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Uncharted Seas Rulebook

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Page 1: Uncharted Seas Rules

Uncharted SeasRulebook

Page 2: Uncharted Seas Rules
Page 3: Uncharted Seas Rules

THE RULES AT A GLANCE SHEET

Turn Sequence (Page 12)The sequence of play is as follows:

1) Play Turn (T) Cards2) Determine Initiative 3) Movement & Combat for squadrons with players taking alternate goes. You can now play S, A and R cards.4) End Phase - replace cards, sort out tokens etc.

Wind change (Page 16)One player rolls for wind change during the initiative phase of each new turn on a roll of 6 the wind will change. Roll a D6 to see how it changes:

ROLL RESULT1-2 1 point clockwise3-4 1 point anti-clockwise5 2 points clockwise6 2 points anti-clockwise

Command Radius (Page 17)Command radius is 4” from any point of one ship to another. If the ships of a squadron are outside command radius only one element of that squadron may be activated – the other drifts 2” straight ahead.

Movement (Page 18)Movement with the wind or, if the wind has no effect on your ship, is as the printed movement value on the ship stat card. If you are sailing into the wind AND it affects your ship then your movement costs are doubled.

Firing Arcs (Page 24)

Firing Procedure (Page 25)Measure range and see if target is in arc and whether it is full broadside or partial. Calculate number of Attack Dice (AD) to roll, now roll AD and calculate any damage or critical results. If the number of hits equals or exceeds the DR then the target ship takes 1 point of hull damage. If the number of hits equals or exceeds the CR then the target ships takes a Critical Hit (Page 27).

AD Roll Result1-3 Miss4-5 1 Hit6 2 Hits and Roll Again!

Linked Fire (Page 22)Choose one ship as the primary ship which uses all of its normal AD. Any other ship supporting this gets to use half of its AD (rounded down – always add a minimum of 1 AD)

Splitting Fire (Page 25)One ship may split its AD against multiple targets, may not be used with the Linked Fire rule.

Ramming (Page 31)Target ship is attacked with the ramming ship’s Ram Rating AD. Ramming ship is attacked with the target’s starting hull points as AD. If the Ram Rating of the attacking ship is RED and the Ram attack equals or exceeds the targets DR then it will cause a critical hit.

Collisions (Page 34)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 DiceHard 8 Attack DiceHard 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 ship4. Resolve boarding actions and kill the relevant crew.

76

Page 4: Uncharted Seas Rules

ROLL2D6 RESULT REPAIR OPTIONS

2

Magazine Explosion: ship turns into a ball of flame before sinking – ships within an 8” radius of the centre of the exploding ship are attacked with a number of D6 equal to DOUBLE the Hull Points of the exploding

ship. i.e. the bigger the ship, the bigger the bang! Affects ALL ships - friend or foe!

There are no options here. The ship has quite literally blown into thousands of

pieces and all crew are killed.

3Rudder Smashed: ship may not turn and can only move in a straight line. 2 points of

damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the damage is repaired. On a 4-6

it is not repaired.

4Raging Fire: place fire counter on the ship. Lose 1 crew and take 2 points of

damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the fires are put out. On a 4-5 the ship takes 1 point of damage. On a 6 the

ship takes 1 point of damage AND loses 1 crew point.

5

Engine / Mainmast Damage: roll a D6 and on a 1-2 the ship is dead in the water (it will drift 2” forward when activation) or 3-6 and the ship may only move at half

speed. Take 2 points of damage.

Roll 1D6: On a 1-3 the damage is repaired. On a 4-6 it is not repaired.

6

Gun Deck Hit: crew desperately sort out the pile of mangled guns and bodies. Ship may not fire next time it is activated. Take

2 points of damage.

No repair options are available.

7 Hard Pounding: take 2 points of damage and lose 2 crew. No repair options are available.

8

Helm Steering Hit: the ship must use one size larger turning circle. A Battleship uses the largest template so it will take 2” of movement to move 1” round its turning circles instead. Take 2 points of damage.

Roll 1D6 when the ship is next Activated: On a 1-3 the damage is repaired. On a 4-6

it is not repaired.

9

Port/Starboard Battery Hit: roll 1D6 and the ship loses that many attack dice from that side battery. Roll randomly to decide. Take 2 points of damage and lose 1 crew.

No repair options are available.

10 Superstructure Hit: Major damage so take 1D3+1 damage and lose 1 crew. No repair options are available.

11

Bridge Hit: next time it is Activated the ship may only move 2” directly forward

and may not fire. Take 2 points of damage AND lose 2 crew.

