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Uncharted Seas

Rulebook
THE RULES AT A GLANCE SHEET

Turn Sequence (Page 12) Firing Procedure (Page 25)


The sequence of play is as follows: Measure range and see if target is in arc and whether it
is full broadside or partial. Calculate number of Attack
1) Play Turn (T) Cards Dice (AD) to roll, now roll AD and calculate any damage
2) Determine Initiative or critical results. If the number of hits equals or exceeds
3) Movement & Combat for squadrons with players taking the DR then the target ship takes 1 point of hull damage.
alternate goes. You can now play S, A and R cards. If the number of hits equals or exceeds the CR then the
4) End Phase - replace cards, sort out tokens etc. target ships takes a Critical Hit (Page 27).

Wind change (Page 16) AD Roll Result


One player rolls for wind change during the initiative phase 1-3 Miss
of each new turn on a roll of 6 the wind will change. Roll 4-5 1 Hit
a D6 to see how it changes: 6 2 Hits and Roll Again!

ROLL RESULT Linked Fire (Page 22)


1-2 1 point clockwise Choose one ship as the primary ship which uses all of
3-4 1 point anti-clockwise its normal AD. Any other ship supporting this gets to use
5 2 points clockwise half of its AD (rounded down – always add a minimum of
6 2 points anti-clockwise 1 AD)

Command Radius (Page 17) Splitting Fire (Page 25)


Command radius is 4” from any point of one ship to One ship may split its AD against multiple targets, may
another. If the ships of a squadron are outside command not be used with the Linked Fire rule.
radius only one element of that squadron may be activated
– the other drifts 2” straight ahead. Ramming (Page 31)
Target ship is attacked with the ramming ship’s Ram Rating
Movement (Page 18) AD. Ramming ship is attacked with the target’s starting
Movement with the wind or, if the wind has no effect on hull points as AD. If the Ram Rating of the attacking ship
your ship, is as the printed movement value on the ship is RED and the Ram attack equals or exceeds the targets
stat card. If you are sailing into the wind AND it affects DR then it will cause a critical hit.
your ship then your movement costs are doubled.
Collisions (Page 34)
Firing Arcs (Page 24) Both ships involved will be attacked with a number of
AD equal to the starting Hull points of the ship they just
collided with. If you collide with an inanimate object you
will roll the following attack dice against your ship:

Soft 4 Attack Dice


Hard 8 Attack Dice
Hard and Pointy 12 Attack Dice

Boarding Actions Sequence of Events (Page 34)


1. Move ships as normal – any that contact an enemy ship
or island or one of their own ships immediately halt.
2. Resolve ramming and collision damage – sink any ships
that take enough damage.
3. Fire with any ships in the activated squadron that are
not in contact with an enemy ship
4. Resolve boarding actions and kill the relevant crew.

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 new Dwarven Flagship - a very


dangerous machine of war! You don’t
want to be in its way when its crew let
rip with all of those weapons...

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Stylish and elegant - but


packing a nasty punch! That
about sums up the new Imperial
Flagship...

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Copyright Spartan Games (C) 2009


Copyright Spartan Games (C) 2009
!"#"$%&'(!)*+
!"#$%&'(!&)*+*,-&.()$#%&/,)&.(,%0$!%&1$#(2
03$&2/+$%&*,&03$&",43/!0$)&%$/%

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)

