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You were driven from the Broad Blue once, and warned against the folly of returning.

These are our Lands. There is no negotiation, there is no surrender, you will be eradicated. Lord Jester Scormas, of House Melkharn to Ousmanri Tepes, during the brief parley that preceded the destruction of the Imperial Human expeditionary fleet into the Uncharted Seas.

INTRODUCTION

The Dragon Lords are tall, broad shouldered humanoids, who have characteristically strong voices and commanding presences. Adventurers from the Old World have only ever seen them clad in ornate suits of ancient armour, a mixture of plate, chain and banded mail which gives them excellent protection and freedom of movement. What is known among the Old World races is that the Dragon Lords function as the ruling class of the Uncharted Seas and have dominion over all of the lesser races of the region. Most ships of this race are crewed with enslaved nations, with a limited number of actual Dragon Lords on board. There are few Dragon Lord nobles in proportion to their vassals, so they rely on their reputation and the support of their most loyal Subasha (slave races) to maintain their power. This has led them to focus on individual combat to test their skills, and removed them from the lower levels of military command, leaving that to the Subasha. Over the centuries they have made an art of single combat, and ensured that any Dragon Lord that aspires to greatness must possess martial prowess if he is not otherwise a sorcerer.

roughly 20 feet in length, though some can reach 30 or 40 feet. They are still insignificant when compared to an adult Elder Dragon which might be between 150 and 250 feet. The Dragon Lords believe that the dragons are physical conduits for the spirits of nature and anchors to the flow of magic. The spiritual connection they have with the dragons is reflected in art, stone carving and carpentry, often depicting them in a stylised manner. It is also seen in the armour that the Dragon Lords wear, and in the battle formations that their troops use. These dragons are not, however, worshipped. They are instead respected as physical representations of power. Dragon Lords have long known that the source of a dragons power is its hide, a material that they prize greatly. Dragon hide absorbs the flow of magic and concentrates it into a form which can be used, for instance, to power a ship. In combination with understanding the magical qualities of timber that is cut within their lands, the Dragon Lords collect dragon hide that is shed during the Fire Season to sow onto the sails of their living ships, made from the living timbers. All Dragon Lords are naturally attuned to the ebb and flow of magic, although their mages are particularly adept at harnessing its true power. These mages can perceive their surroundings as if they were part of a magical vortex. An apprentice mage can only perceive a small room with their eyes closed, whereas an arch-mage can sense almost everything up to several miles away, making them crucial to the communication and navigation on Dragon Lord ships. Their use does not stop here though, since they can siphon the nascent magical energy from the dragon sails and cast a range of devastating magic spells.

The Uncharted Seas are ruled by four Houses, each of which is led by a Great Lord who rules over one of the four provinces of Kalath, Melkharn, Traal and Morgloth. The Houses are made up of the families of senior Dragon Lords, whose warriors are called Cadres, which in turn command the lowest rank of Dragon Lord troops, which are the Disciples. It is these Cadres and Disciples that maintain and command Dragon Lord armies and fleets, while political factions within each House, called Cabals, meddle in the affairs of state. Below these ranks are the vassal troops, the most powerful and respected of which are those from the lands of Principia. These warriors often hold a command position, sometimes in charge of thousands of warriors, but only ever command other vassal troops - never Dragon Lord pure bloods.

POLITICS

LIVING SHIPS

The hulls of Dragon Lord ships are constructed from living wood. The timber that they use survives even once it has been cut into planks, so long as it is treated correctly with a liquid concentrated from a fungus called Shadow Coil. When built into the hull of a ship, the timber forms a strange magical organism, effectively a living ship with a limited form of awareness. The planks will even re-grow themselves if damaged, which allows the ship to heal itself over time and spares it from the general wear and tear that most ships suffer from. A living ship has a life span of several hundred years, dependant on the timber that is used, although it will eventually die through a curious form of decomposition. The Dragon Lord sea captains are very aware of

DRAGONS AND MAGIC

Almost every aspect of Dragon Lord culture is tied to the worship of dragons. The dragons of the Uncharted Seas tend to be smaller than the Old Worlds dragons of legend, although they are still formidable creatures. An average dragon from the region is

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

the health of their ships, and although saddened by the act will burn the husk of an aged ship ceremonially at sea. However, this is not just a ritual. If a living ship is not burnt it will continue to exist in the depths of the sea where certain corals have a similar effect to Shadow Coil. It has been known for lost ships to return from the seas covered in coral, barnacles and weeds, sometimes even crewed by hideous fish-men from the deeps. Occasionally they sail into their home ports, some macabre, supernatural instinct drawing the desolated hulk back to their home.

