4+
1 hit no effect.
4+ 4 5 Broadside
6

LOW
ATTACKS CLOSE COMBAT ATTACKS CLOSE COMBAT BELOW WATERLINE HONOURS 2nd hit Eagle Claws
destroys both lost
+1 modifier in close combat. +1 modifier in close combat. 2 Dragonblades
In the first round of combat, if In the first round of combat, if BELOW WATERLINE 4+ HONOURS
attacking, adds an additional dice attacking, adds an additional dice
to its roll, for a total modifer of
2 dice +1.
to its roll, for a total modifer of
2 dice +1.
8
WEAPONS WEAPONS
2 2
Eagle Claw Bolt Throwers: 2 firing ahead, range 12", Eagle Claws: 2 firing ahead, 1 broadside. range 12", no
no save modifer for range, may not repel boarders. save modifer for range, may not repel boarders.
SPECIAL RULES
Dragonblades: no ramming move required; counts as part 1 1
of movement. If BtW save failed, d6 BtW damage. Ship sunk,
Highly Manoeuverable: Use special 90º turn template. Dragonship continuing moving. If not, impaled on ship and
neither moves until it is sunk. Can move through wreckage.

ELF FLYER MOVE HONOURS ELF FLYER MOVE HONOURS ELF SHIP OF THE LINE MOVE ELF SHIP OF THE LINE MOVE

DRAGON 3 DRAGON 3 HAWKSHIP SAIL 6"(x2) HAWKSHIP SAIL 6"(x2)


RIDER 15" RIDER 15" CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK
each Battle Phase
CREW MOVE >ATTACK > MOVE
or MOVEx2 > ATTACK
each Battle Phase

RIDER 4+ WOUND TRACK RIDER 4+ WOUND TRACK

6 If rider is killed,
remove model from table. 1 6 If rider is killed,
remove model from table. 1 MAST 6+ MAST 6+
3 No effect 3 No effect

Mast destroyed Mast destroyed


Cannot move Cannot move
DRAGON 4+ DRAGON 4+
Further hits no criticals Further hits no criticals
Each hit causes 1 Wound. Each hit causes 1 Wound.
4,5 4,5 FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+ FORE CASTLE 5+ MIDSHIPS 4+ AFT CASTLE 5+
Further hits do not cause Further hits do not cause
criticals. criticals.
1 fore Eagle Claw Cannon destroyed
1 fore Eagle Claw 1 fore Eagle Claw Cannon destroyed
1 fore Eagle Claw
4 lost 5 May not fire
lost 6 4 lost 5 May not fire
lost 6
ATTACKS CLOSE COMBAT ATTACKS CLOSE COMBAT BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
Makes a 1 dice breath weapon
attack; any location hit must make
+4 modifier in close combat. Makes a 1 dice breath weapon
attack; any location hit must make
+4 modifier in close combat. 2 2
2 successful saves or be set ablaze 2 successful saves or be set ablaze
(or takes a wound if the target is (or takes a wound if the target is
another flyer). another flyer).
WEAPONS WEAPONS
2 2
Eagle Claw Bolt Throwers: 2 firing ahead, range 12", Eagle Claw Bolt Throwers: 2 firing ahead, range 12",
no save modifer for range, may not repel boarders. no save modifer for range, may not repel boarders.
SPECIAL RULES SPECIAL RULES
Highly Manoeuverable: Use special 90º turn template. Highly Manoeuverable: Use special 90º turn template.
ORC MAN O'WAR MOVE ORC SHIP OF THE LINE MOVE ORC SHIP OF THE LINE MOVE ORC SHIP OF THE LINE MOVE

HULK TREADWHEEL 4" DRILLAKILLA TREADWHEEL DRILLAKILLA TREADWHEEL DRILLAKILLA TREADWHEEL


May not turn on spot
CREW
May reverse up to 2"
CREW
3 DICE" CREW
3 DICE" CREW
3 DICE"
SAIL 4" Roll 3x 1 Drillakilla sinks Roll 3x 1 Drillakilla sinks Roll 3x 1 Drillakilla sinks
WIND BEHIND 6"

HAMMERS 4+ MAINMAST 5+ SHOOTYBITZ 4+ DRILL 4+ WORKY BITZ 4+ TREADWHEEL 4+ DRILL 4+ WORKY BITZ 4+ TREADWHEEL 4+ DRILL 4+ WORKY BITZ 4+ TREADWHEEL 4+
Smash-hammers No effect Fore big chukka
4 lost 5 6 lost
4 Drill lost
5 Ship immobilised
6 Ship immobilised
4 Drill lost
5 Ship immobilised
6 Ship immobilised
4 Drill lost
5 Ship immobilised
6 Ship immobilised
Mast destroyed Aft big chukka

HIGH
Ship may not move lost
under sail
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
Orc player chooses
Further hits no criticals which is lost first
2 2 2
IRON CLAWZ 4+ GUBBINZ 4+
Iron clawz lost
DRILL (NO RANGED WEAPONS) DRILL (NO RANGED WEAPONS) DRILL (NO RANGED WEAPONS)
2 3 Move into contact with target; if target fails BTW save, roll d6 (see p65 Move into contact with target; if target fails BTW save, roll d6 (see p65 Move into contact with target; if target fails BTW save, roll d6 (see p65
FRUNT 5+ SHOOTYBITZ 4+ TREADWHEEL 4+ for full details): for full details): for full details):

LOW
1: Drillakilla sinks 1: Drillakilla sinks 1: Drillakilla sinks
Broadside big Wheel lost Ship may
4 5 chukka battery lost 6 only move under sail 2: 1 random low location on target destroyed (no save), then Drillakilla sinks. 2: 1 random low location on target destroyed (no save), then Drillakilla sinks. 2: 1 random low location on target destroyed (no save), then Drillakilla sinks.
3: 1 point of BTW damage to target. 3: 1 point of BTW damage to target. 3: 1 point of BTW damage to target.
BELOW WATERLINE 4+ HONOURS
4: 1 point of damage to a target’s low area (no save), DK crew fight boarding 4: 1 point of damage to a target’s low area (no save), DK crew fight boarding 4: 1 point of damage to a target’s low area (no save), DK crew fight boarding
6 action (no cannons can be used to repel boarders). Orcs win: target ship
sunk next Battle phase. Orcs lose: stay in place; if target was a beast, both
action (no cannons can be used to repel boarders). Orcs win: target ship
sunk next Battle phase. Orcs lose: stay in place; if target a beast, both it and
action (no cannons can be used to repel boarders). Orcs win: target ship
sunk next Battle phase. Orcs lose: stay in place; if target was a beast, both
it and DK are lost. DK lost. it and DK are lost.
WEAPONS
1 5: As above, except 1 point of BTW damage. If orcs lose, leave DK on target’s 5: As above, except 1 point of BTW damage. If orcs lose leave DK on target’s 5: As above, except 1 point of BTW damage. If orcs lose, leave DK on target’s
Iron Clawz: roll over range to grab enemy, move model into contact (if template. During each End phase, after checking for fires spreading, template. During each End phase, after fires spreading, roll d6: on 1-3 template. During each End phase, after checking for fires spreading,
enemy ship bigger, Hulk moves up to it); target must roll 5-6 (if it repelled roll d6: on 1-3 target takes 1 point BTW damage; on 4+ DK removed. target takes 1 point BTW damage; on 4+ DK removed. If target a beast it roll d6: on 1-3 target takes 1 point BTW damage; on 4+ DK removed.
boarders or start of next move) to break away. Smash-hammers: attacks If target wasa beast it dies, DK stays in play but movement ends. dies, DK stays in play but movement ends. If target wasa beast it dies, DK stays in play but movement ends.
model in contact with bow, aim low only, no close range save mod (1 is a 1 1
miss), d6 hits (roll save for each) on one location, if location destroyed
6: d6 points of BTW damage. If target ship sunk and enough movement left, 6: d6 points of BTW damage. If target ship sunk and enough movement left, 6: d6 points of BTW damage. If target ship sunk and enough movement left,
extra hits cause criticals. Big Chukkas: no close range fire, aim high only,
DK may move on and attack again. If target not sunk, DK stuck in target; may continue to attack again. If target not sunk, DK stuck in target; DK may move on and attack again. If target not sunk, DK stuck in target;
no long range save mod, -1 save for hits, can smash down through areas. 1 follow procedure for 5 above. follow procedure for 5 above. follow procedure for 5 above.

ORC FLYER MOVE HONOURS ORC SHIP OF THE LINE MOVE ORC SHIP OF THE LINE MOVE ORC SHIP OF THE LINE MOVE

WYVERN 2 BIGCHUKKA TREADWHEEL 4" BIGCHUKKA TREADWHEEL 4" BIGCHUKKA TREADWHEEL 4"
RIDER 15" CREW
May not turn on spot
May reverse up to 2"
May not fire AND move
CREW
May not turn on spot
May reverse up to 2"
May not fire AND move
CREW
May not turn on spot
May reverse up to 2"
May not fire AND move

RIDER 4+ WOUND TRACK

6 Remove model from table.


1
CHUKKA 5+ CHUKKA 5+ CHUKKA 5+
WYVERN 4+ Catapult lost Catapult lost Catapult lost
Each hit causes 1 Wound.
4 4 4
4,5
Further hits do not cause
criticals.