No repair options are available.

12

Holed Below the Waterline: ship may only move at half speed. Take 2 points of damage and then roll again each time the

ship is activated.

Roll 1D6 when the ship is next Activated: On a 1-3 the damage is repaired. On a 4-5 the ship takes 1 point of damage. On a 6

the ship takes 2 points of damage.

CRITICAL HIT TABLEROLL 2D6 AND SEE BELOW

Page 5: Uncharted Seas Rules

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

Page 6: Uncharted Seas Rules

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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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Page 7: Uncharted Seas Rules

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Stylish and elegant - but packing a nasty punch! That about sums up the new Imperial Flagship...

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Page 8: Uncharted Seas Rules

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Page 9: Uncharted Seas Rules

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Page 10: Uncharted Seas Rules

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Copyright Spartan Games (C) 2009

Page 11: Uncharted Seas Rules

Copyright Spartan Games (C) 2009

Page 12: Uncharted Seas Rules

The use of diving models was intended from the start of concept design for The Uncharted Seas rules. We have kept the rules for submerged models as simple as possible, while still adding the opportunity for some interesting tactics. In principle, in the same way that flying models are one level higher than models on the sea or land, diving models can submerge so that they are one level lower than models on the sea or land, and therefore two levels lower than flying models.

There are some unavoidable tweaks to the rule mechanics so that diving models will fit in neatly. Bear in mind that a black bullet introduces a rule, and a white bullet below it clarifies and expands upon the core rule. Before we move on please take note of the following:

!" A model on sea/land/flying only gets hits on a diving model on the surface on a 5 or 6

!" A model on sea/land/flying only gets hits on a diving model that is submerged on a 6

!" A diving model CANNOT use Defensive Fire, whether it is submerged or on the surface (Submarines have closed hatches and Creatures CANNOT use Defensive Fire because they do not have crew)

!" Most diving models are NOT impacted by wind direction and/or wind strength

!" The STATISTIC card for a model will explain whether it IS or IS NOT affected by the wind

!" The majority of diving models (and submerged tokens) IGNORE the usual Command Distance rules

The main principle of these rules is that diving models get submerged tokens to represent where they might or might not be when they are under the water. A Sea Monster or Orcus gets 1 submerged token, and these are only used to show that the model is submerged. A Submarine gets 2 submerged tokens, which you should mark somehow to show that one token represents the actual model, and one token is a bluff.

SUBMARINESThe STATISTIC cards provide the essential information for Submarines, but it is worth repeating them here with reference to the diving rules that affect all Submarines. Some of these rules ONLY affect the Frigate sized Submarines that are presently available, so future releases of larger Submarines might have different rules on their STATISTIC cards.

!" If a Submarine (even if it has 3 Hull Points) suffers a critical hit DO NOT roll on the Critical Hit Table, it simply loses 2 Hull Points

!" A Submarine is NOT AFFECTED by the Plague Gun

!" A Submarine CANNOT board other models, and other models CANNOT board a Submarine (they manoeuvre and fight with hatches closed)

!" If a Submarine is in base contact with another model, it CAN move away from it, even if it is in base contact with its Prow (it is assumed to scrape over/under it)

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Page 13: Uncharted Seas Rules

MODEL SIZEThe STATISTIC card for a model will define its size in the game: Tiny, Small, Medium or Large. This size will, in the majority of instances, also correspond to the Movement Template that you use for the model – but NOT always. In particular, the submerged tokens that are used when a model is submerged DO NOT use a Movement Template and can move in any direction. Certain Small or Tiny models will not use Movement Templates, while Massive models will use the Large Template, but MUST move 1” before making each turn.

LINE OF SIGHTA diving model is either on the surface or submerged, this is reflected by using the submerged tokens when a model is submerged or the model when it is not submerged. The addition of diving models impacts on the Line of Sight rules in a small way.

The following bullets will help you understand LoS for diving models:

!" Diving models on the surface DO block LoS when a diving model on the surface fires at another model on the surface

!" Diving models on the surface DO NOT block LoS for anything else

!" Submerged models NEVER block LoS (because they may or may not be there)

ACTIVATION AND MOVEMENTA diving model is Activated just as you would any other squadron of models. You perform your actions with it as you would another model or squadron. The only difference is the use of submerged tokens, where a single model becomes a squadron of two tokens. If you have a squadron of 2 Submarines that are all submerged, you would effectively have a squadron of 4 tokens. Sometimes a squadron WILL count towards the number of Game Cards you can use, other times it WILL NOT. A model’s STATISTIC card will inform you of this.

