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First Blood

THE GRAND ALLIANCE THE DREADFLEET SETTING THE SCENE


Set the scenery up as shown on the
Heldenhammer Bloody Reaver deployment map below.
Description: Sigmarite Temple-ship Description: Vampiric Castle-ship
Captain: Jaego Roth Captain: Count Noctilus DEPLOYMENT
The Grand Alliance player deploys all
three of his warships outside the ring
Flaming Scimitar Black Kraken of islands, making sure they are in the
Description: Sorcerer’s War Barge Description: Chaos Dwarf Submersible marked area at the top left quadrant of
Captain: The Golden Magus Captain: Tordrek Hackheart the seascape. The Dreadfleet player then
deploys all three of his warships in the
Swordfysh Shadewraith bottom right quadrant of the seascape.
Description: Pirate Galleon Description: Ghostly Galleon Top tip – try to get close to the enemy so you
Captain: Aranessa Saltspite Captain: Vangheist can make your shots count, and keep at least 2"
between each of your warships if you can.

GAME LENGTH
Grand Alliance The game lasts until a pre-agreed time
limit has elapsed. We recommend 15
minutes, but if you fancy a longer game,
feel free to extend this period.

VICTORY
The players are attempting to cripple and
destroy the enemy fleet. After the agreed
time limit has elapsed, each player counts
the number of Damage cards next to his
opponent’s Warship cards. The player who
has inflicted the most Damage cards upon
his opponent’s fleet is the winner. If both
players’ fleets have taken the same number
of Damage cards, the game is a draw.
Sunken warships: Note that if a
warship sinks, the Damage cards that
were next to its Warship card at the time
of sinking still count towards the owning
player’s total (keep such cards to one side
if a warship is removed from play).

Dreadfleet
The Game Turn
1) INITIATIVE PHASE: Fighting a Duel (p.40): Each player rolls a number of dice equal to his
captain’s Swashbuckling value. Each roll of a 5 or 6 is one victory.
Roll-off to find out which player gets the initiative. The player with initiative
If you have several captains involved in the same duel, add their victories
chooses who will be the first player. The first player’s opponent is the second
together.
player.
Each player totals the number of victories they have. The player with the most
2) STATUS PHASE: is the winner of the duel. The captain(s) on the losing side takes a Wound
Resolve ongoing effects and any Status cards with a red background (at the card and places it under their Warship card so it shows the ‘Flesh Wound’
beginning of the game, there will be no Status effects). result. If a captain already has a Wound card, move the Wound card up one
degree of severity.
3) FATE PHASE:
If the result is a draw, a wound is taken by all captains involved in the duel.
The first player draws a Fate card and resolves its effects. The second player
then does the same. Ignore the wind symbols for now (the numbered parts). Fighting a Boarding Action (p.34): Each player now adds together the
current Crew characteristics of all their warships involved in the board-
4) ACTION PHASE: ing action and rolls that many dice.
The first player chooses a warship that has not been activated yet this turn and
resolves its actions by resolving the following sub-phases: Each roll of a 5 or 6 is a victory. Each player totals the number of
victories they have, and the player with the most is the winner of the boarding
a) Orders action.
• You may attempt to issue an Order card by passing a Command check.
Subtract the losing side’s total from the winning side’s total to
b) Movement obtain the boarding action result. For instance, if the Grand Alliance
player had scored 3 and the Dreadfleet player 1, the boarding action result
• Move around the seascape using the warship’s Speed and Handling
would be 2.
characteristics. Warships may make one turn of up to 45 degrees
each time they move at least their Handling distance in inches.
The player that scored the fewest victories draws a number of Damage cards
equal to the boarding action result for each of his warships on the losing side.
c) Broadside
• Choose a target within 18" and line of sight. If the players have scored the same number of victories, every warship in-
• Check that it is in your warship’s side arc. volved in the boarding action draws one Damage card.
• Measure the range between the two warships:

RANGING CHART 5) NOW IT’S YOUR OPPONENT’S TURN...


The second player then chooses a warship that has not been activated yet
Range D6 result needed to hit this turn and resolves its actions in the same order as the first player.
Short (0-6") 4+
Medium (6-12") 5+ The players alternate activating warships until all warships have acted.
Long (12-18") 6+

6) END PHASE:
• Apply any applicable modifiers: Assess the victory conditions.
– First broadside: Each warship’s first broadside of the game has a +1 If a player has won, the game ends. Otherwise start a new turn!
modifier (for example, instead of needing a 6+ you would need a 5+).
– Raking fire: If the majority of your warship’s base is in front of or be-
hind the target, then you get a +1 modifier to hit, as described above.
• Determine if the target is obscured or not. If it is, halve the
number of broadside dice that you can roll, rounding up.
• Roll your broadside dice. Each dice result that equals or beats your
required to hit value scores one hit.
• Your opponent can make one armour save for each hit inflicted.
• The owner of the target warship draws one Damage card for
each hit that is not saved and resolves it against the target of the
broadside.

d) Boarding Actions (p.22):


In this sub-phase, you must fight a boarding action against any enemies in
base contact. First off, the captains must fight a duel!

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