their own forests. Their towns invariably sit on the coast, the centre of wild Traal being beyond even their control. The province is made up of the west coast of Principia, Traal and Sorylia, its capital is Lamoran. The House of Traal is ruled by the Great Lord Vannos san Nar, an enigmatic individual who rarely leaves his palace high in the Traal Mountains. He supervises the cultivation of magic powders and spices that are harvested in Traal, many of which are derived from Forest Dragons. Some are used on the living ships of Traal, others by arch-mages to enhance their powers over the sea and the elements. Ships from Traal generally have green sails, many resembling the pale opalescent green derived from the fabled Mist Stalker Dragon. The timber that is cut from the forests of Traal is commonly light brown, beige or grey. The House of Traal favours its own timber greatly, using it in exclusion of all others in the construction of its living ships, and rarely trades it to the other Houses.

KALATH PROVINCE

Kalath is known as the Land of Changing Winds because its territories are bordered by the Voskian Strait and the Strait of Usank, where sea conditions are treacherous and the wind blows inland with a fierce and unpredictable temperament. The province is made up of the north coast of Principia, Gorvania, and the islands of the Delf Channel, and its capital is Usank. Its mountains are rich in minerals and its waters are abundant with fish, but it is a harsh and uncompromising region to live in. In the winter, an ice bridge forms between Gorvania and the Voskarian wastes, allowing tribes of Vosk barbarians to invade Kalath. The House of Kalath is ruled by the Great Lord Mesmar Grukarren, whose Cadres have become battle hardened from their seasonal war against the Voskians. Ships from Kalath Province have blue or purple sails, as their dragons have adapted to the icy climates of the north. The further north that these dragons are hunted, the paler their skins are. The living wood harvested in Kalath has the unique property of changing colour through the seasons. In summer this timber can be all manner of colours, but in winter, pale colours dominate.

MORGLOTH PROVINCE

Morgloth is known as the Fire Mountains Blanket because the island of Ossiria is a land of volcanoes and darkness, with long nights and short, murky days. Very few Dragon Lords live on Ossiria itself, and those that do tend to be in self imposed exile or on a spiritual journey to oversee the harvesting of Shadow Coil. Morgloth province is made up of Ossiria, Ganesh and Takia, its capital is the city of Gan. Ships from Morgloth almost always have grey sails, since they get their dragon hide from the local breeding grounds of Dark Serpents, a unique sightless creature believed to observe its world through the perception of the flow of magic like Dragon Lord mages. The only living wood native to Morgloth is a deep blue colour, but its shipwrights often buy living wood from the other Houses.

MELKHARN PROVINCE

Melkahrn is known as the Land of the Fire Dragons because there are several breeding grounds within its territories. The House of Melkharn is the wealthiest province because of its trade in Fire Dragons, and also because it has the most fertile soil and richest fish stocks. The province is comprised of most of north and south Principia, Arbon, Vyrdam and Mysonnia, its capital is Lataria. The ruler of Melkharn is Great Lord Senan san Garran, who is striving to encourage a vote to elect a High Lord, for which he considers himself the best candidate. It is his ships that saw off the first Imperial Human fleet that dared to engage a Dragon Lord fleet, and his ships that are engaged in naval blockades around Vyrdam, so he argues that he is best placed to lead the four Houses against the threat of the Old World adventurers. Ships from Melkharn are invariably red or yellow, due to the Provinces vast population of Fire Dragons. Some have a partial purple color, and are believed to have been inter-bred with those from Kalath. The living wood that is used is normally mid-brown, and occasionally a deep red, though like in all the provinces living wood can be found in almost any colour.

MARKINGS AND PATTERNS

The sails of living ships are made from leather with dragon hide sown onto it, so that the magical properties of the hide make up for the rigidity of the leather. The most powerful squadrons are those that have a higher proportion of dragon hide woven onto the sails. The flagships of the House fleets have sails made entirely of dragon hide, making them faster, more manoeuvrable and more resistant to attack from bolt, cannon, or fire. Dragon Lord ships come in an almost infinite variety of colours, and often have patterned sails. They are sometimes woven together to echo the markings on bodies of the local dragon species. Stripes and spots are the most common, although meshes and colour bands are also prevalent. A fleet owned by a single House will generally be made from the same living wood and similarly pigmented dragon hide, since House huntsmen generally hunt local varieties of dragon. However, patterns may vary between individual ships, as there is no prescribed coding in the House fleets. Squadrons may occasionally have a coloured band across the prow, or use banners and even magical signals for identification. Some squadrons paint the masts and handrails in a bright colour that is a contrast against the timber of the ship.