WORKY BITZ 5+ TREADWHEEL 5+ WORKY BITZ 5+ TREADWHEEL 5+ WORKY BITZ 5+ TREADWHEEL 5+


Ship immobilised Ship immobilised Ship immobilised
ATTACKS CLOSE COMBAT 5 6 5 6 5 6
Drops 3 Squigbombz on adjacent +3 modifier in close combat.
high locations starting from the rear BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS
of the target. Roll a d6:
1-2 Squigbomb misses.
1 1 1
3 Squigbomb hits location in WEAPONS WEAPONS WEAPONS
front of target location. 1 1 1
1 Big Chukka catapult firing ahead, -1 save. 1 Big Chukka catapult firing ahead, -1 save. 1 Big Chukka catapult firing ahead, -1 save.
4 Squigbomb hits location
May not repel boarders, fire at close range or be aimed low. May not repel boarders, fire at close range or be aimed low. May not repel boarders, fire at close range or be aimed low.
behind target location.
If location fails save, it is destroyed and location below can If location fails save, it is destroyed and location below can If location fails save, it is destroyed and location below can
5-6 Squigbomb is on target. be hit (save +1), then below at +2, etc. Rock stops when be hit (save +1), then below at +2, etc. Rock stops when be hit (save +1), then below at +2, etc. Rock stops when
The location takes 1 point of damage save is made or it passes through ship. A location already save is made or it passes through ship. A location already save is made or it passes through ship. A location already
if it fails a saving throw. destroyed does not count and no critical. destroyed does not count and no critical. destroyed does not count and no critical.
DARK ELF MAN O'WAR MOVE DARK ELF INDEPENDENT MONSTER MOVE DARK ELF INDEPENDENT MONSTER MOVE DARK ELF INDEPENDENT MONSTER MOVE

BLACK ARK OF NAGGAROTH


SAIL 9"
WIND BEHIND 9"
DOOMREAVER MONSTER 6" DOOMREAVER MONSTER 6" DOOMREAVER MONSTER 6"
CREW MAY TURN FREELY MAY TURN FREELY MAY TURN FREELY
MAGIC 6"
ANY DIRECTION, ANY FACING

FORE MAST 4+ MAIN MAST 4+ AFT MAST 4+ CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’. CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’. CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’.

4 No effect 5 No effect 6 No effect HELLDRAKE 5+ DOOMREAVER 5+ HELLDRAKE 5+ DOOMREAVER 5+ HELLDRAKE 5+ DOOMREAVER 5+


Helldrake Helldrake goes out of control and dives Helldrake Helldrake goes out of control and dives Helldrake Helldrake goes out of control and dives
Mast destroyed Mast destroyed Mast destroyed 4,5 takes 1 wound 6 (remove model) 4,5 takes 1 wound 6 (remove model) 4,5 takes 1 wound 6 (remove model)

HIGH
Speed reduced by 3" Speed reduced by 3" Speed reduced by 3"

Further hits no criticals Further hits no criticals Further hits no criticals


FWD BATTLE TOWERS 4+ AFT BATTLE TOWERS 4+
2 Fore reaper battery lost 3 Aft reaper battery lost

BOWS 4+ BATTLE
PLATFORMS 4+ BEAST-PORTAL 4+
Broadside Roll d6 for each WOUND TRACK Save vs Rams: 5+ WOUND TRACK Save vs Rams: 5+ WOUND TRACK Save vs Rams: 5+

LOW
4 5 reaper battery 6 Squadron inside:
HONOURS HONOURS HONOURS
lost On 4-6 they escape Lose 2" of movement
per wound 2 Lose 2" of movement
per wound 2 Lose 2" of movement
per wound 2
BELOW WATERLINE 4+ HONOURS
SPECIAL RULES SPECIAL RULES SPECIAL RULES
Lose 1" of magical
movement per hit 10 When Helldrake moves into contact with enemy it may When Helldrake moves into contact with enemy it may When Helldrake moves into contact with enemy it may
make a boarding attack (d6+remaining wounds) or a make a boarding attack (d6+remaining wounds) or a make a boarding attack (d6+remaining wounds) or a
WEAPONS 2-6 frenzy attack (roll d6): 1: opponent may move Helldrake frenzy attack (roll d6): 1: opponent may move Helldrake frenzy attack (roll d6): 1: opponent may move Helldrake
Reaper Batteries: 1 firing ahead, 1 rear, 1 broadside. up to 6" and attack with this table; 2: refuses to attack; up to 6" and attack with this table; 2: refuses to attack; up to 6" and attack with this table; 2: refuses to attack;
Roll d6 to find number of shots (1= jammed this turn). 3: attacks chosen location; 4: attacks 2 different chosen 3: attacks chosen location; 4: attacks 2 different chosen 3: attacks chosen location; 4: attacks 2 different chosen
2-6 2-6 locations; 5: attacks chosen location twice; 6: d6+1 locations; 5: attacks chosen location twice; 6: d6+1 locations; 5: attacks chosen location twice; 6: d6+1
SPECIAL RULES attacks, roll for locations, saves at -1, then on a roll of 1 attacks, roll for locations, saves at -1, then on a roll of 1 attacks, roll for locations, saves at -1, then on a roll of 1
Any attacks on Ark fail on d6: 1-2. Boarding actions roll d6 Helldrake removed from game. No Ranged Helldrake removed from game. No Ranged Helldrake removed from game. No Ranged
for each crew counter: on 1 it is lost. May push aside foes. 2-6 Any time Helldrake hits location on fire it takes 1 wound. Weapons Any time Helldrake hits location on fire it takes 1 wound. Weapons Any time Helldrake hits location on fire it takes 1 wound. Weapons

DARK ELF FLYER MOVE HONOURS DARK ELF INDEPENDENT MONSTER MOVE DARK ELF INDEPENDENT MONSTER MOVE DARK ELF INDEPENDENT MONSTER MOVE

MANTICORE 3 DEATH FORTRESS DEATH FORTRESS DEATH FORTRESS


LORD 15" MONSTER 6"
MAY TURN FREELY
MONSTER 6"
MAY TURN FREELY
MONSTER 6"
MAY TURN FREELY

RIDER 4+ WOUND TRACK CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’. CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’. CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’.

6 Remove model from table.


1 HEAD 4+ DEATH FORTRESS 3+ TAIL 4+ HEAD 4+ DEATH FORTRESS 3+ TAIL 4+ HEAD 4+ DEATH FORTRESS 3+ TAIL 4+
Sea Dragon Sea Dragon goes out Sea Dragon Sea Dragon Sea Dragon goes out Sea Dragon Sea Dragon Sea Dragon goes out Sea Dragon
4 takes 1 wound 5 of control and dives 6 takes 1 wound 4 takes 1 wound 5 of control and dives 6 takes 1 wound 4 takes 1 wound 5 of control and dives 6 takes 1 wound
(remove model) (remove model) (remove model)

MANTICORE 4+
BODY 4+ BODY 4+ BODY 4+
Each hit causes 1 Wound.
4,5 Sea Dragon Sea Dragon Sea Dragon
Further hits do not cause
criticals.
3 takes 1 wound 3 takes 1 wound 3 takes 1 wound

WOUND TRACK Save vs Rams: 4+ HONOURS WOUND TRACK Save vs Rams: 4+ HONOURS WOUND TRACK Save vs Rams: 4+ HONOURS
ATTACKS CLOSE COMBAT
Drops a Deathfist on a specified +3 modifier in close combat.
Lose 1" of movement
per wound 4 Lose 1" of movement
per wound 4 Lose 1" of movement
per wound 4
high location. Roll a d6: If attacking, adds an additional +1 WEAPONS WEAPONS WEAPONS
1-2 Deathfist misses. for a total of +4.
3 Deathfist hits location in front Reaper Battery Turret: 1 Roll d6 for # of shots, 1= jammed. Reaper Battery Turret: 1 Roll d6 for # of shots, 1= jammed. Reaper Battery Turret: 1 Roll d6 for # of shots, 1= jammed.
of target location. SPECIAL RULES SPECIAL RULES SPECIAL RULES
4 Deathfist hits location behind May fight using a value of d6 plus remaining wounds May fight using a value of d6 plus remaining wounds May fight using a value of d6 plus remaining wounds
target location. when attacked in boarding action. when attacked in boarding action. when attacked in boarding action.
5-6 Deathfist is on target. 2-6 2-6 2-6
The Deathfist has a -1 save modifier
and causes 1 point of damage.
CHAOS DWARF MAN O'WAR MOVE CHAOS DWARF SHIP OF THE LINE MOVE CHAOS DWARF SHIP OF THE LINE MOVE CHAOS DWARF SHIP OF THE LINE MOVE
THUNDERFIRE STEAM 6" HULL-DESTROYER STEAM 6" HULL-DESTROYER STEAM 6" HULL-DESTROYER STEAM 6"
BATTLEBARGE May turn on spot 90
O O
May turn on spot 90 per 1/2 move
O
May turn on spot 90 per 1/2 move
O
May turn on spot 90 per 1/2 move
CREW per 1/2 move CREW unless side paddles are destroyed. CREW unless side paddles are destroyed. CREW unless side paddles are destroyed.
May reverse up to 2" May reverse up to 2" May reverse up to 2" May reverse up to 2"

ROCKET BATTERY 4+ BRIDGE


FUNNEL 5+ STERN 5+
1st & 2nd hits no effect.
3,4 5 6

HIGH
3rd hit halves number
of rockets fired (divide
artillery dice roll by 2).
4th hit destroys battery.

