Manual Armad
Manual Armad
Manual Armad
ARMADA
CREDITS
Armada Game Design Graphic Layout
Matt Gilbert Duncan Aldis
Based on Warlord Games’ original rules for Black Seas by Graphic and Logo Design
Gabrio Tolentino David Lanza
Special Thanks Photography
Kirsten Robinson, Ciaran Morris Ben Sandum
Background Material and Fiction Playtesting
Mark Latham Nacho Albillo, Juancho Bernabeu, Kara Brown, Michael
Editing Carter, Felix Castro, Bobby Cattemull, Chris Cowburn,
Mark Cunningham, Brad Dilley, Elvis Fisher, Matt
Rob Burman, Matt Gilbert
Frentz, Roxanne Gallacher, Miguel Angel Garcia, Zach
Miniatures Goldsmith, Richard Grady, Jon Gunns, John Jones,
Aaron Kingham, Haggai Kovacs, Jason Murray, Dan Ben
Mantic Games
Nun, Martin Penneck, Kirsten Robinson, Neil Sparrow,
Art Jacob Stiel, Richard Stockdale, Simon Verhoeven, Rob
Jeff Brown, Rob Jenkins, Thomas Putman, Boris Samec, Whalley
Herman Serrano, John Silva, Tan Ho Sim
2
Armada
Thick, acrid, smoke rose in dark plumes. Villages burned, ‘Fire at will!’ Petrynia cried.
reduced now to beacon-fires dotted along the western coast of
Cannons roared on either side of the Enduring Grace. Aiming
Keretia. From the golden prow of the Enduring Grace, Abbess
high, only the disciplined sisters could have hoped to hit
Petrynia seethed with righteous fury. Her gauntleted hands
their targets, but hit them they did. The Orc sails tore, masts
gripped the rails tight – she was too late to save the fort. Too
cracked, toppling like felled trees. The Enduring Grace broke
late to save the villages. But by the light of the Elohi, she
the line, steered hard to port, and carried on firing even as
would make the Orcs pay.
the Orcs tried desperately to fight back. They now aimed low,
Even now, the last remnants of the coastal defenders defied smashing into the Orc decks.
the Orcs, elegant sloops weaving between towering, clanking,
Petrynia knew the Gur Panthers would have circled starboard,
whirring death-machines. The defenders would not last
hunting in a pack to bring down the trailing vessel.
much longer – Petrynia counted two imposing Smashers in
the Orc raiding fleet, and four smaller vessels, their prows ‘Signal close action!’ Petrynia barked, her voice almost lost in
an improbable amalgamation of flails, drills and whirling the tumult.
blades. This was the flotilla of Uggikh of the Swift Skulls.
The Enduring Grace scraped the sides of the Orc Smasher.
Driven from the foothills of Abkhazla by Golloch’s Dwarfs,
Boarding hooks grappled the two ships close.
the Orcs had taken to piracy. As long as they no longer
threatened his precious holds, Golloch cared not – Uggikh was The Orcs shouted insults and bellowed war-cries, but the
Basilea’s problem now. Sisterhood warriors stood ready, silent, glaives shining by
firelight. As one, they rushed over the bulwarks, slicing into
‘Form line of battle!’ she roared.
the Orcs with cold precision. One by one, the enemy were
At Petrynia’s signalled order, the three Gur Panthers bearing slain, or threw themselves overboard in panic. Petrynia herself
the rest of the convent to battle fell in behind the flagship. made for the Orc captain. Blow for blow she matched the
massive Orc, glaive against axe, the strength of her faith an
‘They’ve seen us, Abbess,’ Sister Horatia reported.
even match for the beast’s physical power. At last, she ducked
The two Smashers broke away from the poor sport of chasing aside, swept low, hamstringing the Orc captain. He fell to his
sloops, and came about. Blasphemous conglomerations of knees, and she spun about, plunging the glaive into the Orc’s
towers, siege weapons, fighting platforms and sails – each an belly.
insult to seafaring. Each far more dangerous than the sum of
As he choked up blood, the Orc beheld her in disbelief.
its parts.
‘Here ends your reign of terror, Uggikh of the Swift Skulls,’
‘We have one chance,’ Abbess Petrynia said. ‘They have the
Petrynia declared, withdrawing her blade.
numerical advantage, but they cannot out-sail us. Break their
line, aim high. I want their rigging down.’ The Orc gargled something throatily, the sounds eventually
forming… laughter.
‘And what then, Abbess?’
‘I… ain’t Uggikh…’ the Orc spat. ‘Uggikh… got himself a…
‘Then we take Uggikh’s head.’
new ship…’ He turned his eyes to the fo’castle.
Ranging shots came first. Smoke plumed from gunports, and
Petrynia looked out across the ship’s bows. Her eyes widened.
iron shot ploughed into the water, sending salt-spray over the
foredeck of the Enduring Grace. Petrynia did not move. They From the smoke came a black shape, a massive shape,
drew closer still, and another shot cracked into the bows, looming over the Enduring Grace like the shadow of a
sending jagged splinters slicing across the deck. Petrynia mountain. Fire blazed from two great eyes, tattered sails
smiled coldly. Closer still – the Enduring Grace rocked as two came into view, and the cries of hundreds of Orcs pierced the
full broadsides pounded her bows, but she held. The ship had air. A Ripper Hulk, not seen in these waters for many a year,
weathered the storm, as she always had. And now she was now bore down on the Enduring Grace. Not with twenty ships
between the two Smashers, through the shadows of the dark could she prevail against such a foe. Her heart sank as she felt
hulks, into the light of battle. For a moment, Petrynia did not the Shining Ones abandon her.
even notice the massive, ironbound skull bearing down on
her to starboard, or the banks of Goblin Spitters loosing bows
at her from the aftcastle of the ship to port. She saw only
carnage. She could taste the acrid smoke, hear the screams of
stricken sailors.
3
AHOY THERE LAND LUBBER!
Introduction
Welcome to Armada. Prepare to set the sails, weigh anchor and hunt on the seas of
Pannithor, to thwart your enemies and plunder their gold.