SUBMERGED MODELSWhen you deploy a diving model at the start of a game, you can either deploy the model or decide that it is submerged. If it is submerged you deploy its submerged token (or tokens) anywhere in your deployment area. When you activate a diving model later in the game that is on the surface and decide it is going to submerge, replace the model with its submerged token (or tokens) in the same location.

When you activate a diving model, you must decide whether it will make a surface move OR a submerged move BEFORE you activate it and replace it with the proper model or token(s) before it can move. The model MUST remain on the surface OR submerged for the ENTIRE Activation. If a model is already submerged, you DO NOT replace the tokens, as you just continue to move them around as bluffs.

SUBMERGED TOKENSA submerged token can move in any direction, it does not use a Movement Template and ignores the Command Distance rules. A submerged token CAN be fired at, so long as a ship/model has Line of Sight to the token, and therefore the rough position of where the diving model might be.

!" A submerged token CAN move under other models AND through other submerged tokens

!" A submerged token CANNOT end its move under another model, token or flying stand

!" A submerged token CANNOT move under scenery, unless a scenario says otherwise

When a model makes an attack against a submerged token, only the player controlling the model/token(s) will know whether the actual model has been destroyed or not. An enemy player will have to destroy both submerged tokens to make sure that it has actually been destroyed.

!" If the token suffers enough damage to sink or destroy it, remove the token

!" If a damaged model submerges, mark the damage that it has against both tokens, this does mean that the bluff token is easier to sink

!" If a diving model only has 2 Hull Points, it does not suffer critical hit effects

If a submerged model is sunk or destroyed and the bluff remains, you still get a Game Card for its Squadron. After all, if you didn’t, it wouldn’t be a bluff any more.

!" If there is a point in the game where one or more players have nothing but bluff tokens on the table the game ENDS

!" If a player has nothing but bluff tokens at the start of a turn and kept playing he FORFEITS the game (remember to check your submerged tokens at the end of each turn if you think there is a risk of them all being sunk or destroyed)

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Page 14: Uncharted Seas Rules

!" A bluff token DOES NOT count toward Victory Points at the end of the game

SUBMERGED MODELS MAKING ATTACKSIn general, a diving model that is submerged CANNOT make ranged attacks against models that are submerged/at sea/land/flying. In the future, some diving models will be equipped with weapons that they CAN fire while submerged, which will be listed on their STATISTIC card.

!" A submerged model/token CANNOT ram or board a model that is at sea/land/flying

!" A submerged model/token CAN ram another submerged model/token or a bluff token, if it rams a bluff token the bluff token is removed

!" A bluff token CAN ram another submerged model/token, the bluff token is removed, if the other token was a bluff token it is also removed

!" In both of the cases above, if the actual model was rammed, leave its submerged token on the table and declare that it is the submerged model

!" When the submerged token representing the actual model is next activated, remove it and replace it with both submerged tokens so long as it remains submerged

!" A submerged Submarine CANNOT board another submerged model (in fact they cannot board any model)

!" A submerged Creature can ONLY board another submerged Creature (this applies to a model that is submerged during its activation, not at the start)

NOTE: Some diving models may have an additional attack when they hit another model. These attacks will be stated on the STATISTIC card, and unless it states differently, it is resolved AFTER ramming but BEFORE any Boarding Action takes place.

DIVING MODELS AND BOARDING ACTIONSSome diving models DO NOT have to board another model after a ram. Some models simply CANNOT board after making a ram!

Sea Monsters, for example, MUST board (unless they ram a Submarine), in the same way as any other model does after a ram (or collision). Orcus CAN choose not to board after a ram, while Submarines CANNOT board after a ram.

!" Some diving models can choose not to board (using the guidelines above) AFTER resolving a ram or collision, but MUST do so BEFORE either side rolls dice for a Boarding Action

!" When this occurs, the ramming model is moved back from the other model by the minimum distance necessary to prevent a Boarding Action

!" The ramming model CANNOT move into contact with another model when it moves back, if it CANNOT move back, it MUST perform a Boarding Action

!" A Submarine CANNOT perform a Boarding Action, so in this case nothing happens. When this occurs, the model that was rammed CAN move away from the model that performed the ram, even if it is in base contact with its Prow (it is assumed to scrape over/under it)

NOTE: Using the rules above, there will be instances which ignore the standard rules and create unfamiliar situations. If an Orcus rams a Submarine it CANNOT board it and has to move back. If it cannot move back it would ordinarily have to perform a Boarding Action anyway. In this situation however, nothing happens and the Submarine remains in base contact with the Orcus. If the Orcus is activated first in the following turn it can ram the Submarine again, while if the Submarine is activated first it can move away from the Orcus.