BOWS MAGAZINE ENGINES ENGINES AFT


RAM 4+ BOWS 5+ WINCH 4+ ENGINES 5+ RAM 4+ BOWS 5+ WINCH 4+ ENGINES 5+ RAM 4+ BOWS 5+ WINCH 4+ ENGINES 5+
4+ 3+ 4+ 4+ 4+
Target’s save Speed -3" Target’s save Speed -3" Target’s save Speed -3"
2 1st hit
3 5 6 2 1st hit
3 5 6 2 1st hit
3 5 6

LOW
Automatic no effect now -1 rather no effect now -1 rather no effect now -1 rather
2 3 critical 4 5 6 than -2. than -2. than -2.
2nd hit 2nd hit 2nd hit
Speed -3" Speed -3" destroys ram BOILERS 4+ destroys ram BOILERS 4+ destroys ram BOILERS 4+
BELOW WATERLINE 4+ HONOURS 4 Speed -3"
4 Speed -3"
4 Speed -3"

6
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
WEAPONS
Thunderfire Rocket Battery: uses artillery dice, range 12", 2 2 2
number rolled is # hits scored. May not repel boarders.
Misfire indicates malfunction (roll d6): 1: Roll dice again, WEAPONS WEAPONS WEAPONS
battery location takes that many hits, misfire means Barge No ranged weapons. No ranged weapons. No ranged weapons.
explodes; 2: Roll dice again, Barge takes that many hits RAM RAM RAM
(opponent decides high or low), misfire means Barge explodes;
3: Barge takes d6 hits (opponent decides high or low); If ship comes into contact with enemy, may use ram to If ship comes into contact with enemy, may use ram to If ship comes into contact with enemy, may use ram to
4: Place 1 damage marker on Battery location; 5: Battery fails strike a single low location (save -2). If target fails save, it strike a single low location (save -2). If target fails save, it strike a single low location (save -2). If target fails save, it
Special is pushed away up to 3" (HD may remain in contact.) No Ranged is pushed away up to 3" (HD may remain in contact.) No Ranged is pushed away up to 3" (HD may remain in contact.) No Ranged
to fire this turn and next turn; 6: Battery fails to fire this turn. Weapons Weapons Weapons

CHAOS DWARF MAN O'WAR MOVE CHAOS DWARF SHIP OF THE LINE MOVE CHAOS DWARF SHIP OF THE LINE MOVE CHAOS DWARF SHIP OF THE LINE MOVE
GREAT LEVELLER STEAM 4" THUNDER-ROLLER STEAM 6" THUNDER-ROLLER STEAM 6" THUNDER-ROLLER STEAM 6"
BATTLEBARGE May turn on spot 90
O NO TURNS 9"
O
NO TURNS 9"
O
NO TURNS 9"
O
CREW per 1/2 move CREW May turn on spot 90 per 1/2 move CREW May turn on spot 90 per 1/2 move CREW May turn on spot 90 per 1/2 move
unless side paddles are destroyed. unless side paddles are destroyed. unless side paddles are destroyed.
May reverse up to 2" May reverse up to 3" May reverse up to 3" May reverse up to 3"

GREAT LEVELLER 4+ BRIDGE


FUNNEL 5+ STERN 5+
3,4 1st & 2nd hits no effect 5 6 4+ 5+ 4+ 5+ 4+ 5+
HIGH

CANNON BRIDGE CANNON BRIDGE CANNON BRIDGE


Gun lost Gun lost Gun lost
3rd hit destroys mortar
5 6 5 6 5 6
BOWS AMMUNITION ENGINES ENGINES AFT
5+ 3+ 4+ 4+ 5+ THUNDER-ROLLER SUPERSTRUCTURE ENGINES THUNDER-ROLLER SUPERSTRUCTURE ENGINES THUNDER-ROLLER SUPERSTRUCTURE ENGINES
LOW

2 3 Automatic
critical 4 5 6 4+ 4+ 5+ 4+ 4+ 5+ 4+ 4+ 5+
Roller lost 1st hit no effect Roller lost 1st hit no effect Roller lost 1st hit no effect
Speed -2" Speed -2" 2 3 4 2 3 4 2 3 4
BELOW WATERLINE 4+ HONOURS 2nd hit
immobilises ship
2nd hit
immobilises ship
2nd hit
immobilises ship
6 BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS

WEAPONS 2 2 2
Great Leveller Mortar: uses artillery and scatter dice, min.
range 6", max. range 24". Any ship under special template WEAPONS WEAPONS WEAPONS
takes 4 hits (re-roll misses). May not repel boarders. Cannon: 1 firing ahead. 1 Cannon: 1 firing ahead. 1 Cannon: 1 firing ahead. 1
Misfire indicates malfunction (roll d6): 1: Place template over Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
Barge, resolve normally; 2: Roll twice on the Critical Hit SPECIAL RULES SPECIAL RULES SPECIAL RULES
Chart and apply more serious result to Barge; 3: Roll on the
Critical Hit Chart and apply result to Barge; 4: Mortar location For each full inch of movement the Roller moves in a For each full inch of movement the Roller moves in a For each full inch of movement the Roller moves in a
takes 2 hits, normal saves; 5: Mortar location takes 1 hit, straight line before ramming, make a single dice attack straight line before ramming, make a single dice attack straight line before ramming, make a single dice attack
Special against a low location. No Ranged
Special against a low location. No Ranged
Special against a low location. No Ranged
Special
normal saves; 6: Mortar may not fire this turn. Weapons Weapons Weapons
CHAOS DWARF FLYER MOVE HONOURS CHAOS DWARF FLYER MOVE HONOURS

GREAT TAURUS 2 GREAT TAURUS 2


RIDER 18" RIDER 18"
RIDER 5+ WOUND TRACK RIDER 5+ WOUND TRACK

6 If Rider is killed, remove model


from table. 1 6 If Rider is killed, remove model
from table. 1
GREAT TAURUS - GREAT TAURUS -
Each hit causes 1 Wound. Each hit causes 1 Wound.
4,5 4,5
Further hits do not cause Further hits do not cause
criticals. criticals.

ATTACKS CLOSE COMBAT ATTACKS CLOSE COMBAT


Against other flyers, makes a 1 dice +3 modifier in close combat. Against other flyers, makes a 1 dice +3 modifier in close combat.
blunderbuss attack. May use a blunderbuss attack. May use a
blunderbuss as defensive fire blunderbuss as defensive fire
against incoming flyers. against incoming flyers.
Against ships, rather than causing Against ships, rather than causing
damage, roll d6: on 6 remove 1 damage, roll d6: on 6 remove 1
crew counter from the target. crew counter from the target.

CHAOS DWARF FLYER MOVE HONOURS CHAOS DWARF FLYER MOVE HONOURS

GREAT TAURUS 2 GREAT TAURUS 2


RIDER 18" RIDER 18"
RIDER 5+ WOUND TRACK RIDER 5+ WOUND TRACK

6 If Rider is killed, remove model


from table. 1 6 If Rider is killed, remove model
from table. 1
GREAT TAURUS - GREAT TAURUS -
Each hit causes 1 Wound. Each hit causes 1 Wound.
4,5 4,5
Further hits do not cause Further hits do not cause
criticals. criticals.

ATTACKS CLOSE COMBAT ATTACKS CLOSE COMBAT


Against other flyers, makes a 1 dice +3 modifier in close combat. Against other flyers, makes a 1 dice +3 modifier in close combat.
blunderbuss attack. May use a blunderbuss attack. May use a
blunderbuss as defensive fire blunderbuss as defensive fire
against incoming flyers. against incoming flyers.
Against ships, rather than causing Against ships, rather than causing
damage, roll d6: on 6 remove 1 damage, roll d6: on 6 remove 1
crew counter from the target. crew counter from the target.
SKAVEN MAN O'WAR MOVE SKAVEN SHIP OF THE LINE MOVE SKAVEN SHIP OF THE LINE MOVE SKAVEN SHIP OF THE LINE MOVE

DOOMBRINGER PADDLES 6" WARP-RAIDER PADDLES 2 DICE" WARP-RAIDER PADDLES 2 DICE" WARP-RAIDER PADDLES 2 DICE"
CREW PURCHASED Backwards/forwards; unaffected Backwards/forwards; unaffected Backwards/forwards; unaffected Backwards/forwards; unaffected
by wind; may reverse during move CREW PURCHASED by wind; may reverse during move CREW PURCHASED by wind; may reverse during move CREW PURCHASED by wind; may reverse during move
USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE

VOLUME TRACK GREY SKAVEN MOVEMENT If 2 dice come up a double, vessel may not move or fire this turn. MOVEMENT If 2 dice come up a double, vessel may not move or fire this turn. MOVEMENT If 2 dice come up a double, vessel may not move or fire this turn.
SEER WARLORD
CREW Skaven crew must check morale if the ship takes a critical hit CREW Skaven crew must check morale if the ship takes a critical hit CREW Skaven crew must check morale if the ship takes a critical hit

CREW Skaven crew must check morale if the ship takes a critical hit. BOWS 5+ TURRET 4+ WARP-TANKS 5+ BOWS 5+ TURRET 4+ WARP-TANKS 5+ BOWS 5+ TURRET 4+ WARP-TANKS 5+
PADDLE 5+ GREAT BELL 4+ PADDLE 5+ Warpfire-thrower lost Automatic Warpfire-thrower lost Automatic Warpfire-thrower lost Automatic
3 4 6 critical 3 4 6 critical 3 4 6 critical
2 Speed reduced by 1" 3,4 No effect 5,6 Speed reduced by 1" Subsequent hits
only 1 critical roll
Subsequent hits
only 1 critical roll
Subsequent hits
only 1 critical roll
No effect
PADDLE 4+ PADDLE 4+ PADDLE 4+

HIGH
Bell destroyed Immobilised Immobilised Immobilised
5 5 5
PADDLE 4+ HULL 4+ PADDLE 4+

LOW
2,3 Speed reduced by 2" 4,5 6 Speed reduced by 2" BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS
BELOW WATERLINE 4+ HONOURS
1 1 1
8
WEAPONS WEAPONS WEAPONS WEAPONS
Great Bell: 1 firing 360º, may not repel boarders. #Attack Dice: 2d6+ #dice on Warp-fire Thrower: 1 firing ahead, may not repel boarders. Warp-fire Thrower: 1 firing ahead, may not repel boarders. Warp-fire Thrower: 1 firing ahead, may not repel boarders.
Volume Track. Increase volume by 1 each time bell is rung, decrease by 1 every Range 4", use special template. First target even partially Range 4", use special template. First target even partially Range 4", use special template. First target even partially
turn it is not rung. Apply all doubles, highest first (rolls of 2-6 affect enemy under the template is hit with a 3 dice attack at -1 save. under the template is hit with a 3 dice attack at -1 save. under the template is hit with a 3 dice attack at -1 save.
ships in range of highest double): 1: bell explodes; 2: unmoved ships cannot A location failing its save is set alight. A location failing its save is set alight. A location failing its save is set alight.
move this turn; 3: unfired ships cannot fire this turn; 4: ships take 1 random If a double is rolled on the 3 attack dice the Warp-Raider If a double is rolled on the 3 attack dice the Warp-Raider If a double is rolled on the 3 attack dice the Warp-Raider
hit, normal save; 5: ships lose 1 crew; 6: ships roll for critical damage. explodes and sinks. Special explodes and sinks. Special explodes and sinks. Special