Pannithor has a rich history of ship building and naval exploits. The noble races of man, elf and dwarf, have explored the
world’s oceans and seas for millennia – plying trade, exploring new lands, and launching expansionist invasions. But they
are not alone, for all races must eventually learn the mysteries of sea-faring life, if they are to compete and survive in an
ever changing and dangerous world. Pannithor has seen much upheaval in its colourful history, and world changing events
have opened up new possibilities and connected lands in ways not possible before. The Infant Sea, born from the great
inundation following the war with Winter, is now a chaotic and dangerous expanse of trade, piracy and outright war. The
rewards are great, however, for those that prove their might, and powerful warships patrol the waters of the world, flying
their nation’s colours, and protecting their coasts.
Armada is a tabletop game for two or more players. Choose your side and then command a fleet of Mantic miniatures to
represent powerful navies such as the stoic and pious Basileans, or plot carnage and destruction with the rampaging orcs.
With a range of beautiful ship models to choose from and many stories to tell, Armada is truly an amazing spectacle to
play and witness.
4
Introduction
What’s in this book?
This book contains all the information you need to construct your fleet and sail to war.
The rules section explains how to play the game, covering everything you need to know about moving, shooting, boarding
actions, and collisions!
There are 10 exciting scenarios to play, from capturing a mighty kraken, to finding buried treasure, and hunting enemy
flagships.
The background section takes a deep dive into the history of the sea-faring races and naval engagements in Pannithor
around the regions of Upper and Lower Mantica, as well as exploring the ships of the Basileans, Orcs, Dwarfs and the
undead Empire of Dust in greater detail.
Note that you will also need the fantastic Mantic Armada ship models and their cards to play the game (available
separately).
Fame and glory await you. Cast off, and set sail for adventure!
5
Game Components
Components
Sometimes modifiers might be applied to a dice roll. Unless
Models
specified otherwise, these are cumulative. For example,
if a +1 modifier applied to a roll and the roll was 4, the
final result would become 5. If both a -2 and +1 modifier
applied, the net result would be a -1 modifier to the roll.
RE-ROLLS
Mantic Games supplies a range of ready-made Fleets for
Armada so it’s easy to start your collection and get playing.
You don’t have to paint your models to play the game, Sometimes, a rule will allow the re-roll of one or more
but painting is a fantastic part of the gaming hobby and dice. Dice cannot be re-rolled more than once, so the
we would encourage you to do so. Playing with amazing second result stands, even if it is worse than the first!
looking miniatures you have painted yourself only adds to
the fun!
Throughout this book, you will find wonderful examples
of painted ships and fleets to inspire your own collection. Markers and Counters
Whenever the rules talk about a ship, they mean a ship There are several types of tokens, markers and counters
model, on its base. used in games of Armada. These can represent additional
upgrades, statuses or loot.
Activation Marker
Speed Markers
Damage Counters
Surrendered Marker
Fired Marker
Dice
Blaze Marker
Armada uses both 10-sided dice (D10s), six-sided dice
(D6s) and three-sided dice (D3s). Ship Identification Tokens
If you do not have a D3, you can use a D6 and half the
result, rounding up (1 or 2 = 1, 3 or 4 = 2 and 5 or 6 =
3).
2D6 means that you should roll two six-sided dice and add
their results together. Upgrade Tokens
6
Loot Counters
Components
Wind Rose Tape Measure
You will need a tape measure, or measuring stick, marked
with inches to move ships and measure ranges while
playing the game. You are allowed to measure distances at
any time.
No matter the source of power for the ships and fleets used
in Armada, they are all influenced by external forces, be it
the wind, the waves and currents of the oceans, or even the
eccentricities of the magic that flows through the world of
Pannithor. For simplicity, we simply refer to all these factors
as the Wind.
The Wind Rose indicates from which direction the wind is
Armada Measuring Stick
blowing. When the wind changes direction, the Wind Rose
is moved to that location on the edge of the gaming area.
The direction of the wind is very important as it determines
the order that ships will Activate in a Turn (see page 13
for more details).
7
Ship Cards
IDENTIFYING SHIPS
Armada provides some pairs of
coloured counters to help you identify ships
when you are using two or more of the same
Structure Points (SP) type. Simply put a counter on a ship card and its twin
Structure Points (SP) represent the integrity of the hull, on the ship. Of course, most players will ultimately want
masts, sails, engine (or magic!), and also the wellbeing to paint their ships in different ways and come up with their
of the crew. The current “health” of a ship can be tracked own identification flags for their models to personalise their
on the ship card using Damage Counters. As a vessel Fleet. Whatever you do to distinguish your ships, make sure
is battered by enemy fire or spells, counters are added it’s clear to both you and your opponent!
accordingly. Once the amount of Damage has met or
exceeded the ship’s SPs, the ship is destroyed!
8
Ship Cards
Left Broadside
Faction Symbol Ship Name Points Cost
ELOHI 30
5
2H 1L 1C
Front/
Turning
Back/ 27
Angle Movement
Stern 36
Bow
1L
Nerve
4
Structure
Points
M
Special Crew
2H 1L 1C
Rules Strength
SPECIAL RULES: HALO OF LIGHT
Right Broadside
Number and type of
Ship Type weapons in each position
Gaming Area
For small or medium-sized games, an area approximately 48” x 36” or 48” x 48” is recommended. For larger games, a
playing area of 72” x 48” or even larger may be required.
This rulebook provides a number of scenarios you can choose to play. Each scenario will detail the initial wind direction,
and any special terrain or rules that apply and may affect the set-up of the game.
In the rules, the gaming area is often simply referred to as the table, or the board.
ARMADA
10
Armada
11
RULES
Rules
The Turn
1. Roll for Wind
At the start of each Turn after the first (i.e. from Turn 2
onwards), one player (or a neutral party) must roll 2D6
on the following table to see if the wind changes direction.
