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Rulebook
THE RULES AT A GLANCE SHEET
76
CRITICAL HIT TABLE
ROLL 2D6 AND SEE BELOW
ROLL
2D6 RESULT REPAIR OPTIONS
Magazine Explosion: ship turns into a ball
of flame before sinking – ships within an 8”
radius of the centre of the exploding ship There are no options here. The ship has
2 are attacked with a number of D6 equal to quite literally blown into thousands of
DOUBLE the Hull Points of the exploding pieces and all crew are killed.
ship. i.e. the bigger the ship, the bigger the
bang! Affects ALL ships - friend or foe!
Roll 1D6 when the ship is next Activated:
Rudder Smashed: ship may not turn and
3 On a 1-3 the damage is repaired. On a 4-6
can only move in a straight line. 2 points of
it is not repaired.
damage.
Roll 1D6 when the ship is next Activated:
Raging Fire: place fire counter on the On a 1-3 the fires are put out. On a 4-5 the
4 ship. Lose 1 crew and take 2 points of ship takes 1 point of damage. On a 6 the
damage. ship takes 1 point of damage AND loses 1
crew point.
Engine / Mainmast Damage: roll a D6
and on a 1-2 the ship is dead in the water Roll 1D6: On a 1-3 the damage is repaired.
5 (it will drift 2” forward when activation) or On a 4-6 it is not repaired.
3-6 and the ship may only move at half
speed. Take 2 points of damage.
Gun Deck Hit: crew desperately sort out
6 the pile of mangled guns and bodies. Ship
No repair options are available.
may not fire next time it is activated. Take
2 points of damage.
Hard Pounding: take 2 points of damage
7 No repair options are available.
and lose 2 crew.
Helm Steering Hit: the ship must use
one size larger turning circle. A Battleship Roll 1D6 when the ship is next Activated:
8 uses the largest template so it will take 2” On a 1-3 the damage is repaired. On a 4-6
of movement to move 1” round its turning it is not repaired.
circles instead. Take 2 points of damage.
Port/Starboard Battery Hit: roll 1D6 and
9 the ship loses that many attack dice from
No repair options are available.
that side battery. Roll randomly to decide.
Take 2 points of damage and lose 1 crew.
Superstructure Hit: Major damage so
10 No repair options are available.
take 1D3+1 damage and lose 1 crew.
Bridge Hit: next time it is Activated the
11 ship may only move 2” directly forward No repair options are available.
and may not fire. Take 2 points of damage
AND lose 2 crew.
Holed Below the Waterline: ship may Roll 1D6 when the ship is next Activated:
only move at half speed. Take 2 points of On a 1-3 the damage is repaired. On a 4-5
12 damage and then roll again each time the the ship takes 1 point of damage. On a 6
ship is activated. the ship takes 2 points of damage.
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The use of diving models was intended from the start The main principle of these rules is that diving models
of concept design for The Uncharted Seas rules. We get submerged tokens to represent where they
have kept the rules for submerged models as simple might or might not be when they are under the water.
as possible, while still adding the opportunity for A Sea Monster or Orcus gets 1 submerged token,
some interesting tactics. In principle, in the same way and these are only used to show that the model is
that flying models are one level higher than models submerged. A Submarine gets 2 submerged tokens,
on the sea or land, diving models can submerge so which you should mark somehow to show that one
that they are one level lower than models on the sea token represents the actual model, and one token is
or land, and therefore two levels lower than flying a bluff.
models.
SUBMARINES
There are some unavoidable tweaks to the rule The STATISTIC cards provide the essential
mechanics so that diving models will fit in neatly. information for Submarines, but it is worth repeating
Bear in mind that a black bullet introduces a rule, them here with reference to the diving rules that affect
and a white bullet below it clarifies and expands all Submarines. Some of these rules ONLY affect the
upon the core rule. Before we move on please take Frigate sized Submarines that are presently available,
note of the following: so future releases of larger Submarines might have
different rules on their STATISTIC cards.
!" A model on sea/land/flying only gets hits on a
diving model on the surface on a 5 or 6 !" If a Submarine (even if it has 3 Hull Points)
!" A model on sea/land/flying only gets hits on a suffers a critical hit DO NOT roll on the Critical
diving model that is submerged on a 6 Hit Table, it simply loses 2 Hull Points
!" A diving model CANNOT use Defensive !" A Submarine is NOT AFFECTED by the
Fire, whether it is submerged or on the Plague Gun
surface (Submarines have closed hatches !" A Submarine CANNOT board other models,
and Creatures CANNOT use Defensive Fire and other models CANNOT board a
because they do not have crew) Submarine (they manoeuvre and fight with
!" Most diving models are NOT impacted by hatches closed)
wind direction and/or wind strength !" If a Submarine is in base contact with
!" The STATISTIC card for a model will explain another model, it CAN move away from it,
whether it IS or IS NOT affected by the wind even if it is in base contact with its Prow (it is
!" The majority of diving models (and submerged assumed to scrape over/under it)
tokens) IGNORE the usual Command
Distance rules
MODEL SIZE When you activate a diving model, you must decide
The STATISTIC card for a model will define its size whether it will make a surface move OR a submerged
in the game: Tiny, Small, Medium or Large. This size move BEFORE you activate it and replace it with the
will, in the majority of instances, also correspond to proper model or token(s) before it can move. The
the Movement Template that you use for the model model MUST remain on the surface OR submerged
– but NOT always. In particular, the submerged for the ENTIRE Activation. If a model is already
tokens that are used when a model is submerged submerged, you DO NOT replace the tokens, as you
DO NOT use a Movement Template and can move just continue to move them around as bluffs.
