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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.
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IMPERIAL MAN O'WAR MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE
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"
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
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"
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
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
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.
IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE IMPERIAL SHIP OF THE LINE MOVE
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
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.
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"
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
WOUND TRACK
PEGASUS - 2 Further hits no criticals Further hits no criticals Further hits no criticals
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
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
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
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
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
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
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
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.
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
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
HIGH
Speed reduced by 3" Speed reduced by 3"
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
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
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
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’.
HIGH
Speed reduced by 3" Speed reduced by 3" Speed reduced by 3"
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
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’.
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"
HIGH
3rd hit halves number
of rockets fired (divide
artillery dice roll by 2).
4th hit destroys battery.
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"
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
CHAOS DWARF FLYER MOVE HONOURS CHAOS DWARF FLYER MOVE HONOURS
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
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.
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
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
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
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
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.
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
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
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
TZEENTCH SHIP OF THE LINE MOVE TZEENTCH SHIP OF THE LINE MOVE TZEENTCH SHIP OF THE LINE MOVE
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.
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
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
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
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.
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
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.
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
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.
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"
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
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
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
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
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).
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 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.
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
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.
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.
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).
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.