Games of Armada recreate the constant flow and action There are eight directions the wind can come from: the
of a naval battle. To represent this in a manageable way, four outer table edges and the four corners.
the game breaks the action down into distinct Turns and
each Turn is resolved by following a number of phases as
Turn Sequence
2D6 score Effect
described below
Winds of Change. Move the Wind
2-4 Rose one step clockwise, e.g. from
East to South East
No change in wind direction this
Each Turn of the game uses the following sequence. Once 5-9
Turn
the End Phase is complete, and if the game is not finished,
the next Turn commences, beginning with Roll for Wind. Winds of Change. Move the Wind
10-12 Rose one step anti-clockwise. e.g,
1. Roll for Wind
from East to North East
2. Initiative
3. Activations (repeated for each ship) Note that some scenarios change how the wind behaves
and this will be detailed in the scenario special rules.
a. Movement
b. Shooting
c. Boarding Actions
4. End Phase
12
Rules
NW N NE
2. Initiative
Tactical positioning in Armada is very important. Being in
the right place at the right time will give you the initiative
and a great advantage in combat between ships. To
represent this, the ships closest to the point where the wind
starts, activate and move first, while those ships furthest
away move last. We call this “activating in Initiative order”.
2
W
To find the order in which ships activate, imagine a line
running perpendicular to the point of origin of the wind,
then move that line in the direction the wind is blowing.
1
3
SW S SE
An example showing the order ships activate with the
wind blowing from the East.
NW N NE
E
1
W
that this line contacts their ships, first to last, with each
ship Moving, Shooting and finally resolving any Boarding
Actions, before progressing to the next ship. Where the line
2
contacts two or more ships at the same time, the ship with
the more experienced crew goes first. If the crews have the
same experience, decide randomly which goes first. A tape
3
S SE
When the wind is coming from a corner point of the table,
SW
run the line directly towards the opposite diagonal corner.
This gives you a reference point to move to, regardless of
the size and shape of your table.
An example showing the order the same ships activate
with the wind blowing from the North-East.
13
Rules
3. Activations Shooting
See Shooting (page 22) and Damage (page 26).
Movement
When activating and moving a ship, follow these steps in Boarding Actions
order: Including Repelling Boarders! See Boarding Actions on
page 32.
1. Declare the Speed of the ship (see page 16).
2. Move the number of times indicated by the Speed
(Move Steps).
a. At the end of each Move Step, a ship may make
a single turn.
b. At the end of each Move Step, after turning, a
ship may Shoot (with some or all its weapons).
c. At the end of the final Move Step, after turning
and any Shooting, a ship may make a Boarding
Action.
Rules
Once a ship has completed this sequence, the 4. End Phase
ship is marked as Activated with an Activation
Marker, and the Initiative passes to the next After every ship has Activated, the Turn ends. Remove
ship in Initiative order for it to Activate. all Activation Markers and any other markers and tokens
which should be cleared in the End Phase. Check the
Repeat the sequence above for each ship, in scenario end and victory conditions to see if the game has
Initiative order, until all ships have been Activated. ended, and then commence the next Turn, starting with the
Roll for Wind phase.
Some special rules or effects may occur in the End Phase.
If they do, and the order they happen is important, resolve
them in Initiative order unless specified otherwise.
Movement
Movement
Measuring
When a ship moves, measure the distance from the front
of the base and move the model straight ahead to its
Ships in Armada move at a rate of knots that is measured
new position, by the exact number of inches equal to its
in inches. In addition, ships can adjust their speed, by
Movement value. This same process is used for each Move
slowing down or speeding up.
ve
Step permitted for the Speed the ship is using.
o
During a Turn, a ship will move its full Movement value a
”M
number of times (Move Steps) depending on its currently
6
assigned Speed.
ve
Be careful! A ship must always move its full Movement
o
value in inches in each Move Step, so make sure you have
”M
chosen the right Speed.
6
Ships cannot normally move or turn through other ships or
terrain (see Collisions on page 21).
16
Movement
Turning
At the end of a Move Step, once a ship has moved its
Movement value in inches, it may make a single turn,
in order to change its heading, depending on its Speed
and Turn Angle. A ship’s Turn Angle (Red or Yellow) is
indicated on its Ship Card.
A ship that is already Anchored when it is Activated, may
turn up to its Turn Angle.
To turn a ship, pivot it on the corner of the base at the rear
of the ship, up to the maximum angle allowed, using the
appropriately coloured part of the Ship Turning Template.
A ship doesn’t have to turn the full amount.
Disengage
Turning with the Red angle (turns a
ship up to 45 degrees).
17
Rules
Barrihon Ironmantle raised the telescope to his eye and spells, punching through iron, impaling the Dwarfs within
peered once more at the approaching fleet. The sails of dozens their cramped, armoured compartments. Barrihon signalled
of small vessels fluttered in the southerly wind. Others pulled his fleet – the war galley must be destroyed.
up behind, banks of oars dipping into sea-foam.
The Furies came up, EmberHeart and Oakenbane. Flanking
‘I’ll be blowed,’ Barrihon muttered. ‘They’re bringing antiques the massive galley, they turned their flame cannons upon it.
to war!’ Gouts of burning oil engulfed the undead vessel. The Furies
almost emptied their tanks against the bigger foe, and when
The warsmith’s adjutants laughed at that. Good, Barrihon
they’d completed their pass, the war galley was half turned to
thought. They need to keep their spirits up. The dead are
ash.
coming.
Soon, the Empire of Dust flotilla was in disarray. Barrihon
He focused past the flotilla of bone-coloured ships to the
gave the order for the fleet to reform. Behind them, what was
larger vessel behind. It was hanging well back, out of danger,
left of the floundering Ahmunites would be picked apart by
at least 50 pairs of massive oars raised as it drifted silently.
the diminutive Hunter-class ironclads. For Barrihon, the true
An Ahmunite bone-hulk – what the old-timers called a
prize lay ahead.