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!" A bluff token DOES NOT count toward !" Some diving models can choose not to board
Victory Points at the end of the game (using the guidelines above) AFTER resolving
a ram or collision, but MUST do so BEFORE
SUBMERGED MODELS MAKING ATTACKS either side rolls dice for a Boarding Action
In general, a diving model that is submerged !" When this occurs, the ramming model
CANNOT make ranged attacks against models is moved back from the other model
that are submerged/at sea/land/flying. In the future, by the minimum distance necessary
some diving models will be equipped with weapons to prevent a Boarding Action
that they CAN fire while submerged, which will be !" The ramming model CANNOT move
listed on their STATISTIC card. into contact with another model when
it moves back, if it CANNOT move
!" A submerged model/token CANNOT ram or back, it MUST perform a Boarding
board a model that is at sea/land/flying Action
!" A submerged model/token CAN ram another !" A Submarine CANNOT perform a
submerged model/token or a bluff token, if it Boarding Action, so in this case
rams a bluff token the bluff token is removed nothing happens. When this occurs,
!" A bluff token CAN ram another submerged the model that was rammed CAN
model/token, the bluff token is removed, if move away from the model that
the other token was a bluff token it is also performed the ram, even if it is in base
removed contact with its Prow (it is assumed
!" In both of the cases above, if the to scrape over/under it)
actual model was rammed, leave its
submerged token on the table and NOTE: Using the rules above, there will be instances
declare that it is the submerged model which ignore the standard rules and create unfamiliar
!" When the submerged token situations. If an Orcus rams a Submarine it CANNOT
representing the actual model is next board it and has to move back. If it cannot move
activated, remove it and replace it back it would ordinarily have to perform a Boarding
with both submerged tokens so long Action anyway. In this situation however, nothing
as it remains submerged happens and the Submarine remains in base
!" A submerged Submarine CANNOT board contact with the Orcus. If the Orcus is activated first
another submerged model (in fact they in the following turn it can ram the Submarine again,
cannot board any model) while if the Submarine is activated first it can move
!" A submerged Creature can ONLY board away from the Orcus.
another submerged Creature (this applies
to a model that is submerged during its CAPTURING A DIVING MODEL
activation, not at the start) A model that is at sea, on the land or flying CANNOT
capture a diving model, regardless of whether it is on
NOTE: Some diving models may have an additional the surface or submerged. A diving model CANNOT
attack when they hit another model. These attacks capture any other model, and a Creature CANNOT
will be stated on the STATISTIC card, and unless it capture any other model.
states differently, it is resolved AFTER ramming but
BEFORE any Boarding Action takes place. A Creature might well drag a model down into
the depths (in effect capturing it), but the rules for
DIVING MODELS AND BOARDING ACTIONS capture are largely there for the purpose of additional
Some diving models DO NOT have to board another Victory Points. Your fleet does not benefit from the
model after a ram. Some models simply CANNOT capture of a model by a Creature. In all cases, the
board after making a ram! destruction or damage of a model can add to your
Victory Points and you can therefore take a record
Sea Monsters, for example, MUST board (unless of its Points value for this purpose.
they ram a Submarine), in the same way as any other
model does after a ram (or collision). Orcus CAN RAKING SHOTS
choose not to board after a ram, while Submarines It IS possible for a submerged model to rake a
CANNOT board after a ram. submerged model, or a diving model on the surface

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to rake another model on the surface. It is NOT model. In both cases, you DO NOT place a Raging
POSSIBLE for a diving model to rake a model on Fire Token on a Creature that is submerged. If it was
land or a flying model, whether it is submerged or caused by a critical hit effect, roll again until you get
on the surface. However, a diving model can ONLY a different result.
be raked by another diving model that is at the same
level. Check the STATISTIC card of a model to see if With any other submerged model, you DO NOT
it CAN/CANNOT be raked. place a Raging Fire Token on it if it was caused by a
weapon or special attack, but you DO place a Raging
NOTE: normally you CANNOT rake a Creature. Fire Token on it if it was caused by a critical hit effect.