TRAAL PROVINCE

Traal is known as the Land of Canopies because it is almost completely shrouded in ancient forests. The Dragon Lords that inhabit Traal rely heavily on their ships for transportation, since it is very difficult for them to travel through the murky depths of

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

THE MODELS
A Fleet Of Living Ships
With sails sewn with dragon hide to speed it through the water even on a windless day, and decks crowded with finely crafted ballista, there is little afloat in the Uncharted Seas of its size that can match the Sunset for agility and long range firepower. MARs: None

SUNSET CLASS FRIGATE

INVOKER CLASS HEAVY CRUISER

Designed to undertake special missions for the Dragon Lords, the Moonbeam Destroyers emphasise the art of combined tactics. Coordinated with a precision born of dedicated practice, they wear down their foe with sustained fire, before closing in, like the jaws of a dragon, with hardened rams and crews of bloodthirsty Kreel. MARs: Coordinated Assault, Iron Ram

MOONBEAM CLASS DESTROYER

The mages, or invokers, who give these vessels their name have honed their art to a specific purpose. They specialise in invoking the spirits of dragons to imbue their vessels, and those around them, with draconic properties. Dragon Lord commanders have found this invaluable: being able to reliably generate a sudden burst of speed or enhance a volley to hull splintering force, especially when combined with the ships twin Dragon Snout fore guns, has presented them with a swathe of potent new tactics. MARs: Draconic Blessing, Invocation

ELDER DRAGON (FLYING MODEL)

The mainstay of any Dragon Lord force, the Shadow exemplifies the Dragon Lord focus on balance in warfare. Maintaining speed and manoeuvrability, with ballista engineered to sustain their potential even at great distances, these vessels have long enforced the rule of the Dragon Lords in the Uncharted Seas. MARs: None

SHADow class cruiser

The Elder Dragon is the greatest and most cunning species of beast that the Dragon Lords can summon to war. While some may be larger and tougher, the Elder are the most intelligent, able to form their own battle strategies and act as emissaries for the Great Lords of the four Houses. Indeed, the Elder Dragons are considered to be the reincarnation of the long lost Ancestor Dragons, and treated with utmost respect. If an Elder Dragon suffers a Critical Hit you roll on the Large/ Massive Monster Critical Hit Table on Page 45. An Elder Dragon can attack in THREE ways, choosing from its Breath Weapon, Tail Attack or Swipe Attack. There are limitations to which attacks it makes. Breath Weapon: This weapon has a fore facing, 180 degree Turret arc. You measure all distances from its Flight Stand peg. Swipe Attack: the Elder Dragon can make a Swipe Attack of 10AD against a model that is on the Surface OR Flying and within 1 of its flight stand in a fore facing, 180 degree arc. Tail Attack: the Elder Dragon can make a Tail Attack of 10AD against a model that is on the Surface OR Flying and within 1 of its flight stand in the Aft channel. An Elder Dragon CAN make a Swipe Attack AND a Tail Attack in the same activation, but both targets MUST be at the same level (both Flying OR both on the Surface). The AD of a Swipe/Tail Attack IS reduced by Hull Damage or Crew Killed Markers. An Elder Dragon CANNOT perform a Breath Attack and a Swipe/Tail Attack in the same Activation. An Elder Dragon CANNOT perform a Swipe/Tail Attack while it is involved in a Boarding Action. If an Elder Dragon Destroys a model with a Ram or Collision, it CAN perform a Swipe/Tail Attack in the same Activation, but it CANNOT perform a Breath Attack.

More ornate than their Shadow cousins, these cruisers underline the respect in which the Dragon Lord mages are held. Commonly accompanied by an escort of Shadows, the Arcane delivers its precious cargo into the heart of the enemy, where they can put their repertoire of powerful spells to best effect, or, if all else fails, simply blast the foe to splinters with bolts of magical energy. MARs: Arcane Amplifier, Arcane Blast

ARCANE CLASS CRUISER

TWILIGHT CLASS HEAVY CRUISER

Created to suppress the most determined rebellions, enemies of the Dragon Lords swiftly learned to flee rather than face the concentrated firepower of Twilight squadrons. Sacrificing some of their archetypal speed for a vicious fore-mounted canon, they often form the anvil against which the foe is beaten. MARs: None