Monolith. And not just any Monolith. The enormous statue
upon its deck, resplendent in gold and jade, with the skull ‘RuneAxes, forward!’ he growled. ‘Bring me that Monolith.’
face of some dagger-toothed creature of legend, marked the
***
vessel out as a great prize indeed. The notorious Shobik’s
Wrath, scourge of the Carrick Gulf. At its helm was the fabled From the aftcastle of Shobik’s Wrath, Sarib-Tia the Infinite
princess, Sarib-Tia the Infinite. Merciless in life as in undeath, gazed out implacably at her sundered flotilla. She wondered
she was said to be almost four thousand years old. how vessels as inelegant and ugly as the Dwarfs’ could wreak
such havoc upon her fleet. When her captains were raised
Barrihon scratched his silver beard. Aye, a mighty prize
from the depths and their vessels restored, she would have
indeed, for those with the will to claim it.
words.
‘GrimmStones and Furies to the front, RuneAxes in reserve,’
Now, she watched as three of the Dwarf ships came forth
he commanded of his signalman. ‘Full steam ahead.’
faster than the others, belching smoke from their funnels in
‘Aye!’ the reply came in chorus. The crew of the GrimmStone, their race to reach their doom. Their guns were few, their
Thunderguard, had fought the Undead before. But the decks lined with Dwarf warriors. They meant to board
Ahmunites… they were a different prospect. No lumbering Shobik’s Wrath.
ghostships with mindless corpses at the helm. They were
If Sarib-Tia was capable of mirth, she would have laughed.
disciplined, tireless… they pulled together like a colony of
ants in a mountain-hold larder. ‘Begin the Ritual of the Elements,’ she commanded, her voice
as dry as the desert sands.
‘Antiques…’ Barrihon muttered under his breath, more to
reassure himself than his crew. Below her, the High Priests began their incantations. The
great jewels set into the idol’s eyes began to flicker with
***
inner light. Overhead, black clouds roiled. The sea swelled,
The ironclads steamed forward in an arrow-head formation, buffeting the small Dwarf vessels as they ploughed towards
smoke belching, great paddles churning up the ocean in their the Monolith.
wake. The GrimmStones came first, ballista bolts and storms
At last, the three RuneAxe ironclads came alongside Shobik’s
of arrows pattering off their thick hulls. Cannons roared.
Wrath. The marines prepared their grapples. Their leaders
The bone-hulls of the galleys splintered before rifled shells.
barked commands in the uncouth Dwarven tongue.
Skeletal sailors exploded to pieces as canister shot raked their
decks. The Dwarf gunnery was legendary, and Barrihon’s Sarib-Tia nodded.
small fleet was an exemplar of the grim efficiency of the
At her command, the heavens opened. Lightning struck
Imperial Dwarf Navy.
the Jewels of Shobik, and in an instant the Monolith was
A war galley pulled into the centre of the fray. One of wreathed in coruscating energy. It flashed towards the
the larger Ahmunite vessels, its lower decks packed with RuneAxes, engulfing them in blinding light. And when it
ancient carronades. Smoke belched from its hull, and the faded, the three ships drifted away, engines powered down,
Thunderguard rocked. Inside, steam vented from ruptured crew reduced to skeletons themselves within their armour.
pipes, and pistons hissed with extra effort as the engineers
‘Ships of metal may be able to withstand ballistas,’ Sarib-Tia
fought to control the pressure.
declared, ‘but they will not protect the Dwarfs from Shobik’s
Another volley – ballistas this time, enchanted with ancient Wrath.’
18
Collisions
Collisions
Colliding
If both Evading ships fail their Skill Tests, there is a
collision. The size of the two ships determines the amount
Players must avoid deliberately ramming or colliding with
of damage they take.
other ships and terrain, unless a rule says otherwise. Orcs
for example, delight in the carnage caused by ramming Both ships now roll to see how much damage they inflict
their ships into the enemy! on each other:
However, on occasion, a newly Activated ship may have • Both ships start with 1D10.
no option but to collide (perhaps due to poor planning!).
• If one ship is a larger Size than the other, it adds a D10
Only consider the bases of the ships (or terrain features)
for each Size it is larger than the other (for example a
involved when checking for collisions.
Medium ship is two Sizes larger than a Tiny ship and
If faced with more than one accidental collision target, the so gets two D10 extra).
Evading
player using the Activating ship can choose which one to
• Both ships now roll their dice. The result is the
hit.
damage the other ship suffers. If the Activating ship is
at Full Speed, add 5 to the damage score of both ships.
Tiny ships only do half the final damage total however
(rounding down).
There is always a chance of evading a collision; each ship
• Apply all damage to both colliding ships
involved will attempt to Evade by making a Skill Test,
simultaneously, recording it using the Damage
adding +1 to the roll. If either ship is two or more sizes
Counters provided, placed on their respective ship
smaller than the other, add a further +2 to the roll of
cards.
the smaller ship. If either test succeeds, the player with
the Activating ship must move their ship past the other, Terrain can never take damage and causes 1D10 damage
completing their full Move Step, finishing with their rear for each “point” of size of the ship that hits it (e.g. a
base edge clear of the other ship. It can then continue the Medium ship will take 3D10 damage).
rest of its Activation as normal.
After a collision, if one or both ships have not been
However, if the ship doesn’t have the Movement value destroyed, reduce both ships’ current Speed by one (e.g.
to clear the other ship in the current Move Step, it must from Battle Speed to Steady). If a ship is already Anchored
instead stop just short (a few mm) of actual contact with or Grounded, it suffers a further D3 damage instead.
the other ship. The Activating ship must now turn the
smallest amount possible, and enough to just clear the The Activating ship must now turn the smallest amount
other ship with any potential future forward movement, possible, and enough to just clear the other ship with any
even if this means turning further than would normally be potential future forward movement, even if this means
allowed. It can then continue the rest of its Activation as turning further than would normally be allowed.
normal. Finally, the Activating ship’s turn is now over and it should
Neither ship can Fire as she Bears in the current Move Step be marked as Activated.
20
Collisions
21
Shooting
Shooting
It is possible that the base of a target may lie in two Fire
Arcs, in which case the weapons from both positions may
fire on the same target.
Front
(Bow)
Ships in the world of Pannithor can carry a bewildering
array of cunning, brutal and magical weaponry. For
simplicity, Armada uses four categories of weapons: Heavy
Weapons (H), Light Weapons (L), Close Quarter Weapons
(C) and Indirect Weapons (IDW).