SKAVEN SHIP OF THE LINE MOVE SKAVEN SHIP OF THE LINE MOVE SKAVEN SHIP OF THE LINE MOVE SKAVEN SHIP OF THE LINE MOVE
CLAN PESTILENS CLAN PESTILENS CLAN PESTILENS
WARP-RAIDER PADDLES 2 DICE" PADDLES 8"
DEATHBURNER Backwards/forwards; PADDLES 8"
DEATHBURNER Backwards/forwards; PADDLES 8"
DEATHBURNER Backwards/forwards;
Backwards/forwards; unaffected unaffected unaffected unaffected
CREW PURCHASED by wind; may reverse during move CREW PURCHASED by wind; may reverse during move CREW PURCHASED by wind; may reverse during move CREW PURCHASED by wind; may reverse during move
USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE USE STANDARD TURNING TEMPLATE

MOVEMENT If 2 dice come up a double, vessel may not move or fire this turn. CREW Skaven crew must check morale if the ship takes a critical hit. CREW Skaven crew must check morale if the ship takes a critical hit. CREW Skaven crew must check morale if the ship takes a critical hit.
CREW Skaven crew must check morale if the ship takes a critical hit

BOWS 5+ TURRET 4+ WARP-TANKS 5+ PLAGUE- 4+ WINCH 5+ ENGINE 4+ PADDLE 5+ PLAGUE- 4+ WINCH 5+ ENGINE 4+ PADDLE 5+ PLAGUE- 4+ WINCH 5+ ENGINE 4+ PADDLE 5+
BURNER BURNER BURNER
Warpfire-thrower lost Automatic Speed Speed Speed Speed Speed Speed
3 4 6 critical 4 5 reduced 6 reduced 4 5 reduced 6 reduced 4 5 reduced 6 reduced
Subsequent hits 3 No effect by 4" by 4" 3 No effect by 4" by 4" 3 No effect by 4" by 4"
only 1 critical roll
Plague- Plague- Plague-
burner burner burner
PADDLE 4+ destroyed destroyed destroyed
Immobilised
5

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

1 2 2 2
WEAPONS WEAPONS WEAPONS
WEAPONS Plagueburner: 1 firing ahead, may not repel boarders. Plagueburner: 1 firing ahead, may not repel boarders. Plagueburner: 1 firing ahead, may not repel boarders.
Warp-fire Thrower: 1 firing ahead, may not repel boarders. Once the Deathburner has finished moving, place the Once the Deathburner has finished moving, place the Once the Deathburner has finished moving, place the
Range 4", use special template. First target even partially Plagueburner template at the front of the ship and roll d6 Plagueburner template at the front of the ship and roll d6 Plagueburner template at the front of the ship and roll d6
under the template is hit with a 3 dice attack at -1 save. for each vessel under it: for each vessel under it: for each vessel under it:
A location failing its save is set alight. 1-4: no effect; 5-6: ship loses 1 crew counter. 1-4: no effect; 5-6: ship loses 1 crew counter. 1-4: no effect; 5-6: ship loses 1 crew counter.
If a double is rolled on the 3 attack dice the Warp-Raider Also make a 1 dice attack against each ship (aim high or Also make a 1 dice attack against each ship (aim high or Also make a 1 dice attack against each ship (aim high or
explodes and sinks. Special low; normal save). Also affects friendly vessels. Special low; normal save). Also affects friendly vessels. Special low; normal save). Also affects friendly vessels. Special
INDEPENDENT TERRAIN PIECE MOVE INDEPENDENT TERRAIN PIECE MOVE INDEPENDENT TERRAIN PIECE MOVE

SHORE FORT MAY NOT


SHORE FORT MAY NOT
DEFENCE TOWER MAY NOT
CREW MOVE CREW MOVE CREW MOVE

LEFT 3+ CENTRE 3+ RIGHT 3+ LEFT 3+ CENTRE 3+ RIGHT 3+ CANNON 3+


CANNON CANNON CANNON CANNON CANNON CANNON BATTERY
BATTERY BATTERY BATTERY BATTERY BATTERY BATTERY
1 cannon battery 1 cannon battery 1 cannon battery 1 cannon battery 1 cannon battery 1 cannon battery Cannon battery
4 destroyed 5 destroyed 6 destroyed 4 destroyed 5 destroyed 6 destroyed 5,6 destroyed
Further hits cause Further hits cause Further hits cause Further hits cause Further hits cause Further hits cause Further hits cause
1 point of structural 1 point of structural 1 point of structural 1 point of structural 1 point of structural 1 point of structural structural damage
damage and kill 1 damage and kill 1 damage and kill 1 damage and kill 1 damage and kill 1 damage and kill 1
crew counter crew counter crew counter crew counter crew counter crew counter

STRUCTURAL DAMAGE HONOURS STRUCTURAL DAMAGE HONOURS STRUCTURAL DAMAGE HONOURS

C C Immune against rams: rammers run aground. 5 C C Immune against rams: rammers run aground. 5 Immune against rams: rammers run aground. 2
RANGED WEAPONS RANGED WEAPONS RANGED WEAPONS
Cannons: 3 turrets, 360º. Cannons: 3 turrets, 360º. Cannon: 1 turret, 360º.
CAPTURING A SHOREFORT CAPTURING A SHOREFORT CAPTURING A DEFENCE TOWER
Move ship so it is touching the fort and roll d6; on a 5+ Move ship so it is touching the fort and roll d6; on a 5+ it 1 Move ship so it is touching the tower and roll d6; on a 5+
it has run aground. In any case may board. In a boarding 1 has run aground. In any case may board. In a boarding it has run aground. In any case may board. In a boarding
action, an undamaged standard shorefort rolls 1 die and
1
action, an undamaged standard shorefort rolls 1 die and 1 action, an undamaged standard shorefort rolls 1 die and 1
adds +3 for its crew, +3 for its guns and +1 for its stone 1 adds +3 for its crew, +3 for its guns and +1 for its stone 1 adds +1 for its crew, +1 for its guns and +1 for its stone
walls in defence for a total of +7. walls in defence for a total of +7. walls in defence for a total of +3.

INDEPENDENT TERRAIN PIECE MOVE INDEPENDENT TERRAIN PIECE MOVE

COASTAL BASTION MAY NOT


SEA FORTRESS MAY NOT
CREW MOVE CREW MOVE

UPPER LEFT CANNON 3+ UPPER RIGHT CANNON 3+ GARRISON TOWER 3+ GATETOWER 3+ KING'S TOWER 3+ PRISON TOWER 3+ FLAG TOWER 3+
1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed
5 6 2 3 4 5 6

HIGH
Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of
structural damage and kill structural damage and kill structural damage and kill structural damage and kill structural damage and kill structural damage and kill structural damage and kill
1 crew counter 1 crew counter 1 crew counter 1 crew counter 1 crew counter 1 crew counter 1 crew counter

LEFT CANNON 3+ CENTRE CANNON 3+ RIGHT CANNON 3+ SEA WALL 3+ MAIN GATE 3+ CURTAIN WALL 3+ COURTYARD WALL 3+ DUNGEON WALL 3+
1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed 1 cannon battery destroyed
2 1 cannon destroyed
3 1 cannon destroyed
4 1 cannon destroyed
2 3 4 5 6

LOW
Further hits cause Further hits cause Further hits cause Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of Further hits cause 1 point of
1 point of structural 1 point of structural 1 point of structural structural damage and kill structural damage and kill structural damage and kill structural damage and kill structural damage and kill
damage and kill damage and kill damage and kill 1 crew counter 1 crew counter 1 crew counter 1 crew counter 1 crew counter
1 crew counter 1 crew counter 1 crew counter

STRUCTURAL DAMAGE HONOURS STRUCTURAL DAMAGE HONOURS


Immune against rams:
C C C C rammers run aground. 10 C C C C C C C C C Immune against rams: rammers run aground. 20
RANGED WEAPONS RANGED WEAPONS
Cannons: 5 turrets, 360º. Cannons: 10 turrets, 360º. 1
CAPTURING A COASTAL BASTION CAPTURING A SEA FORTRESS 11
1 1
Move ship so it is touching the bastion and roll d6; on a 5+ 1 Move ship so it is touching the bastion and roll d6; on a 5+ it has run aground. In any case may board. In a boarding
1
it has run aground. In any case may board. In a boarding
1 1 action, an undamaged standard shorefort rolls 1 die and adds +10 for its crew, + for its guns and +1 for its stone walls 1
action, an undamaged standard shorefort rolls 1 die and in defence for a total of +17.
adds +5 for its crew, +5 for its guns and +1 for its stone 1 1 11
walls in defence for a total of +11. 1
KHORNE MAN O'WAR MOVE KHORNE SHIP OF THE LINE MOVE KHORNE SHIP OF THE LINE MOVE KHORNE SHIP OF THE LINE MOVE

BLOODSHIP OARS 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6"
NO TURNS 9" WIND BEHIND 9" WIND BEHIND 9" WIND BEHIND 9"
CREW CREW CREW CREW
CHAOS
O
May turn on spot 90 per 1/2 move
CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
May reverse up to 2" NO TURNS 6" NO TURNS 6" NO TURNS 6"
WARRIORS CULTISTS CULTISTS CULTISTS

PROW GUN DECKS BLOOD CAULDRONS BRIDGE STERN OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
4+ 4+ 4+ 4+ 4+ CHAOS REWARD Starts the game with one Chaos Reward of Khorne card. CHAOS REWARD Starts the game with one Chaos Reward of Khorne card. CHAOS REWARD Starts the game with one Chaos Reward of Khorne card.