RAGING FIRE TOKENS DIVING MODELS AND MAGAZINE


If a Creature that has a Raging Fire Token(s) on it EXPLOSIONS
submerges, the token(s) are automatically removed. Following the basic principle that there are now three
If a Submarine submerges, the tokens are ONLY levels in Uncharted Seas, it affects how Magazine
removed with a successful Repair Roll. The fire is Explosions are resolved. A flying model is Up 1
assumed to be inside the model, and the technology Level, a model that is on the surface or on the land is
of the Submarine is not sufficient to flood individual at 0 Level, and a submerged model is Down 1 Level.
compartments without sinking the model.
• A model that is on the same Level as an
Some weapons/attacks and one critical hit effect exploding model, is affected normally by the
can result in a Raging Fire token being placed on a

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explosion – which is normally DOUBLE the starting Magic cards work slightly differently even though
Hull Points they require Line of Sight, because their mode of
• A model that is 1 Level higher or 1 Level lower destruction is not like a Gunnery Attack. The default
than an exploding model is attacked with a number is that Magic cards DO affect submerged models,
of D6 EQUAL to the Hull Points of the exploding except for those listed below:
model, INSTEAD of double
• A model that is 2 Levels higher or 2 Levels • Gaseous Cloud, Fireball, Flame Strike, Breath
lower than an exploding model is NOT AFFECTED of an Ice Dragon, Lightning Storm, Shifting Mists,
by the explosion Foul Essence, Shroud of Madness, Dancing Flames,
Maelstrom of Light and Dazed and Confused DO
DIVING MODELS AND GAME CARDS NOT affect submerged models
Any Game Card which affects the AD of a model • If a Game Card specifies playing the card on
can be used against a diving model, even when it a Capital ship, Battleship, Cruiser or Frigate, you can
is submerged. This is because a model with an ONLY play the card on the specified type of model
unblocked Line of Sight to a submerged token can
still fire at it. When a diving model is involved in a
Boarding Action, cards that affect the Boarding
Action can be used for and against a diving model.

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.

WWW.SPARTANGAMES.CO.UK COPYRIGHT © SPARTAN GAMES 2009


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WWW.SPARTANGAMES.CO.UK COPYRIGHT © SPARTAN GAMES 2009


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$"))7/'0!2/3!<*!$"?18)*(4

The Flagship rules are currently


being finalised and this document
is intended to give you a flavour
for how the new ships will operate
within your Uncharted Seas fleets.
We will release a locked down and
finished version of this document
in time for the official launch of the
ships in October 2009.

WWW.SPARTANGAMES.CO.UK COPYRIGHT © SPARTAN GAMES 2009


!"#$%&'!(")!
The first pack of Sea Monsters we have made available
feature three deadly foes from the murky waters of The
Uncharted Seas: Octopoda, Kroken and Naitaka.

Each turn in a game that calls for sea monsters to be used,


either Scenario driven, or where both players agree to use the
models to spice things up, the winner of the initiative dice roll
will roll another D6. Consult below:

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.

Determine which of the monsters is placed by rolling a second


D6:

1-2 Octopoda
3-4 Kroken
5-6 Naitaka

As soon as the monster is placed on the tabletop it moves


BEFORE any other squadrons. Sea monsters must move
towards the nearest target and when they arrive on the
tabletop they will be submerged. If a monster comes into
contact with a vessel it will attack immediately and ALL
combat is then resolved. You will notice that the monsters have
a second blue movement rating which represents the speed of
the creature when submerged.

A submerged Sea Monster can only be hit by a roll of 6. All AD


dice are calculated as per normal, but remember that hits will
only count if a 6 is made. The normal rules for 6s counting as 2
and being re-rolled apply.

When a Sea Monster rises above the surface for an attack


it can then be hit on a roll of 5 or 6. Any Critical Hits from
shooting at Sea monsters will result in 2 hull (Life) points being
lost. Sea monsters are killed if their Hull (Life) or Crew ratings
are reduced to 0.
!"#$"%&'()*%$'"
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Copyright Spartan Games (C) 2009


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3
Damage
Shroud Mages Airship (40 pts.) Rating

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.

Uses medium turning circle.

No Ramming or Boarding Actions may be performed by or against


model.

Movement: 9
Hull points: 2
Crew points: 2
Ram Rating: 0

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