Ships can shoot from up to four Weapon Positions: left and
right broadsides directly to each side, and directly in front
or to the rear. The type and number of each weapon a ship
has in each position is shown on its Ship Card (e.g. 4 H, 2
L, 1 IDW, etc.).
Broadside Broadside
When a ship shoots, follow the procedure below:
1. Choose targets
2. Measure range
3. Determine dice
4. Roll to hit
Choose targets
5. Apply Damage
Rear
(Stern)
At the end of each Move Step, after any turning (including
any turn while Anchored), a ship may choose to shoot with
some or all of its weapons. A ship may shoot from as many
of the four weapon positions as desired, but may only ever
shoot from each once per Turn. This means the Activating The four fire arcs of a ship.
ship may potentially single target more than one enemy
ship, and a different one for each of the four weapon
GUNNERY SKILLS
positions. A single target must be nominated and declared
for each weapon position intending to fire. A ship cannot
target Friendly ships or models unless otherwise specified.
Ships with Inexperienced and Regular crews, must
Fire Arcs
target the closest available enemy ship in each fire arc
Any part of the base of the target must be within one of the (that is at least Partially Visible – see opposite). If the
Fire Arcs from the shooting ship, even if only partially. The closest enemy ship is a Squadron (Tiny), has Surrendered
Fire Arcs for broadsides extend directly away left or right or is Grappled with a friendly ship, it can be ignored
from the shooting ship, the length of its base. Fire Arcs for
however, and the next closest enemy targeted instead.
forward and rear weapon positions extend out 30 degrees,
using the Fire Arc Template as a guide. See diagram Veteran crews may target any enemy ship in range in
opposite. The target ship must be within the Fire Arc of the each Fire Arc (that is at least Partially Visible) if they
Weapon Position that is shooting. successfully pass a Skill Test (for each Fire Arc being
used). If the test is failed, the closest enemy ship must
be targeted as normal.
22
Shooting
Visibility
A target must be at least Partially Visible in order to fire
upon it.
T
Taking a bird’s eye view, if no line can be drawn in the
Fire Arc from anywhere on the base of the shooting ship
to any part of the target’s base without crossing another
ship, model or terrain feature, then visibility to the target is
Blocked and the ship may not shoot it.
When shooting, if either or both the following conditions
are true, the target is Partially Visible to the weapons firing
from a position/Fire Arc. The target may be fired upon, but
it will be more difficult.
• If a clear, unobstructed line can be drawn to some,
but not more than half the target’s base (from any
part of the shooting ship’s base in that weapon
position).
• If less than half the target’s base is within the fire arc. Target (T) is Fully Visible.
When checking Partial Visibility in other situations (e.g.
T
Nerve Tests, see page 29), only consider the first condition
above.
Measure range
In all other cases, there is Full Visibility to the target.
T
Card Max
Weapon Type Dice
Icon Range
Target (T) is Partially Visible. Less than half the target’s base
is within the Fire Arc being used to shoot. Also note the range
(dotted line) being checked between the two closest points on
the bases in the fire arc.
23
Shooting
Modifiers
The table below lists all the modifiers that will affect the dice scores when attempting to hit the target. The modifiers are
cumulative and so all applicable ones apply.
EXAMPLE
A Smasher is travelling at Full Speed and firing its left broadside at a target more than 10” away that is partially visible. The target is a
Tiny boat. Modifiers that will apply are -1 for over 10” range, -1 for partial visibility, -1 for travelling at Full Speed and -2 for firing at a
Tiny target. This means that all the dice results will be modified by -5! No shooting will be possible.
Later, the same Smasher fires against the same Tiny target, but this time the enemy boat is closer, within 10”, and the Smasher is only
moving at Battle Speed. The only modifier is the -2 for size, so any rolls of 8 or more will score hits (because 8 – 2 is a result of 6).
24
Shooting
INDIRECT WEAPONS
If an Indirect Weapon misses, use the direction
the “pointy end” of the die is indicating to show the
T
direction the shot travels. It’s best to roll the die close
to the target so this is easier to see. Roll a D6+2 to
represent the number of inches that the shot will
travel (measuring from the exact centre of the base of
the target) and in the direction indicated by the way
the die is pointing. The Indirect Weapon will then hit
any ship or other model under this new impact point
instead. If the final point of impact would still hit the
original ship that was shot at and “missed” (or even
the firing ship itself!) the shot is considered to be a dud
and there are no further effects.
Indirect Weapons have a greater chance of causing
Critical Hits – see page 26.
Critical Hits
When rolling to hit, any successful die that rolls a natural
10 not only inflicts normal damage as described above, but
Each die that scored a hit when firing, will do an amount of
will also cause a Critical Hit – a devastating event which
Damage to the target depending on the weapon type. All
can have dire consequences for the target. You may wish
Damage is added together and then inflicted on the target.
to put them to one side as a reminder. For every such 10
rolled, roll 2D6 and consult the Critical Hit table (below) to
Weapon Type Damage find the effect of the damage. Apply the result immediately.
Heavy Weapons 2 Indirect Weapons can cause massive damage, and so each
Light Weapons 1 successful die that rolls a natural 9 or 10, will cause a
Critical Hit, when rolling to hit with these weapons.
Close Quarter Weapons 3
Recording Damage
Indirect Weapons D6
Record all Damage inflicted on a ship by
If the target is within 3”, the weapon is shooting at Point using Damage Counters on the Damage
Blank range, then the total Damage it inflicts is doubled. space on its Ship Card.
Note this does not apply to Indirect Weapons.
T T
T T T
Raking fire allowed Raking fire not allowed (bases not Raking fire not allowed (target’s
wholly within the fire arc) base projects out and misses the
firing ship)
27
Shooting & Fire
28
Nerve
Ulberto mopped his brow. His cannon crew had fired relentlessly for almost six minutes, and at last the pounding had stopped.
He looked about the gundeck of the Nyssian Battleship, Pegasus. Sunlight filtered weakly through myriad holes left by enemy
bolts, crepuscular rays through gunsmoke lighting a grim view. Men with legs torn off, or shards of their own ship skewering
vital organs. It was quiet now, save for the groans of the wounded, and the ragged breaths of the survivors. A hollow victory,
but victory nonetheless.
