Uncharted-Seas-Digital-Rulebook.pdf

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Contents Page
Navigating The Book
FOREWORD
2
Targets and Measuring Shots
20
DIvING RULES
30
PLAYING THE GAME
3
Firing Into Boarding Actions
20
Deployment
30
GLOSSARY OF TERMS
5
Split Fire
20
Activation and Movement
30
TERRAIN FEATURES
7
Linked Fire
20
Combat
30
SETTING UP A GAME
8
Rolling Attack Dice
21
Raging Fire Markers
30
Hitting a Target
21
Boarding
30
SEQUENCE OF PLAY
10
Small Target
21
Submarines
30
Wind Direction
10
Stern Rake
21
Play Turn Cards
10
Damaging a Target
21
CREATURES AND MONSTERS 31
Large and Massive Sea Monsters 31
Coastal Giant
Initiative Phase
10
Zero Hull Points
21
Activation Phase
10
The Critical Hit Table
21
31
End Phase
10
Fixing Critical Damage
22
Behemoth
31
Command Distance
11
Line of Sight Diagrams
22
Crocidon
32
Additional Weapons Systems
23
Goliath
32
GAME CARDS
12
Trebuchets
23
Kraken
33
Star System
12
Mortars
23
Small Sea Monsters
33
Hand Size
12
Torpedoes
23
Octopoda
34
Using Game Cards
12
Defensive Fire Batteries 23
Naitaka
34
Card Tactics
13
Kroken
34
Multiplayer Games
13
The Critical Hit Table
24
Monster Critical Hit Table
35
MOvEMENT
14
BOARDING ACTIONS
25
Using a Template
14
Resolving Boarding Actions
25
FORTIFICATIONS
36
Minor Directional Changes
14
Multiple Boarding Actions
25
Fortifications Critical Hit Table
37
How Far do I Have to Move?
14
Prizes
25
Fortifications Statistics
38
Moving Squadrons
14
Derelict Ships
25
The Effect of Wind
14
A Boarding Example
26
CREW UPGRADES
39
Drop Anchor
14
Extended Boarding Example
26
Moving Off
15
OPTIONAL RULES
40
Leaving the Game Board
15
TURN END
27
Weather and Time of Day
40
victory Conditions
27
Bravery
41
COLLISIONS AND RAMS
16
Rationalise Game Markers
27
The Sequence of Events
16
Changing Winds
27
MODEL ASSIGNED RULES
42
Ram or Collision?
16
Drift Derelicts
27
Calculate Damage
16
Draw Game Cards
27
FLEET COMPOSITION
46
Red Ram Rating
16
Model Types
46
Aftermath
17
FLYING RULES
28
Choosing Your Squadrons
46
Multiple Ship Involvement
17
Deployment
28
What Game Type to Play
47
Colliding With Non-Ships
17
Activation and Movement
28
Combat
28
TOKENS AND TEMPLATES
48
C OM BAT
18
Fly-By Attacks
28
CREDITS PAGE
51
Working Out Your AD
18
All Hands Lost
28
Damage/Crew Affects on AD
18
Defensive Fire
28
valid Arcs
18
Reduced Fire
28
Targeting and AD
18
Increased vulnerability
28
Arcs of Fire
18
Defensive Fire and Game Cards
29
Line of Sight
19
Boarding Actions
29
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Foreword
The Basics of The Game
AN INTRODUCTION
So what is this game all about? First and foremost it is a naval game
designed around having plenty of fun, it is about having a great time
with other gamers playing naval combat using superb models and
easy to master rules. he game is set in a fantasy realm that we call the
UNCHARTED SEAS , a complete fantasy world that has been created
by SPARTAN GAMES .
his new enemy attacked immediately and aggressively, using what
appeared to be magically enhanced bolt weapons. heir ships were fast,
manoeuvrable and clearly magical. he leet was supported by riders
on dragons, larger than any an Old World human had witnessed since
the ancient times of legend. Caught by surprise, the larger Imperial leet
was decimated and the survivors limped back to the human controlled
islands in tatters.
his warlike race, called the Dragon Lords, is the self-proclaimed ruler
of this region, an aggressive race that melds military prowess with the
dark arts to subjugate any foe that stands in its way. A truly ancient
people, the Dragon Lords are the masters of war and magic and will
stop at nothing to drive the perceived invaders out. he stage is set,
the battle lines have been drawn and a full scale war has erupted in the
UNCHARTED SEAS and the waters of this new world are to be its
battleield.
In this new and fantastical realm you will recreate in miniature the
exploits of various races, including the Dragon Lords , Iron Dwarves ,
Imperial Humans , Shroud Mages , Bone Grifons , Orc Raiders , haniras
Elves , Ralgard and the Sky Pirates .