in any direction. Certain Small or Tiny models will not
use Movement Templates, while Massive models will SUBMERGED TOKENS
use the Large Template, but MUST move 1” before A submerged token can move in any direction, it
making each turn. does not use a Movement Template and ignores
the Command Distance rules. A submerged token
LINE OF SIGHT CAN be fired at, so long as a ship/model has Line of
A diving model is either on the surface or submerged, Sight to the token, and therefore the rough position
this is reflected by using the submerged tokens when of where the diving model might be.
a model is submerged or the model when it is not
submerged. The addition of diving models impacts !" A submerged token CAN move under other
on the Line of Sight rules in a small way. models AND through other submerged
tokens
The following bullets will help you understand LoS !" A submerged token CANNOT end its move
for diving models: under another model, token or flying stand
!" A submerged token CANNOT move under
!" Diving models on the surface DO block LoS scenery, unless a scenario says otherwise
when a diving model on the surface fires at
another model on the surface When a model makes an attack against a submerged
!" Diving models on the surface DO NOT block token, only the player controlling the model/token(s)
LoS for anything else will know whether the actual model has been
!" Submerged models NEVER block LoS destroyed or not. An enemy player will have to
(because they may or may not be there) destroy both submerged tokens to make sure that it
has actually been destroyed.
ACTIVATION AND MOVEMENT
A diving model is Activated just as you would any !" If the token suffers enough damage to sink or
other squadron of models. You perform your actions destroy it, remove the token
with it as you would another model or squadron. !" If a damaged model submerges, mark the
The only difference is the use of submerged tokens, damage that it has against both tokens, this
where a single model becomes a squadron of two does mean that the bluff token is easier to
tokens. If you have a squadron of 2 Submarines sink
that are all submerged, you would effectively have a !" If a diving model only has 2 Hull Points, it
squadron of 4 tokens. does not suffer critical hit effects
Sometimes a squadron WILL count towards the
number of Game Cards you can use, other times it If a submerged model is sunk or destroyed and
WILL NOT. A model’s STATISTIC card will inform the bluff remains, you still get a Game Card for its
you of this. Squadron. After all, if you didn’t, it wouldn’t be a bluff
any more.
SUBMERGED MODELS
When you deploy a diving model at the start of a !" If there is a point in the game where one or
game, you can either deploy the model or decide more players have nothing but bluff tokens
that it is submerged. If it is submerged you deploy on the table the game ENDS
its submerged token (or tokens) anywhere in your !" If a player has nothing but bluff tokens
deployment area. When you activate a diving model at the start of a turn and kept playing he
later in the game that is on the surface and decide FORFEITS the game (remember to check
it is going to submerge, replace the model with its your submerged tokens at the end of each
submerged token (or tokens) in the same location. turn if you think there is a risk of them all
being sunk or destroyed)
BEHEMOTH
There are many creatures living below the
waves of the Broad Blue that even the
mighty Dragon Lords know little about.
Among them are the water elementals that
are known as Behemoths. There are some
among the Helganth who know how to tame
them, and it is these Helganth Shamen who
have found employment in various fleets.
They perform strange rituals and ceremonies
to summon a Behemoth to fight for their
employer, but the Behemoths are tricky
creatures to control. The Shamen must
remain close to it at all times to maintain
a connection, and stop it from becoming
inactive.
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1 to 4 - Nothing happens
5 - A Monster arrives on the table edge and the winner of
the initiative roll decides how to move the model towards the
nearest ship
6 - A Monster is placed anywhere on the gaming table by the
winner of the initiative roll. You will then deviate the position of
the monster by 2D6” using the random template we provided
in the core rule book.
NOTE: Monster can never go off the table edge, so in the case
of a random roll taking the model off the tabletop simple place
it where it exited the table.
1-2 Octopoda
3-4 Kroken
5-6 Naitaka
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Attack dice
5
Critical
Band 1 2 3 4
Port 6 0 0 0 Only at airborne targets Rating
Starboard 6 0 0 0 Only at airborne targets
Turret 4 2 1 0 Surface or airborne targets (forward firing
arc only)
Bombs End move above one target. Bombs hit with (1d3 X !
targets hull points) attack dice.
Movement: 9
Hull points: 2
Crew points: 2
Ram Rating: 0