He peered through the gunport. Gods only knew how they’d managed it, but they had prevailed. The elf ship listed hopelessly in
the water, its crew clinging to wreckage for dear life.
A shadow passed swiftly overhead, momentarily plunging Ulberto into darkness, then it was gone. Then he heard it – the cry of
alarm from on deck, the roar of some massive creature. Ulberto had not fully realised the danger until it was far too late.
‘Dragon!’ he cried.
Flames licked through the gunports, black smoke filled the cramped deck. Men scrambled for their lives. Ulberto kicked over the
bucket of saltwater used for swabbing the cannon, black with soot. He grabbed another bucket, throwing it against the wooden
walls of the ship, but it was fruitless.
The fire was spreading, like dancing liquid. It licked greedily at the tar caulking between the planks; it crackled as it engulfed
the fat-soaked ropes of the pulleys. In moments, half the gundeck was ablaze and the smell of cooked flesh turned Ulberto’s
stomach.
‘Abandon your posts!’ he roared. ‘Run for your lives!’
He raced for the ladder, hoisted himself up, but only into a plume of thick smoke that stung his eyes. On deck, the rigging
burned. The remnants of sailcloth hung from charred masts.
He heard a fizzing sound, and took one last look down the hatch, to the blaze that had consumed his post. In that moment he
saw the fire reach the powder kegs.
It was the last thing Ulberto ever saw.
Surrender
Surrendered enemy ship, of size Medium or greater, that Ships destroyed as a result of Boarding Actions remain in
is at least partially visible to it, it must make a Skill Test play (see page 33).
(known as a Nerve Test). If the test is failed, the ship
Surrenders. A Crippled ship must also take a Nerve Test if it
loses a Boarding Action (see page 33).
While a ship is Crippled it: If a ship Surrenders, it remains in place
but can no longer be Activated. Place
• Cannot move faster than Battle Speed.
a Surrendered Marker by the ship as a
• Halves the number of each type of Weapon it has in reminder. It will still attempt to Evade
each Weapon Position (rounding up). to avoid collisions however, and can still fight in further
Boarding Actions made against it, but with an additional -1
• Halves its Crew Strength (rounding up) in Boarding
modifier. If it has a Blaze marker on it, continue to roll to
Actions (if also Surrendered, the CS is only halved
put it out or take more Damage (see previous page).
once).
If a ship is Crippled and/or has Surrendered, its Crew
You can show a ship is Crippled by turning its Ship Card 90
Strength is halved (rounding up).
degrees. Turn the card back again if the ship later loses the
Crippled status (for example, it recovers enough Damage
due to a Repair Action - see page 36).
29
ARMADA
30
Armada
31
Boarding Actions
Boarding Actions
1. Grapple
To attempt to Grapple a ship, the attacking and the target
ships must be within 3” of each other after the Activating
ship has completed its Move Steps, and neither ship can be
travelling at Full Speed. The Activating ship is the Attacking
“Jump aboard! Cut ’em to pieces! If they kill you, kill ship and must make a Skill Test.
’em back!”
If the test is successful, both ships come to an immediate
Kullbag the Berserk, Krudger-Captain of the Gore stop (Anchored) and become Grappled and must now
Align.
If the Skill Test fails, the ship is not Grappled and the
After a ship has completed all its Move Steps and Shooting, attacking ship’s Activation is now over.
it can engage in a Boarding Action. To initiate a Boarding
While Grappled, a ship cannot shoot.
Action against another ship, the target ship must first be
Grappled. 2. Align
Place the ships side by side, aligned as centrally as possible,
moving them the smallest amount possible to do so. Move
the smallest ship first, or the Defender if they are the same
size. If the Defending ship is already grappled with another,
move the Attacking ship.
If a ship cannot move to the side of another due to terrain
or the presence of other ships, it is permitted to align as
centrally as possible to the end of a ship and initiate a
Boarding action from there.
A ship should prioritise forward movement to Align when
faced with a choice of ways to move, while still travelling
the shortest amount possible (no reversing backwards
round corners unless it’s the only choice!).
Grounded ships will never move to Align (other ships must
Boarding Actions are resolved in a sequence as follows: Align to them).
1. Grapple – unless the ship is already Grappled, it may Immediately after the initial Grapple and Alignment, and
attempt to ensnare a target. at the next Activation of every Grappled ship, a vicious
Boarding Action ensues. Proceed to the Attack step.
2. Align – if the Grapple is successful, the two ships are
then moved together.
3. Attack! – the crews of both ships now roll to attack
each other.
4. Results – the results of the boarding action are
determined and then the Activating ship’s turn is
complete.
32
Boarding Actions
3. Attack! Multiple Grapples
Both ships now fight each other by rolling a D10 for each
A ship may allocate its attack dice between any enemy
point of Crew Strength they have, and applying any
ships it is Grappled with as desired, before any dice are
relevant modifiers to the results to get final scores. For
rolled. Enemy ships being attacked will roll their own
example, a ship with a Crew Strength of 4 rolls 4D10.
attack dice in response as normal. Enemy ships that are
If a ship is Crippled and/or has Surrendered, its Crew not allocated any dice, will not attack back in the current
Strength is halved (rounding up). Boarding Action.
For each dice score of 6 or more, the target ship takes If one side has more ships than the other in a multiple
2 damage. For each dice score of a natural 10, this is a grapple the side with the highest combined Crew Strength
Crushing Blow and the ship takes 4 damage instead of 2. has a +1 modifier to hit when rolling to attack. Ignore
ships that have Surrendered in this calculation.
Boarding Action attack roll modifiers
EXAMPLE
Crew Level Modifier Sue’s GrimmStone is Grappled with two enemy ships. Sue has six
Inexperienced -1
dice and decides to allocate two dice to the enemy ship that she
shot at in a previous Turn, and four dice to the other. She now
Veteran +1 rolls the dice against each enemy ship separately, to make it clear
Attacking ship in the first Boarding Action which roll is for which ship.