UNCHARTED SEAS uses a combination of fast action game rules
which are optimised for large leet actions, decks of Game Cards, which
add an additional element of strategy and lavour to each race, high
quality resin and white metal ship miniatures, terrain, easily identiiable
counters and D6 dice.
THE WORLD
As game settings go, the ability to deine an entire fantasy realm allows
you plenty of scope to have some fun. Our map shows the principal
land masses of the UNCHARTED SEAS and from our web site you
can download a modiied version of this map that shows which areas
are controlled by the various races. We ofer guidance as to how these
races settled in the Ne w Wo r l d , but you can remake this map and redo
the distribution of land to races in whatever way makes your scenarios/
campaigns easier to play.
Add to this a big pot of imagination and you will be set for many hours
of gaming enjoyment. Everything else you will need can be found
inside this rule book and permission is given to photocopy and use the
counters and templates, but please remember that the copyright always
remains with Spartan Games .
he aforementioned Game Cards are a mechanic that we feel truly adds
to the overall game play and enjoyment factor of the UNCHARTED
SEAS . But you can play without them, so you do not have to use them
if you don’t want to. Each deck consists of 26 cards, with 13 of the cards
generic across all races and 13 cards speciic to a race, making every
game diferent with their use.
As to our ship models we have embraced a building block approach.
he same initial core ships - Battleship, Cruiser and Frigate - have been
made available to each of the irst races. hese generic terms are simply
used to aid in the construction of leets by a player.
A DEADLY NEW WORLD ORDER
As stated, the game takes place inside a world of high fantasy that we call
the UNCHARTED SEAS . Imagine, if you will, that the classic races of
the Old World (Dwarves, Orcs, Elves and Humans) have amassed mighty
expeditionary leets to send to a mysterious Ne w Wo r l d . Soon they were
claiming land in the name of their rulers and for themselves, slowly
mapping the region - the uncharted literally becoming the charted !
Although called the same thing, these ships are very diferent and truly
engender the feel of each race, making a Dragon Lord Cruiser very
diferent from an Orc Raiders Cruiser. Each ship type is equipped with a
points value and it is this which is used to aid you in leet construction.
he world of the UNCHARTED SEAS is a growing and exciting realm
to wargame in. Our irst game within this world puts you in command
of powerful naval warships, allowing you to wreak havoc on your enemy
with shot & grape, unleash powerful magic spells to smash their ships,
avoid reefs and monster infested waters, do battle on land as you capture
islands and fortiications and much more.
It quickly became apparent that these new lands were a vast constellation
of islands, rather than the single landmass of the Old World . he islands
ranged from the icy wastes of the north to the lush jungles of the south,
all with their own bizarre lora and fauna.
he UNCHARTED SEAS is in need of brave commanders... Are you
such a soul?
An unprecedented land grab was to follow, with each Old World race
diverting massive resources into colonising this strange new world.
As the colonists pushed west deeper into the island constellation, they
began to hear reports of ships being lost mysteriously, and in some cases
whole leets disappearing.
The Spartan Games Team
he Imperial Human settlers were the irst to take these reports
seriously, and sent a massive war leet to investigate. When sailing west
they encountered a large landmass, which they named Principia and
planned to claim as their own in the name of the great Imperial Council.
But as they neared the coast of Principia they were faced with something
totally unexpected: a leet of bizarre warships of an unknown origin,
sailing forth from an established, fortiied harbour.
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Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
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Playing the Game
A Quick Guide To The Core Mechanics
Dice are an integral part of playing the UNCHARTED SEAS .
Sometimes a Frigate with a single turret will wreak the kind of damage
normally reserved for an organised barrage from a Battleship, other
times the mighty fusillade of a Heavy Cruiser will bounce harmlessly of
of the hull of a Frigate. he tide of battle can change on such events, so
one should be careful of speaking ill of Lady Luck.
RANGE BANDS
Range is the distance in inches along which Line of Sight is measured
between the iring model and the target. here are FOUR Range Bands ,
each of which is eight inches and follows on directly from the Range
Band before it. he Range Bands are therefore 8” , 16” , 24” and 32” .
Making 32” the theoretical maximum Range .
DICE TYPES
In UNCHARTED SEAS we reference three types of dice; D8 , D6 and
D3 . A D8 is an 8 sided dice and is used to determine random directions.
A D6 is a standard six-sided dice. A D3 requires the rolling of a D6 and
then taking a roll of 1 or 2 to equal a result of 1 , a roll of 3 or 4 to equal
a result of 2, and a roll of 5 or 6 to equal a result of 3 .