CAPTURING A DIVING MODELA model that is at sea, on the land or flying CANNOT capture a diving model, regardless of whether it is on the surface or submerged. A diving model CANNOT capture any other model, and a Creature CANNOT capture any other model.

A Creature might well drag a model down into the depths (in effect capturing it), but the rules for capture are largely there for the purpose of additional Victory Points. Your fleet does not benefit from the capture of a model by a Creature. In all cases, the destruction or damage of a model can add to your Victory Points and you can therefore take a record of its Points value for this purpose.

RAKING SHOTSIt IS possible for a submerged model to rake a submerged model, or a diving model on the surface

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Page 15: Uncharted Seas Rules

to rake another model on the surface. It is NOT POSSIBLE for a diving model to rake a model on land or a flying model, whether it is submerged or on the surface. However, a diving model can ONLY be raked by another diving model that is at the same level. Check the STATISTIC card of a model to see if it CAN/CANNOT be raked.

NOTE: normally you CANNOT rake a Creature.

RAGING FIRE TOKENSIf a Creature that has a Raging Fire Token(s) on it submerges, the token(s) are automatically removed. If a Submarine submerges, the tokens are ONLY removed with a successful Repair Roll. The fire is assumed to be inside the model, and the technology of the Submarine is not sufficient to flood individual compartments without sinking the model.

Some weapons/attacks and one critical hit effect can result in a Raging Fire token being placed on a

model. In both cases, you DO NOT place a Raging Fire Token on a Creature that is submerged. If it was caused by a critical hit effect, roll again until you get a different result.

With any other submerged model, you DO NOT place a Raging Fire Token on it if it was caused by a weapon or special attack, but you DO place a Raging Fire Token on it if it was caused by a critical hit effect.

DIVING MODELS AND MAGAZINE EXPLOSIONSFollowing the basic principle that there are now three levels in Uncharted Seas, it affects how Magazine Explosions are resolved. A flying model is Up 1 Level, a model that is on the surface or on the land is at 0 Level, and a submerged model is Down 1 Level. • A model that is on the same Level as an exploding model, is affected normally by the

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explosion – which is normally DOUBLE the starting Hull Points• A model that is 1 Level higher or 1 Level lower than an exploding model is attacked with a number of D6 EQUAL to the Hull Points of the exploding model, INSTEAD of double• A model that is 2 Levels higher or 2 Levels lower than an exploding model is NOT AFFECTED by the explosion

DIVING MODELS AND GAME CARDSAny Game Card which affects the AD of a model can be used against a diving model, even when it is submerged. This is because a model with an 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.

Magic cards work slightly differently even though they require Line of Sight, because their mode of destruction is not like a Gunnery Attack. The default is that Magic cards DO affect submerged models, except for those listed below:

• Gaseous Cloud, Fireball, Flame Strike, Breath of an Ice Dragon, Lightning Storm, Shifting Mists, Foul Essence, Shroud of Madness, Dancing Flames, Maelstrom of Light and Dazed and Confused DO NOT affect submerged models• If a Game Card specifies playing the card on a Capital ship, Battleship, Cruiser or Frigate, you can ONLY play the card on the specified type of model

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BEHEMOTHThere 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.

Page 17: Uncharted Seas Rules

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Page 18: Uncharted Seas Rules

Copyright Spartan Games (C) 2009

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Page 19: Uncharted Seas Rules

Copyright Spartan Games (C) 2009

Page 20: Uncharted Seas Rules

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

Page 25: Uncharted Seas Rules

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

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.

Page 26: Uncharted Seas Rules

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.

!"#$%&'!(")!

Page 27: Uncharted Seas Rules

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Copyright Spartan Games (C) 2009

Page 28: Uncharted Seas Rules

Copyright Spartan Games (C) 2009

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Page 29: Uncharted Seas Rules

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Copyright Spartan Games (C) 2009

Page 30: Uncharted Seas Rules

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Page 32: Uncharted Seas Rules

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Page 33: Uncharted Seas Rules
Page 34: Uncharted Seas Rules

Shroud Mages Airship (40 pts.)

Attack dice

Band 1 2 3 4

Port 6 0 0 0 Only at airborne targets

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

3Damage

Rating

5Critical

Rating

Page 35: Uncharted Seas Rules