Since the invasion of the Uncharted Seas by the Old World Races, the Dragon Lords commanders felt the need for a cruiser class vessel even sturdier than its predecessor, the Twilight. Relishing in the opportunity to craft a new vessel, the shipwrights designed a ship that surpassed its cousin in both majesty and destructive potential. Further yet, the alchemists developed a new mix of Mashosh that grants the vessel magical protection. MARs: Draconic Blessing

CELESTIAL HEAVY CRUISER

MARs: Lethal Strike (Swipe Attack, Tail Attack)

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

NIGHTSHADE CLASS BATTLESHIP

It is with good reason that the Dragon Lords have reigned over the Uncharted Seas almost uncontested for centuries. Even the artifice of Dwarven engineers cannot provide a match to the broadside ballista of a Nightshade. Manned by Kreel Subasha, whose strong backs wind the windlasses to lethal tensions, and loaded with magically charged projectiles, these weapons maintain their force over unimaginable distances, sundering the foe before he has even primed his guns. MARs: None

Though seemingly insignificant in comparison to the Elder, experienced Captains often need remind their brasher officers that a Nogdra is still roughly equivalent in size to a flying troll, and capable of exhaling furnace hot gouts of flame. When the Eyries have closed to within range, the Nogdras handlers will mount their ferocious steeds and take wing. Swooping down on unprotected decks to set flame to wood, cloth and flesh without discrimination. Breath Weapon: This weapon has a 360 degree Turret arc, measured from the centre of the base. The following rules apply to Nogdra Dragon Tokens: A Wing of Nogdra Dragons Tokens MUST be created with the Tokens sitting on top of the provided base. It is this base that is moved to attack models, and all measurements are made to, and from, the centre of this base. All attacks against Nogdra Dragon Tokens are made against the entire Wing, NOT individual Tokens. When shooting at a Wing of Nogdra Dragon Tokens if you match/exceed the DR but not the CR you will Destroy ONE Nogdra Token. If you match/exceed the CR you Destroy TWO Tokens. You DO NOT roll on the Critical Hit Table and you CANNOT score multiple Critical Hits on a Wing of Nogdra Dragon Tokens. Defensive Fire against Nogdra Dragons Tokens ONLY hits on a 6, and not the normal 5/6. Nogdra Dragon Tokens DO NOT roll on the Critical Hit Table when damaging other models, instead they cause 2 points of Hull Damage if their attacks match/exceed the targets CR. Nogdra Dragon Tokens CANNOT cause multiple Critical Hits. Wings of Nogdra Dragon Tokens DO NOT count towards a players Hand Size. However, a Dragon Carrier DOES count towards the Hand Size. You CANNOT play ANY Game Cards on Wings of Nogdra Dragon Tokens.

Nogdra Dragons (FLYING TOKEN)

EYRIE CLASS DRAGON CARRIER

Aptly named, the Eyrie is an entirely unique creation. Housing a nest of Nogdra beneath its delicate glass dome, it escorts its precious cargo to within striking distance of the foe, all the while allowing the dragons to absorb nourishment from the sunlight. The following rules apply to a Dragon Carrier: Dragon Tokens are launched as Wings BEFORE the carrier moves, the Tokens are placed touching the aft of the model. A Dragon Carrier is deployed carrying a total of 6 Nogdra Tokens (included within its points cost). When launched, they form either one Wing of 6 Tokens or two Wings of 3 Tokens. If a Dragon Carrier launches ALL 6 Tokens simultaneously, the vessel can perform NO other action that turn. It CANNOT make Weaponry Attacks, and the ship drifts forwards 2 as per the normal movement rules. If a ship launches ONLY 3 Tokens it CAN move and fire normally. Newly deployed Dragon Tokens are now available for a player to Activate when they are next able to Activate a Squadron. If a Dragon Carrier is Destroyed or Captured while Dragon Tokens are onboard, those Dragon Tokens are also Destroyed or Captured. Two wings CANNOT be combined into one larger Wing. In order to create a Wing of 6 Tokens, you must launch ALL the Dragon Tokens AT THE SAME TIME. ANY Wings may land on the Carrier by moving into contact with it. A Carrier CANNOT carry more than 6 tokens. A smaller Wing of ALL remaining Dragon Tokens CAN be launched if there are less than 3 Tokens left on a Carrier.