If the distance between the iring weapon and its target is 8” or less, then
the target is in Range Band 1 . If the distance is greater than 8” , but not
further than 16” , the target is in Range Band 2 . his then follows for
Range Band 3 and Range Band 4 .
HEIGHT LEvELS
In  UNCHARTED SEAS  models can navigate across the turbulent seas,
take to the skies or even prowl beneath the waves.
EXPLODING DICE
Most D6 will use the Exploding Dice game mechanic, where a natural
roll of 6 always results in TWO successes AND a chance to roll the dice
again and score further successes!
As a general rule all Flying models inhabit the Flying level, Diving
models that have submerged inhabit the Submerged level, and all other
models inhabit the Surface level (either Wat e r or Land ).
Whenever you see the number required for successful die roll as 6 ,
anywhere in the rules, you know that a natural roll of 6 will result in
TWO successes AND a chance to roll the dice again. If the required
number is shown as 6 , the Exploding Dice mechanic is NOT in efect.
he Height Level a model is at, especially relative to another model, can
be very important. he Height Level diagram illustrates the Height Level s
represented in the game.
Any Re-rolls are performed AFTER resolving any extra rolls resulting
from a natural roll of a 6 and MUST be taken as inal.
With the Exploding Dice mechanic you keep going until you stop rolling
any 6 ’s , and only when you have inished rolling the dice do you add up
the total number of successes; so make sure that when you roll again you
don’t roll a dice that is already a success, or you may lose count.
If you look at the example above you can see that Orc Cruiser
A is siing well and truly in Range Band 2 , and Cruiser B is
in Range Band 4 . Both are valid targets, but both will have
diferent numbers of AD rolled against them during combat.
CRITICAL HIT EXPLOSIONS
Later in the book you will learn about Critical Hits and their efect on
models. One of the more drastic efects is called a Magazine Explosion,
which literally rips a model apart, and has an area efect around it that
can afect other models. Height levels can impact this efect as follow:
Some rules may alter the target number required to score a success,
or modify a dice roll by adding or subtracting from the initial result.
Regardless of this, a natural roll of 6 will result in TWO successes AND
give an extra dice roll, while a result of 6 or better due to a dice roll
modiier will result in ONE success and NO extra dice roll.
• A model that is on the same Level as an explosion, is afected
normally by the Magazine Explosion.
• A model that is 1 Level higher or 1 Level lower than an exploding
model takes only HALF the normal number of AD from the
explosion.
• A model that is 2 Levels higher or 2 Levels lower than an exploding
model is NOT AFFECTED by the explosion.
ROUNDING DOWN
If, for any reason, the rules state that a value is to be reduced by HALF ,
the original number is always Rounded Down .
A number of dice can NEvER be reduced to below 1 by Rounding
Down , however a model’s Movement ( Mv ) value can be.
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Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
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MEASUREMENT
Any measurement in UNCHARTED SEAS is in Inches ( ) and you can
pre-measure ANY distance at ANY time.
MEASURING TO A MODEL
When measuring TO a model measure to the closest point of the model,
base or Flight Stand.
TERRAIN
All measurement to or from any Terrain is measured from the closest
part of the terrain feature, unless the rules for a model state otherwise.
TURNING TEMPLATES
In UNCHARTED SEAS most models use a Turning Te m p l a t e when
they turn. hese are Small , Medium or Large .
MOvEMENT AND TURNING
When measuring FROM a model for Movement and Turning use the
guide below to check where the measurement is taken from:
When using a Turning Te m p l a t e , a Flat Edge should be lush with the
side of the model, base, or Flight Stand, and a Navigation Point should
be alongside the model’s designated reference point.
NAvAL MODELS
• Measure from the front of a model for Movement , and the centre
of the appropriate side for Turning.
FLYING MODELS
• Measure from the front of a Flight Stand for Movement , and the
appropriate front edge of the Flight Stand for Turning .
Important Note: he point around which a model turns is called its
Turning Point .
LINE OF SIGHT AND RANGE
When measuring FROM a model for Line of Sight and Range use the
guide below to check where the measurement is taken from on a model:
• For ALL models measure from the centre of any Turret
• Measure from the centre of the appropriate side of the model, base
or Flight Stand for any Broadside or Side Gun weapon.
• Measure from the closest appropriate point of the model, base or
Flight Stand for any Fore/At Arc weapon.
• Measure from the closest point of the model or base for Defensive
Fire .
Important Note: When a measuring for any
Turrets , Broadsides or Side Guns on a Flying
model, measure horizontally straight out from the
model.
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Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
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