+1
following a Grapple
Because Sue has chosen to allocate dice to both enemy ships, they
Fighting crew has Surrendered -1 will both roll to attack her back during this Boarding Action.
4. Results
If the Boarding Action is a draw, nothing further happens.
Otherwise, the ship that took the most amount of damage
is the loser. If the losing ship is Crippled, it must now make
a Nerve Test with a -1 modifier. If it fails, it Surrenders (see
page 29).
If a ship’s Damage ever matches or exceeds its SPs as a
result of a Boarding Action, all the crew have been slain or
captured. The ship remains in place (Anchored) but can no
longer be Activated – it remains a collision threat however!
It counts as destroyed for scenarios that score this. If it
has a Blaze marker on it however, roll a D6 when it would
normally Activate: on a 2+ the boat sinks and is removed;
on a 1, it explodes (see Ships on Fire on page 28). It can
also be destroyed and sunk (removed) by Shooting it to
add more damage (just one more will do!).
A Boarding Action is the last part of a ship’s activation.
33
Ongoing Boarding Actions
Boarding Actions
Repel Boarders
Any Crippled ships must roll their Nerve Test first, prior to
selecting either of these options. This will always be the ship with the more Experienced
crew.
If both crews have the same Crew Level, the ship which
initiated the Grapple will go first.
Disengage
Resolve a Boarding Action between the Grappled ships as
described above. Note that two Boarding Actions might be fought one after
the other if both ships want to fight. When more than two
ships are Grappled, the ship with the most experienced
crew will go first, followed by the first ship that initiated
To Disengage, a ship must pass a Skill Test (with a -1 the Grapple, followed by the next ship that initiated a
modifier if it is Crippled). If it fails, it must Repel Boarders Grapple and so on.
instead as above.
A ship will automatically pass its Skill Test to Disengage
from a ship that has Surrendered.
If the test is passed, the ship may move, following all
the normal rules (and so will only be able to move at
Steady Speed this Activation). However, if the ship it is “Don’t give up the ship!”
Disengaging from has not Surrendered, it cannot Shoot or Reported last words of Captain Lorenzo of
make Repair Actions during this Activation. Geneza, at the Third Battle of Tyris’ Gate
34
Boarding Actions
Aye, ye might well ask how I survived that day. I was an ensign then, as green around the gills as a gangrenous grouper. We’d
left the Serpent’s Mouth, three sturdy ships, holds laden with riches, when the sky blackened and the rains came. The water got
so choppy I lost me breakfast an’ then some. An’ out of the squall came the raiders. Elves, I says: Twilight Kin, says the cap’n,
though to this day I don’t know the difference. Seven ships in all, twin hulls low in the water, black sails jagged as shark-fins.
As the storm blew fierce we couldn’t fire the heavy guns, for fear o’ lettin’ water in, so we fired from the top decks, powder
gettin’ wet and men clingin’ to ratlines for dear life. But them elf devils drew closer. And when at last they came alongside, they
gave us volley after volley, ’til we were dismasted; dead in the water. That was when they come aboard.
You ever been in a boarding action, lad? You try to cut the grapples to stop ’em, but when they come from both sides at once it’s
impossible. And then they’re up over the gunwales, or swingin’ across from the rigging – pale-skinned, pointy-eared devils in
their black armour. The marines organise, charge ’em before they charge you, but it’s no good. They got crossbows and spears
to push you back. They can stand surefooted on the deck in the midst of a storm. And the elves had nets, an’ they started takin’
prisoners. It weren’t the cargo they was after, it were us – slaves for the pits of Leith.
An’ the cap’n, he were hollerin’ down into the hold something fierce, and at last I heard him say, ‘Alright, ye dogs, I’ll pay
double!’
An’ on those words, the hold doors flew open, and out came the ogres. Never have I seen such carnage, enacted so quick and
without mercy. The Twilight Kin tried to flee, but the ogres chased ’em, killed every last one o’ em, scuttled their ships and cast
their bodies into the deep.
Aye, ye ask how I survived that day? I tell ye: it was down to Krugagark’s Krushers.
Additional Rules
Additional Rules
When a ship Activates, it can declare the crew will attempt
Squadrons
a Repair Action, unless it has a Blaze marker on it, is
Disengaging from a non-Surrendered ship, or has already
performed a Fire as She Bears this Turn. The ship cannot
Shoot, make a Grapple or Boarding Action this Activation.
Instead, roll a die as indicated below and remove that
much damage from the ship that was previously suffered:
A Squadron represents two or three Tiny ships acting
together in unison. All the models are mounted on the • Roll a D6 if the ship has an Inexperienced or a
same base. A Squadron is purchased for a Fleet as a whole, Regular Crew
and is considered a single ship model which Activates as • Roll D6 and add +2 to the die score if the ship has a
normal. Veteran Crew
A Squadron has no set Speed and instead may move • Add +2 to the die score if the ship attempting the
forward any distance up to its full Movement value in repair is Large or Extra Large
a single Move Step, turning twice (on its centre point)
to face any direction at any point during its movement.
Instead of moving, a Squadron is permitted to Anchor.
“The sea is a cruel mistress. Anyone who tempts her
A Squadron never blocks visibility and can be ignored if wrath has already forfeited their lives. We may as
they are the closest ship for Shooting. They never take well put them to good use.”
Critical Hits, cannot initiate a Boarding Action (nor can
they themselves be boarded), cannot make a Repair Action, Altrisk Blackblood, Captain of the Dark Harvest
EVADING AND COLLISIONS If a ship finishes a Move Step (including any turn made
If a Squadron is positioned in such a way that it would after the Move Step) with any part of its base off the edge
force an enemy Medium, Large or Extra Large ship to of the table, it is removed from play. You can place the ship
Evade, then the moving enemy ship may instead elect to just off the table, where it will re- enter from as a reminder
Collide with the Squadron. The moving ship automatically of its location. Ships that leave the table for any other
fails its Evade skill test. If the Squadron passes its own reason (e.g. an involuntary move due to a special rule)
follow the same rules below.