HIGH
2 3 4 5 6
MAST 5+ MAST 5+ MAST 5+
Both locations destroyed: Burning Skulls lost
Mast lost Mast lost Mast lost
HAMMER OF KHORNE OAR DECK OAR DECK OAR DECK AFT 4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail
3+ 4+ 4+ 4+ 4+

LOW
2 3 4 5 6 Further hits no criticals Further hits no criticals Further hits no criticals
May not ram/fire
Hammer of Khorne Speed -2"(3") Speed -2"(3") Speed -2"(3") FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
BELOW WATERLINE 4+ HONOURS 5 Cannon destroyed
May not fire 6 Oars lost
Cannot move under oars 5 Cannon destroyed
May not fire 6 Oars lost
Cannot move under oars 5 Cannon destroyed
May not fire 6 Oars lost
Cannot move under oars
6 BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS
WEAPONS & RAM
2 2 2
Burning Skulls: Cannon. 1 dice attack, range 6", -1 to save.
If target fails save, the location is also set ablaze.
Hammer of Khorne: Cannon. 1 dice attack, range 6". WEAPONS
1 WEAPONS
1 WEAPONS
1
If target fails save, the location is also set ablaze and all Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
adjacent locations above the waterline must make save or Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
also be set ablaze. Ram. 3" straight under oars. Roll for
hit location: 1-3: low (location hit -2 save), 4-6: BtW (-1 RAM RAM RAM
save, roll: 1-2: 1 pt BtW damage; 3-5: 2 pts BtW damage; 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
6: 3 pts BtW damage. Special roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.

KHORNE MAN O'WAR MOVE KHORNE SHIP OF THE LINE MOVE KHORNE SHIP OF THE LINE MOVE KHORNE SHIP OF THE LINE MOVE

BLOODSHIP OARS 6" IRONSHARK SAIL 6" IRONSHARK SAIL 6" IRONSHARK SAIL 6"
CREW
NO TURNS 9"
O CREW
OARS 6" O CREW
OARS 6" O CREW
OARS 6" O
May turn on spot 90 per move
1/
2 May turn on spot 90 per move 1/2 May turn on spot 90 per move 1/2 May turn on spot 90 per 1/2 move
CHAOS May reverse up to 2" CHAOS May reverse up to 2" CHAOS May reverse up to 2" CHAOS May reverse up to 2"
WARRIORS CULTISTS CULTISTS CULTISTS

PROW GUN DECKS BLOOD CAULDRONS BRIDGE STERN


4+ 4+ 4+ 4+ 4+ SHARK HEAD 4+ SAIL 5+ AFTCASTLE 4+ SHARK HEAD 4+ SAIL 5+ AFTCASTLE 4+ SHARK HEAD 4+ SAIL 5+ AFTCASTLE 4+
HIGH

2 3 4 5 6 3 No effect 4 Mast lost


Cannot move under sail 6 3 No effect 4 Mast lost
Cannot move under sail 6 3 No effect 4 Mast lost
Cannot move under sail 6
Both locations destroyed: Burning Skulls lost Shark head Shark head Shark head
destroyed Further hits no criticals destroyed Further hits no criticals destroyed Further hits no criticals
HAMMER OF KHORNE OAR DECK OAR DECK OAR DECK AFT
3+ 4+ 4+ 4+ 4+
OARS 5+ OARS 5+ OARS 5+
Oars lost Oars lost Oars lost
LOW

2 3 4 5 6 5 No oars move 5 No oars move 5 No oars move


May not ram/fire
Hammer of Khorne Speed -2"(3") Speed -2"(3") Speed -2"(3")
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

6 2 2 2
WEAPONS & RAM
Burning Skulls: Cannon. 1 dice attack, range 6", -1 to save.
If target fails save, the location is also set ablaze. WEAPONS WEAPONS WEAPONS
Hammer of Khorne: Cannon. 1 dice attack, range 6". Shark Head: Jaws must be in contact with enemy ship. Shark Head: Jaws must be in contact with enemy ship. Shark Head: Jaws must be in contact with enemy ship.
If target fails save, the location is also set ablaze and all Roll 1 d6 attack to low location with a save of -1. Roll 1 d6 attack to low location with a save of -1. Roll 1 d6 attack to low location with a save of -1.
adjacent locations above the waterline must make save or If enemy rolls a 1 when making saving throw, bite inflicts If enemy rolls a 1 when making saving throw, bite inflicts If enemy rolls a 1 when making saving throw, bite inflicts
also be set ablaze. Ram. 3" straight under oars. Roll for 2 points of damage instead of 1. 2 points of damage instead of 1. 2 points of damage instead of 1.
hit location: 1-3: low (location hit -2 save), 4-6: BtW (-1
save, roll: 1-2: 1 pt BtW damage; 3-5: 2 pts BtW damage; SPECIAL RULES SPECIAL RULES SPECIAL RULES
No Ranged No Ranged No Ranged
6: 3 pts BtW damage. Special On a roll of 6 (d6) any spell cast against the Ironshark fails. Weapons On a roll of 6 (d6) any spell cast against the Ironshark fails. Weapons On a roll of 6 (d6) any spell cast against the Ironshark fails. Weapons
SLAANESH MAN O'WAR MOVE SLAANESH MAN O'WAR MOVE SLAANESH MAN O'WAR MOVE

HELLSHIP HELLSHIP HELLSHIP


CREW SAIL 9" CREW SAIL 9" CREW SAIL 9"
CHAOS CHAOS CHAOS
WARRIORS WARRIORS WARRIORS

FOREMAST 5+ R.REAR MAST 4+ L.REAR MAST 4+ FOREMAST 5+ R.REAR MAST 4+ L.REAR MAST 4+ FOREMAST 5+ R.REAR MAST 4+ L.REAR MAST 4+
4 No effect 5 No effect 6 No effect 4 No effect 5 No effect 6 No effect 4 No effect 5 No effect 6 No effect

Mast destroyed Mast destroyed Mast destroyed Mast destroyed Mast destroyed Mast destroyed Mast destroyed Mast destroyed Mast destroyed

HIGH

HIGH

HIGH
Speed reduced Speed reduced Speed reduced Speed reduced Speed reduced Speed reduced Speed reduced Speed reduced Speed reduced
by 3" by 3" by 3" by 3" by 3" by 3" by 3" by 3" by 3"

Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals Further hits no criticals
FORECASTLE 4+ AFTCASTLE 4+ FORECASTLE 4+ AFTCASTLE 4+ FORECASTLE 4+ AFTCASTLE 4+
2 Radiance of Slaanesh lost when both locations destroyed 3 2 Radiance of Slaanesh lost when both locations destroyed 3 2 Radiance of Slaanesh lost when both locations destroyed 3
BOWS 4+ BURNERS 4+ STERN 4+ BOWS 4+ BURNERS 4+ STERN 4+ BOWS 4+ BURNERS 4+ STERN 4+

LOW

LOW

LOW
2nd hit destroys 2nd hit destroys 2nd hit destroys
4 5 Incense of Slaanesh 6 4 5 Incense of Slaanesh 6 4 5 Incense of Slaanesh 6
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS

6 6 6
WEAPONS WEAPONS WEAPONS
Radiance of Slaanesh: may not repel boarders; range 9", Radiance of Slaanesh: may not repel boarders; range 9", Radiance of Slaanesh: may not repel boarders; range 9",
360º arc of fire; roll for each crew counter on enemy ship to entrance: 360º arc of fire; roll for each crew counter on enemy ship to entrance: 360º arc of fire; roll for each crew counter on enemy ship to entrance:
Range 0-3": 4-6; 3-6": 5-6; 6-9": 6. Range 0-3": 4-6; 3-6": 5-6; 6-9": 6. Range 0-3": 4-6; 3-6": 5-6; 6-9": 6.
Entranced counters attack crewmates; fight boarding action between Entranced counters attack crewmates; fight boarding action between Entranced counters attack crewmates; fight boarding action between
two sides; if captured by traitors treated as captured vessel. Ship that two sides; if captured by traitors treated as captured vessel. Ship that two sides; if captured by traitors treated as captured vessel. Ship that
boards or is boarded by Hellship is affected by Incense of Slaanesh: roll boards or is boarded by Hellship is affected by Incense of Slaanesh: roll boards or is boarded by Hellship is affected by Incense of Slaanesh: roll
d6 for each crew counter: on 5-6 remove it and place on Hellship (max 6). Special d6 for each crew counter: on 5-6 remove it and place on Hellship (max 6). Special d6 for each crew counter: on 5-6 remove it and place on Hellship (max 6). Special

SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE

DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6"


WIND BEHIND 9" WIND BEHIND 9" WIND BEHIND 9"
CREW CREW CREW
CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
CULTISTS NO TURNS 6" CULTISTS NO TURNS 6" CULTISTS NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
CHAOS REWARD Starts the game with one Chaos Reward of Slaanesh card. CHAOS REWARD Starts the game with one Chaos Reward of Slaanesh card. CHAOS REWARD Starts the game with one Chaos Reward of Slaanesh card.

MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2
WEAPONS WEAPONS WEAPONS
1 1 1
Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
RAM RAM RAM
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE

HELLRAMMER SAIL 6" 9" wind behind HELLRAMMER SAIL 6" 9" wind behind HELLRAMMER SAIL 6" 9" wind behind
CREW
OARS 4" 6" straight O CREW
OARS 4" 6" straight O CREW
OARS 4" 6" straight O
May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move May turn on spot 90 per 1/2 move
CHAOS May reverse up to 3" CHAOS May reverse up to 3" CHAOS May reverse up to 3"
CUTLISTS CUTLISTS CUTLISTS

MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
6 Cannot move under sail 6 Cannot move under sail 6 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals

RAM 4+ BOWS 5+ OAR DECK 5+ AFTCASTLE 5+ RAM 4+ BOWS 5+ OAR DECK 5+ AFTCASTLE 5+ RAM 4+ BOWS 5+ OAR DECK 5+ AFTCASTLE 5+
May not ram Cannon lost Oars lost May not ram Cannon lost Oars lost May not ram Cannon lost Oars lost
2 3 4 No oars move 5 2 3 4 No oars move 5 2 3 4 No oars move 5
BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

1 1 1
WEAPONS WEAPONS WEAPONS
1 1 1
Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
RAM RAM RAM
3" straight no turns; if contact made, random low area hit 3" straight no turns; if contact made, random low area hit 3" straight no turns; if contact made, random low area hit
no save. If in contact, cultists must fight boarding action no save. If in contact, cultists must fight boarding action no save. If in contact, cultists must fight boarding action
with +2 on first roll. Fight continues until capture or death. with +2 on first roll. Fight continues until capture or death. with +2 on first roll. Fight continues until capture or death.

SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE SLAANESH SHIP OF THE LINE MOVE

HELLSLICER OARS 6" HELLSLICER OARS 6" HELLSLICER OARS 6"


O O O
CREW May turn on spot 90 per 1/2 move CREW May turn on spot 90 per 1/2 move CREW May turn on spot 90 per 1/2 move
CHAOS May reverse up to 3" CHAOS May reverse up to 3" CHAOS May reverse up to 3"
CUTLISTS CUTLISTS CUTLISTS

SCYTHE BLADES 4+ SCYTHE BLADES 4+ SCYTHE BLADES 4+


5,6 1st & 2nd hits no effect 5,6 1st & 2nd hits no effect 5,6 1st & 2nd hits no effect

3rd hit Scythe blades destroyed 3rd hit Scythe blades destroyed 3rd hit Scythe blades destroyed

BOWS 5+ OAR DECK 4+ AFTCASTLE 4+ BOWS 5+ OAR DECK 4+ AFTCASTLE 4+ BOWS 5+ OAR DECK 4+ AFTCASTLE 4+
Oars lost Oars lost Oars lost
2 3 No oars move 4 2 3 No oars move 4 2 3 No oars move 4
BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

1 1 1
WEAPONS WEAPONS WEAPONS
Hellslicer: can only attach high locations; sails -1 save. Hellslicer: can only attach high locations; sails -1 save. Hellslicer: can only attach high locations; sails -1 save.
2 dice attack: for each that misses roll d6: 2 dice attack: for each that misses roll d6: 2 dice attack: for each that misses roll d6:
1: All ships within 3" take 1 low hit with -1 save; 1: All ships within 3" take 1 low hit with -1 save; 1: All ships within 3" take 1 low hit with -1 save;
2: scythe blades location takes 1 damage; 2: scythe blades location takes 1 damage; 2: scythe blades location takes 1 damage;
3-5: no effect; No ranged 3-5: no effect; No ranged 3-5: no effect; No ranged
6: roll the attack again, but may try to hit low location. weapons 6: roll the attack again, but may try to hit low location. weapons 6: roll the attack again, but may try to hit low location. weapons
TZEENTCH MAN O'WAR MOVE CHAOS INDEPENDENT MOVE CHAOS FLYER MOVE HONOURS

GREAT WINGED TERROR UP TO 6 DICE" BANE TOWER UP TO 3 DICE" CHAOS LORD 4


CREW
CHAOS
WARRIORS
1 DICE PER
ENERGY COUNTER
OF TZEENTCH
CREW
2 CHAOS CULTISTS
CHAOS SORCEROR
1 DICE PER
ENERGY COUNTER
USE STANDARD TURNING TEMPLATE
OF CHANGE 24"
FORECASTLE SAIL AFTCASTLE MAIN TOWER 4+ RIDER 4+ WOUND TRACK
5+
Further hits
5+
Further hits
5+
Further hits
4 Further hits no criticals 4-6
Each hit causes 1 Wound.
Further hits do not cause
1
2 no criticals 3 no criticals 4 no criticals FORE TOWER 4+ AFT TOWER 4+ criticals.

PROW 4+ WINGS 4+ 5 Further hits no criticals 6 Further hits no criticals

5 Further hits no criticals


6 Further hits no criticals ENERGY TRACK Each hit above reduces energy by 1 HONOURS

ENERGY TRACK Each hit above reduces energy by 1 HONOURS 2


6
MOVEMENT ATTACKS CLOSE COMBAT
MOVEMENT
Take dice equal to number of Energy of Tzeentch counters (starts with 3). Choose and May donate magic power to the +4 modifier in close combat.
Take dice equal to number of Energy of Tzeentch counters (starts with 6). Choose and roll a number of them for movement. Ignores wind effects. May skim over sand banks
roll a number of them for movement. Ignores wind effects. May skim over sand banks and islands but is damaged and loses an Energy counter on a roll of 1 on a d6. Chaos Sorceror at any point during Opponent must roll greater than 1
and islands but is damaged and loses an Energy counter on a roll of 1 on a d6. the Magic Phase. Roll a d6: on a dice to be able to attack back
COMBAT
COMBAT 1 Lord sent back to the Warp. or use defensive fire.
For every Energy of Tzeentch counter not used for movement 2 Lord overloaded, loses 1 wound.
For every Energy of Tzeentch counter not used for movement may may fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack.
fire a Bolt of Tzeentch. Range 9", 360º arc, 1 dice attack. All hit May not repel boarders. Does not cause criticals. 3 Sorceror receives 1 pt magic.
locations get a normal save regardless of range. Hit locations get a normal save regardless of range. 4 Sorceror receives 2 pts magic.
SPECIAL RULES SPECIAL RULES 5 Sorceror receives 3 pts magic.
Destroyed or captured ships vanish. May use dice to repair an Destroyed or captured towers vanish. May use dice to repair an 6 Sorceror receives 4 pts magic.
Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding Energy counter on a roll of 5-6. ‘Killed’ enemy crew in boarding
actions are transformed into Pink Horrors on a roll of 5+ (up to actions are transformed into Pink Horrors on a roll of 4+ (up to
maximum crew limit). Special maximum crew limit). Special

TZEENTCH SHIP OF THE LINE MOVE TZEENTCH SHIP OF THE LINE MOVE TZEENTCH SHIP OF THE LINE MOVE

DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6"


WIND BEHIND 9" WIND BEHIND 9" WIND BEHIND 9"
CREW CREW CREW
CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
CULTISTS NO TURNS 6" CULTISTS NO TURNS 6" CULTISTS NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
CHAOS REWARD Starts the game with one Chaos Reward of Tzeentch card. CHAOS REWARD Starts the game with one Chaos Reward of Tzeentch card. CHAOS REWARD Starts the game with one Chaos Reward of Tzeentch card.

MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2
WEAPONS WEAPONS WEAPONS
1 1 1
Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
RAM RAM RAM
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
NURGLE MAN O'WAR MOVE NURGLE SHIP OF THE LINE MOVE NURGLE SHIP OF THE LINE MOVE NURGLE SHIP OF THE LINE MOVE

PLAGUESHIP SAIL 6" PLAGUECRUSHER SAIL 6" PLAGUECRUSHER SAIL 6" PLAGUECRUSHER SAIL 6"
PADDLES 4" PADDLES 6" PADDLES 6" PADDLES 6"
CREW O
CREW O
May turn on spot 90 per 1/2 move CREW O
May turn on spot 90 per 1/2 move CREW O
May turn on spot 90 per 1/2 move
CHAOS May turn on spot 90 per 1/2 move CHAOS CHAOS CHAOS
May reverse up to 3" May reverse up to 3" May reverse up to 3"
WARRIORS CULTISTS CULTISTS CULTISTS

FOREMAST 5+ MAINMAST 4+ AFTMAST 5+ CATAPULTS 4+ SAIL 5+ CATAPULTS 4+ SAIL 5+ CATAPULTS 4+ SAIL 5+


Each hit destroys 1 catapult Mast lost Each hit destroys 1 catapult Mast lost Each hit destroys 1 catapult Mast lost
4 No effect 5 No effect 6 No effect 5 6 Ship cannot move under sail 5 6 Ship cannot move under sail 5 6 Ship cannot move under sail
Mast destroyed Mast destroyed Mast destroyed

HIGH
Speed reduced Speed reduced Speed reduced Further hits no criticals Further hits no criticals Further hits no criticals
by 2" by 2" by 2"
TOWER PADDLES AFTCASTLE TOWER PADDLES AFTCASTLE TOWER PADDLES AFTCASTLE
Further hits no criticals Further hits no criticals Further hits no criticals 4+ 4+ 4+ 4+ 4+ 4+ 4+ 4+ 4+
FORE CATAPULT 4+ AFT CATAPULT 4+ If tower destroyed, Paddles lost If tower destroyed, Paddles lost If tower destroyed, Paddles lost
2 crew no longer 3 Cannot move 4 2 crew no longer 3 Cannot move 4 2 crew no longer 3 Cannot move 4
2 Fore catapult lost
3 Aft catapult lost protected from
enemy grapeshot
under paddles protected from
enemy grapeshot
under paddles protected from
enemy grapeshot
under paddles