MARs: Flame Weapon (Breath Weapon)

MIDNIGHT CLASS FLAGSHIP

MARs: None

Able to outstrip even the cruisers of some races, nothing in its class can keep pace with a Midnight. Able to sustain the same long range firepower as the smaller Nightshade, a Midnights most formidable weapon is still the coterie of mages perched in a cabin high in the ships masts. From this lofty vantage point, these venerable sorcerers command an unparalleled view of the battle, and can easily select choice targets on which to expend their frightful arcana. MARs: Mage Quarters, Mage Tower Special Rules: When Activated, this model can repair 1 of its own Hull Points (HP) on a D6 roll of 6. However, it can ONLY repair lost HP, and it CANNOT repair HP while involved in a Boarding Action.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Sunset Class Frigate


DR 3 2 CR 5 2 MOVE
RANGE BAND

Points: 30

Moonbeam Class Destroyer


DR 3 CR 5 3 MOVE
RANGE BAND

Points: 45

12 RAM 2

11 RAM RED 3

STARBOARD

HULL CREW

HULL CREW
PORT

Small Class Standard model Template: SMALL This model IGNORES the wind direction Squadron Size: 3 to 4 Models MARs: None

Small Class Standard model Template: SMALL This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Coordinated Assault, Iron Ram

PORT

3
-

STARBOARD

1 2 3 4

4 3 1 -

4 3 1 -

1 2 3 4

5 4 2 -

5 4 2 -

Shadow Class Cruiser


DR 4 4 CR 6 6 MOVE
RANGE BAND

Points: 60

Arcane Class Cruiser


DR 4 CR 6 6 MOVE
RANGE BAND

Points: 70

9 RAM 4

9 RAM 4

STARBOARD

HULL CREW

HULL CREW
PORT

Medium Capital Class Standard model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: None

Medium Capital Class Special model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Arcane Blast, Arcane Amplifier

PORT

4
-

STARBOARD

1 2 3 4

6 5 4 1

6 5 4 1

1 2 3 4

6 5 4 1

6 5 4 1

Twilight Class Heavy Cruiser


DR 5 5 CR 7 7 MOVE
RANGE BAND

Points: 75

Celestial Class Heavy Cruiser


DR 5 CR 8 7 MOVE
RANGE BAND

Points: 85

8 RAM 5

8 RAM 5

STARBOARD

HULL CREW

HULL CREW
PORT FORE

Medium Capital Class Variant model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: None

Medium Capital Class Variant model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Draconic Blessing

PORT

5
-

STARBOARD

1 2 3 4

6 5 4 1

6 5 4 1

6 5 4 3

1 2 3 4

8 7 5 2

8 7 5 2

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Invoker Class Heavy Cruiser


DR 5 5 CR 7 6 MOVE
RANGE BAND

Points: 90

Elder Dragon
SWIPE ATTACK

Points: 100
BREATH WEAPON

DR 5
STARBOARD

CR 8 8

MOVE
RANGE BAND

8 RAM 4

10 RAM RED 6

HULL CREW

HULL CREW
PORT FORE

6
-

Medium Capital Class Special 2 Attachment model Template: MEDIUM This model IGNORES the wind direction Squadron Size: N/A MARs: Draconic Blessing, Invocation

Large Capital Class Special 2 Flying model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Lethal Strike (Swipe Attack, Tail Attack)

TAIL ATTACK

1 2 3 4

6 4 3 1

6 4 3 1

7 6 5 4

1 2 3 4

9 5 2 10 10

Nightshade Class Battleship


DR 6 9 CR 10 8 MOVE
RANGE BAND

Points: 115

Midnight Class Flagship


DR 6 CR 12 10 MOVE
RANGE BAND

Points: 140

6 RAM 8

8 RAM 8

STARBOARD

HULL CREW

HULL CREW
PORT FORE

PORT

Large Capital Class Standard model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

Large Capital Class Special 1 model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Mage Quarters, Mage Tower

FORE

9
-

STARBOARD

1 2 3 4

13 11 9 7

13 11 9 7

6 5 4 3

1 2 3 4

13 11 9 7

13 11 9 7

7 6 5 4

Eyrie Class Dragon Carrier


DR 6 8 CR 10 7 MOVE
RANGE BAND

Points: 160

Nogdra Dragon
3 5 1 18 RAM 0
BREATH WEAPON

Points: 10

DR
STARBOARD

CR

MOVE
RANGE BAND

6 RAM 6

HULL CREW

HULL CREW
PORT

1
-

Large Capital Class Special 2 model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: None

Tiny Class Flying Standard token Template: NONE This model IGNORES the wind direction Squadron Size: 3 or 6 Tokens MARs: Flame Weapon (Breath Weapon)

1 2 3 4

9 7 5 -

9 7 5 -

1 2 3 4

3 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

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