BOWS 4+ PADDLES 4+ STERN 5+

LOW
BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
4 Broadside
5 2nd hit des-
6
catapult lost troys paddles
2 2 2
BELOW WATERLINE 4+ HONOURS
WEAPONS WEAPONS WEAPONS
6 Plague Catapults: 2 ahead, may not repel boarders. 1 dice Plague Catapults: 2 ahead, may not repel boarders. 1 dice Plague Catapults: 2 ahead, may not repel boarders. 1 dice
attack; cannot fire at close range, cannot be aimed high, no attack; cannot fire at close range, cannot be aimed high, no attack; cannot fire at close range, cannot be aimed high, no
WEAPONS
1 save for long range. (see Plagueship). 2 save for long range. (see Plagueship). 2 save for long range. (see Plagueship). 2
Plague Catapults: 1 ahead, 1 rear, 1 broadside, may not repel Nurgle’s Rot: place a Nurgle’s Rot counter on the ship’s template. Nurgle’s Rot: place a Nurgle’s Rot counter on the ship’s template. Nurgle’s Rot: place a Nurgle’s Rot counter on the ship’s template.
boarders; cannot fire at close range, cannot be aimed high, no During the End Phase, roll d6 for each counter in play: During the End Phase, roll d6 for each counter in play: During the End Phase, roll d6 for each counter in play:
save for long range. If location damaged, location below can be 1-2: remove counter; 3: no effect this turn; 4-5: remove 1 crew 1-2: remove counter; 3: no effect this turn; 4-5: remove 1 crew 1-2: remove counter; 3: no effect this turn; 4-5: remove 1 crew
hit (save +1), then below at +2, etc. A location already destroyed 1 1 counter; 6: ship takes 1 point of below the waterline damage. counter; 6: ship takes 1 point of below the waterline damage. counter; 6: ship takes 1 point of below the waterline damage.
does not count and no critical. Once stopped, on 5-6 (d6) Place one counter per round on any ship involved in a boarding Place one counter per round on any ship involved in a boarding Place one counter per round on any ship involved in a boarding
Nurgle’s Rot: see Plaguecrusher. Slime Trail: lay Trail behind ship action against a Plagueship or Plaguecrusher. A ship boarded action against a Plagueship or Plaguecrusher. A ship boarded action against a Plagueship or Plaguecrusher. A ship boarded
after move; any ship touching receives Nurgle’s Rot on 1-3 (d6). 1 by a Plaguecrusher receives no cannon defense bonus. by a Plaguecrusher receives no cannon defense bonus. by a Plaguecrusher receives no cannon defense bonus.

NURGLE MAN O'WAR MOVE NURGLE SHIP OF THE LINE MOVE NURGLE SHIP OF THE LINE MOVE NURGLE SHIP OF THE LINE MOVE

PLAGUESHIP SAIL 6" DEATHGALLEY SAIL 6"


WIND BEHIND 9"
DEATHGALLEY SAIL 6"
WIND BEHIND 9"
DEATHGALLEY SAIL 6"
WIND BEHIND 9"
CREW PADDLES 4" CREW CREW CREW
CHAOS
O
May turn on spot 90 per 1/2 move CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
WARRIORS CULTISTS NO TURNS 6" CULTISTS NO TURNS 6" CULTISTS NO TURNS 6"

FOREMAST 5+ MAINMAST 4+ AFTMAST 5+ OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"

4 No effect 5 No effect 6 No effect CHAOS REWARD Starts the game with one Chaos Reward of Nurgle card. CHAOS REWARD Starts the game with one Chaos Reward of Nurgle card. CHAOS REWARD Starts the game with one Chaos Reward of Nurgle card.

Mast destroyed Mast destroyed Mast destroyed


MAST 5+ MAST 5+ MAST 5+
HIGH

Speed reduced Speed reduced Speed reduced


by 2" by 2" by 2"
Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail
Further hits no criticals Further hits no criticals Further hits no criticals
FORE CATAPULT 4+ AFT CATAPULT 4+
Further hits no criticals Further hits no criticals Further hits no criticals
2 Fore catapult lost
3 Aft catapult lost
FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
BOWS 4+ PADDLES 4+ STERN 5+
LOW

Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars
4 Broadside
catapult lost 5 2nd hit des-
troys paddles 6
BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS
BELOW WATERLINE 4+ HONOURS
2 2 2
6
WEAPONS WEAPONS WEAPONS WEAPONS
1 1 1 1
Plague Catapults: 1 ahead, 1 rear, 1 broadside, may not repel Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
boarders; cannot fire at close range, cannot be aimed high, no Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
save for long range. If location damaged, location below can be
hit (save +1), then below at +2, etc. A location already destroyed 1 1 RAM RAM RAM
does not count and no critical. Once stopped, on 5-6 (d6)
Nurgle’s Rot: see Plaguecrusher. Slime Trail: lay Trail behind ship 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
after move; any ship touching receives Nurgle’s Rot on 1-3 (d6). 1 roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
CHAOS SHIP OF THE LINE MOVE CHAOS SHIP OF THE LINE MOVE CHAOS SHIP OF THE LINE MOVE

DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6"


WIND BEHIND 9" WIND BEHIND 9" WIND BEHIND 9"
CREW CREW CREW
CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
CULTISTS NO TURNS 6" CULTISTS NO TURNS 6" CULTISTS NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
CHAOS REWARD Starts the game with one Chaos Reward card. CHAOS REWARD Starts the game with one Chaos Reward card. CHAOS REWARD Starts the game with one Chaos Reward card.

MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2
WEAPONS WEAPONS WEAPONS
1 1 1
Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
RAM RAM RAM
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.

CHAOS SHIP OF THE LINE MOVE CHAOS SHIP OF THE LINE MOVE CHAOS SHIP OF THE LINE MOVE

DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6" DEATHGALLEY SAIL 6"


WIND BEHIND 9" WIND BEHIND 9" WIND BEHIND 9"
CREW CREW CREW
CHAOS
OARS 4" CHAOS
OARS 4" CHAOS
OARS 4"
CULTISTS NO TURNS 6" CULTISTS NO TURNS 6" CULTISTS NO TURNS 6"

OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2" OARS 6" in a straight line / ½ move per 90º turn on the spot / may reverse up to 2"
CHAOS REWARD Starts the game with one Chaos Reward card. CHAOS REWARD Starts the game with one Chaos Reward card. CHAOS REWARD Starts the game with one Chaos Reward card.

MAST 5+ MAST 5+ MAST 5+


Mast lost Mast lost Mast lost
4 Cannot move under sail 4 Cannot move under sail 4 Cannot move under sail

Further hits no criticals Further hits no criticals Further hits no criticals


FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+ FORECASTLE 4+ OAR DECK 5+
Cannon destroyed Oars lost Cannon destroyed Oars lost Cannon destroyed Oars lost
5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars 5 May not fire 6 Cannot move under oars

BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS BELOW WATERLINE 5+ HONOURS

2 2 2
WEAPONS WEAPONS WEAPONS
1 1 1
Cannon: 1 firing ahead. Cannon: 1 firing ahead. Cannon: 1 firing ahead.
Cannon may repel boarders. Cannon may repel boarders. Cannon may repel boarders.
RAM RAM RAM
3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts. roll for BtW damage: 1-3: 1pt, 4-5: 2pts, 6: 3pts.
UNDEAD MAN O'WAR MOVE UNDEAD SHIP OF THE LINE MOVE UNDEAD SHIP OF THE LINE MOVE UNDEAD SHIP OF THE LINE MOVE

FLOATING NECROPOLIS MAGIC 6" SKULLRAMMER MAGIC 6" SKULLRAMMER MAGIC 6" SKULLRAMMER MAGIC 6"
CREW ANY DIRECTION, ANY FACING CREW TURN & MOVE NORMALLY CREW TURN & MOVE NORMALLY CREW TURN & MOVE NORMALLY

SKULL DECK 4+ TOWERS 4+ REAR TOWERS 4+ RAM 3+ TOWERS 4+ STERN 4+ RAM 3+ TOWERS 4+ STERN 4+ RAM 3+ TOWERS 4+ STERN 4+
Fore Screaming Aft Screaming
4 Skull battery lost 5 6 Skull battery lost 3 No effect 4 Speed reduced by 2" 5 Speed reduced by 2" 3 No effect 4 Speed reduced by 2" 5 Speed reduced by 2" 3 No effect 4 Speed reduced by 2" 5 Speed reduced by 2"

Ram destroyed Ram destroyed Ram destroyed

HIGH
HULL 4+ HULL 4+ HULL 4+
FOREDECK 3+ MAIN DECK 3+ 6 Speed reduced by 2" 6 Speed reduced by 2" 6 Speed reduced by 2"
Each hit destroys 1 broadside
2 Fore Screaming Skull battery lost 3 Screaming Skull battery

BASTION 4+ KEEP 4+ AFT CASTLE 4+ BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
Broadside Aft Screaming
2 2 2

LOW
4 5 Screaming Skull 6 Skull battery lost
battery lost

BELOW WATERLINE 4+ HONOURS


WEAPONS WEAPONS WEAPONS
Lose 1" of
movement per hit 12 No ranged weapons. No ranged weapons. No ranged weapons.

WEAPONS RAM RAM RAM


2
Screaming Skull Catapults: 1 firing ahead, 2 rear, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save, 3" straight under oars. If foe fails Below the Waterline save,
3 broadside. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts. roll for BtW damage: 1-2: 1pt, 3-4: 2pts, 5-6: 3pts.

SPECIAL RULES 3 3 Also, target suffers hits to locations as follows(make Also, target suffers hits to locations as follows(make Also, target suffers hits to locations as follows(make
unmodified save or put Blaze marker on location): unmodified save or put Blaze marker on location): unmodified save or put Blaze marker on location):
Necromantic spellcasters +1 Spell card while on board. 1-2: 1 low location, 3-5: 2 low locations, 6: 3 low locations. 1-2: 1 low location, 3-5: 2 low locations, 6: 3 low locations. 1-2: 1 low location, 3-5: 2 low locations, 6: 3 low locations.
Each killed crew counter regenerates on 5-6 (d6). 2 Special Special Special

UNDEAD MAN O'WAR MOVE UNDEAD SHIP OF THE LINE MOVE UNDEAD SHIP OF THE LINE MOVE UNDEAD SHIP OF THE LINE MOVE

GHOSTSHIP DEATHSHIP DEATHSHIP DEATHSHIP


CREW SAIL 6" CREW SAIL 6" CREW SAIL 6" CREW SAIL 6"
FOREMAST 5+ AFTMAST 5+ BOWS 4+ MAST 4+ STERN 4+ BOWS 4+ MAST 4+ STERN 4+ BOWS 4+ MAST 4+ STERN 4+
Screaming Skull Mast lost Screaming Skull Mast lost Screaming Skull Mast lost
4 Speed reduced by 2" 5,6 Speed reduced by 2" 3 battery lost 4 Cannot move 5 3 battery lost 4 Cannot move 5 3 battery lost 4 Cannot move 5
Speed reduced by 2" Further hits no criticals Further hits no criticals Further hits no criticals
HIGH

HULL 4+ HULL 4+ HULL 4+


Further hits no criticals Further hits no criticals
6 6 6
FOREDECK 4+ AFTDECK 4+
Lose 1 random crew counter Broadside Screaming Skull
2 3 battery lost BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS BELOW WATERLINE 4+ HONOURS
BOWS 4+ MAIN DECK 4+ STERN 4+
2 2 2
LOW

Fore Screaming Broadside Screaming


4 Skull battery lost 5 Skull battery lost 6
BELOW WATERLINE 4+ HONOURS
WEAPONS WEAPONS WEAPONS
5 Screaming Skull Catapults: 1 firing ahead. Screaming Skull Catapults: 1 firing ahead. Screaming Skull Catapults: 1 firing ahead.

WEAPONS 1 1 1 1
Screaming Skull Catapults: 1 firing ahead, 2 broadside.
SPECIAL RULES
2 2
Any attempts to board, ram or shoot at a Ghostship are
automatically unsuccessful on a roll of 1 (attacking ship
can do nothing else for the remainder of the turn).
UNDEAD MAN O'WAR MOVE UNDEAD FLYER MOVE HONOURS

GHOSTSHIP ZOMBIE 3
CREW SAIL 6" DRAGON 15"
FOREMAST 5+ AFTMAST 5+ RIDER 4+ WOUND TRACK

4 Speed reduced by 2" 5,6 Speed reduced by 2" 6 If rider is killed,


remove model from table. 1
Speed reduced by 2"

HIGH
DRAGON 4+
Further hits no criticals Further hits no criticals
Each hit causes 1 Wound.
FOREDECK 4+ AFTDECK 4+ 4,5
Further hits do not cause
criticals.
Lose 1 random crew counter Broadside Screaming Skull
2 3 battery lost

BOWS 4+ MAIN DECK 4+ STERN 4+

LOW
ATTACKS CLOSE COMBAT
Fore Screaming Broadside Screaming
4 Skull battery lost 5 Skull battery lost 6 Makes a 1 dice breath weapon +4 modifier in close combat.
attack; hitting on a roll of 5 or 6
BELOW WATERLINE 4+ HONOURS and if successful killing one Crew
counter.
5
WEAPONS 1
Screaming Skull Catapults: 1 firing ahead, 2 broadside.
SPECIAL RULES
2 2
Any attempts to board, ram or shoot at a Ghostship are
automatically unsuccessful on a roll of 1 (attacking ship
can do nothing else for the remainder of the turn).

UNDEAD MAN O'WAR MOVE UNDEAD FLYER MOVE HONOURS

GHOSTSHIP CARRION 1
CREW SAIL 6" 18"
FOREMAST 5+ AFTMAST 5+ CARRION 5+ WOUND TRACK

4 Speed reduced by 2" 5,6 Speed reduced by 2" 4+ Each hit causes 1 Wound.
Further hits do not cause
1
criticals.
Speed reduced by 2" WOUND TRACK

HIGH
Further hits no criticals Further hits no criticals
2
FOREDECK 4+ AFTDECK 4+ WOUND TRACK

2 Lose 1 random crew counter


3 Broadside Screaming Skull
battery lost
3
BOWS 4+ MAIN DECK 4+ STERN 4+
LOW

ATTACKS CLOSE COMBAT


Fore Screaming Broadside Screaming
4 Skull battery lost 5 Skull battery lost 6 +2 modifier in close combat.
BELOW WATERLINE 4+ HONOURS When the Carrion successfully wins
a round of combat it gains a +1
5 modifier to its boarding or combat
roll in the next round.
This is cumulative.
WEAPONS 1
Screaming Skull Catapults: 1 firing ahead, 2 broadside.
SPECIAL RULES
2 2
Any attempts to board, ram or shoot at a Ghostship are
automatically unsuccessful on a roll of 1 (attacking ship
can do nothing else for the remainder of the turn).
SEA MONSTER MOVE SEA MONSTER MOVE SEA MONSTER MOVE

KRAKEN 2D6" BLACK 3D6" BEHEMOTH 3D6"


Change facing and turn as desired. Change facing and turn as desired. Change facing and turn as desired.
If double rolled, roll on the
Sea Monster Reaction table.
LEVIATHAN If double rolled, roll on the
Sea Monster Reaction table.
If double rolled, roll on the
Sea Monster Reaction table.

TO HIT TO HIT TO HIT


All Ranges: 4, 5 or 6 Close Range: 3, 4, 5 or 6 All Ranges: 5 or 6
Medium Range: 5 or 6
SPECIAL ATTACK Long Range: 6 SPECIAL ATTACK
Makes a 2d6 attack against a ship’s crew or any high locations. Makes a 1d6 attack with a -1 save to the enemy’s BtW location. If attack is
SPECIAL ATTACK
Crew: Roll above ship’s current BtW hits to remove 1 crew counter. successful, roll a dice:
Makes a 3d6 attack with a -1 save modifer which always aims low. 1-2 1 point of BtW damage.
Ship: Always aims high and attack has -1 save modifier.
If all attacks cause damage, target must make a BtW save or take 1 point of 3-5 2 points of BtW damage.
BtW damage. 6 1d6 points of BtW damage.

WOUND TRACK 5+ HONOURS WOUND TRACK 4+ HONOURS WOUND TRACK 6+ HONOURS

2 4 2
Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn. Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn. Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn.
If rammed, and save failed, takes a wounds equal to the number of BtW hits. If rammed, and save failed, takes a wounds equal to the number of BtW hits. If rammed, and save failed, takes a wounds equal to the number of BtW hits.

SEA MONSTER MOVE SEA MONSTER MOVE SEA MONSTER MOVE

PROMETHEAN 3D6" MEGALADON 2D6" GARGANTUAN 2D6"


Change facing and turn as desired. Change facing and turn as desired. Change facing and turn as desired.
If double rolled, roll on the If double rolled, roll on the If double rolled, roll on the
Sea Monster Reaction table. Sea Monster Reaction table. Sea Monster Reaction table.

TO HIT TO HIT TO HIT


All Ranges: 4, 5 or 6 All Ranges: 4, 5 or 6 All Ranges: 5 or 6
SPECIAL ATTACK SPECIAL ATTACK SPECIAL ATTACK
Makes a 4 dice attack and always aims high. Roll a d6: Makes a 2d6 attack.
1 Other player moves Megaladon up to 6" and attacks any ship it comes into If either attack is successful the enemy ship is grappled, gets -1 in all
contact with. boarding actions, and is immobilised until the Gargantuan is dead,
2 Megaladon refuses to attack this turn. disengages or the ship sinks.
3 Hits 1 location – pick 1 location, normal save. Each subsequent turn, the Gargantuan gets an additional attack dice.
4 Hits 2 locations – pick 2 locations, normal saves.
5 Attacks same location twice – pick 1 location, enemy must make 2 saves.
6 Hits (1 dice + 1) low locations, -1 save.
Roll a second d6 after making the attack. On a 1 remove the Megaladon
from the game.

WOUND TRACK 4+ HONOURS WOUND TRACK 5+ HONOURS WOUND TRACK 5+ HONOURS

3 3 3
Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn. Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn. Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn.
If rammed, and save failed, takes a wounds equal to the number of BtW hits. If rammed, and save failed, takes a wounds equal to the number of BtW hits. If rammed, and save failed, takes a wounds equal to the number of BtW hits.
SEA MONSTER MOVE SEA MONSTER MOVE

SEA 2d6" SEA 3d6"


Change facing and turn as desired. Change facing and turn as desired.
DRAGON If double rolled, roll on the
Sea Monster Reaction table.
ELEMENTAL If double rolled, roll on the
Sea Monster Reaction table.

TO HIT TO HIT
All Ranges: 4, 5 or 6 All Ranges: 5 or 6
SPECIAL ATTACK SPECIAL ATTACK
Makes a 2d6 attack and damaged locations are set ablaze. After moving, may attack any single target within 9" with a tidal wave.
Roll 4 dice; on any double all fires on the ship are put out and it takes a
4 dice attack.
OR, at the start of the turn, on a roll of 5 or 6, move the Wind Compass to
point in any desired direction.

WOUND TRACK 4+ HONOURS WOUND TRACK 5+ HONOURS

3 4
Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn. Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn.
If rammed, and save failed, takes a wounds equal to the number of BtW hits. If rammed, and save failed, takes a wounds equal to the number of BtW hits.

SEA MONSTER MOVE

TRITON 2d6"
Change facing and turn as desired.
If double rolled, roll on the
There may only ever be 1 Triton in a game. Sea Monster Reaction table.

TO HIT
All Ranges: 4, 5 or 6
SPECIAL ATTACK
Does 2 points of damage if Triton hits chosen location on a 3-6.
MAGIC
At the start of the game, Triton receives 1 random spell. The first drawn may
be discarded and another drawn if desired.
In any Magic Phase after all other magic has been cast, Triton may cast his spell.
It is automatically successful, the enemy gets no save and it cannot be dispelled.
Once cast it is discarded.
SPECIAL ABILITY
At the start of player’s Battle Phase, Triton may banish 1 enemy sea monster
on a roll of 5-6. If successful, the creature is returned to its lair and may be
returned to the table at the start of the next turn (no summoning necessary).

WOUND TRACK 5+ HONOURS

4
Never takes critical hits or is set on fire. If wounded by a flyer, dives for a turn.
If rammed, and save failed, takes a wounds equal to the number of BtW hits.

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