Evade roll then it is moved by its player the minimum
amount possible to be clear of the moving ship. The moving In the End Phase of the Turn, the ship re-enters the game
ship then completes its Move Step as normal. Otherwise, with any part of the rear of its base touching the same
resolve the Collision as normal, but it doesn’t end the point where it first exited the table edge (or as close as
possible) and not in contact with enemy ships. It then
moving ship’s Activation unless it already has.
receives an Activation Marker and is set at Steady Speed.
This rule cannot be used to “deliberately” ram Squadrons. This means that when the ship gets the Initiative in the
Its purpose is to prevent Tiny Squadrons from forcing following Turn, it will already count as Activated and
larger ships off their course either by accidental placing cannot then do so. In effect it will lose a full Turn. Other
Oars/Engines
or by design. than losing its Activation for a Turn, the ship will interact
with other ships, and the rules, as normal.
Ships re-entering play is the last action of the End Phase,
after all other special rules, action and scenario specific
events. If there are multiple ships returning to the game,
Once during their Activation, ships noted as having Oars or bring them back on in the same order that they left the
Engines can make a turn at the start of one of their Move table.
Steps during an Activation, instead of at the end. This If a ship that has left the table has any Blaze markers on it,
Repairs
may be consecutive with a turn made at the end of their the player must attempt to remove these as normal in the
previous Move Step. following Turn when it would normally Activate (with a +2
modifier to the Skill Test as the ship is doing nothing else).
36
Terrain and Weather
Additional Rules
GROUNDED SHIPS
Grounded ships cannot move, turn or Evade
Terrain (and weather!) will add lot more excitement (and and will automatically fail their Skill Test to
danger!) to your games. Don’t have too much on the table do so. Other ships that might collide with
Terrain
though – just a few items here and there to help break the them may attempt their Evade Skill Test as
game up and provide interesting tactical puzzles. normal. They can still Activate in Initiative
Order and Shoot however.
They may still attempt to Grapple any ship that comes too
close! Align any Grappled enemy ships to the Grounded ship.
Sandbanks
You can use a Grounded marker to show the status of
To cross a sandbank (or if a ship starts a Move Step or the ship.
Activation on one), a ship must first pass a Skill Test, with
a +2 to the roll if it is size Medium or smaller. If the test is
failed, the ship takes D3 Damage if at Steady Speed, 2D3
Damage at Battle Speed and 3D3 Damage at Full Speed. Weather
Additionally, Large and Extra Large ships will immediately Fog/Rain Squall
become Grounded. These phenomena are either small (up to 8” x 8”), medium
Sandbanks do not block visibility. Ships may roll to Evade (up to 12” x 12”) or large (up to 16” x 16”) in width. It is
a sandbank instead of crossing but must cross it as above if recommended to make them a rough circle or oval shape.
the Evade roll fails, rather than causing a Collision. They are put onto the table at the start of the game. It is
recommended that players ask a neutral party to place the
Shorelines and Islands squall. If you want to play with more than one Fog/Rain
Shorelines and the land beyond them, block movement. Squall area, make sure they are at least 6” apart from each
other. Try to avoid putting them in player’s deployment
Islands block visibility through and over them. zones.
Tiny and Small ships may move within 2” of any shoreline Fog/Rain Squalls features block visibility through them and
or island. Medium, Large and Extra Large ships cannot to anything wholly inside them. Ships wholly inside cannot
approach within 2”. fire out either, but they may attempt to Grapple, although
If they do, by design or misfortune, they must immediately the target ship must be within 1”. Ships outside the squall
make a Skill Test. If the test is failed, a Collision will occur cannot Grapple ships wholly inside.
(with Terrain, see page 20). If it is not destroyed, the ship Ships that start their Activation even partially inside the
is now Grounded where it is. feature cannot exceed Battle Speed. Once the ship fully
If the test is passed, the ship must now turn the smallest emerges, it may move as normal.
amount possible, and enough to just clear the terrain
with any potential future forward movement, even if this
means turning further than would normally be allowed. Its
Activation is now over.
If a ship’s movement would actually hit a shoreline or
island, it can roll to Evade to try and avoid a Collision.
Rocks
Rock features block visibility through and over them, and
block movement through them. Ships hitting Rocks will
Collide with them (see page 20) with no chance to Evade.
37
Full Wind Rules
Wind
Wind Attitude
The angle and direction of the wind can limit the Speed of
a ship. Each Turn, when a ship is Activated, check the angle
Many players will want a little more realism in their
the wind is coming from in relation to the ship. Use the Fire
games, with the position of ships relative to the wind
Arc template as a guide from the front and rear of the ship.
direction having an impact on their speed. To do so, use the
If the wind hits the ship outside these angles, it’s blowing
following rules.
against the ship’s side, otherwise it’s blowing either into the
Roll for Wind ship’s front or rear.
Make the following change to the Roll for Wind step of Refer to the diagrams opposite and note the maximum
each Turn. Remember some scenarios will determine wind Speed the ship can have for the Turn. If the ship is currently
behaviour. at a higher Speed than allowed, it immediately drops down
to the maximum level indicated and cannot further change
At the start of each Turn, one player (or a neutral party) its Speed this Activation.
must roll 2D6 on the following table to see if the wind
changes direction or intensity. There are eight directions If, when a ship is Activated, it is facing into the wind and
the wind can come from: the four outer table edges and the was moving (not Anchored) in the previous Turn, it can
four corners. either move forward a single Move Step and then become
Anchored, or it can attempt to “Tack” (see below).
2D6 score Effect If a ship is forced to drop two Speed levels (e.g. from Battle
Becalmed! Reduce the Movement value Speed to Anchored), the ship then suffers the effects of the
2 of all Ships by 2 for this Turn only (to a Critical Hit result “Sail/Engine” hit (see page 26), although
minimum of 0). without the further drop in Speed.
3
Winds of Change. Move the arrow on the Tacking
Wind Rose one step clockwise.
If a ship elects to “Tack” out of the wind, make a Skill
4-10 No change in wind direction this Turn. Test. If the test is passed, turn the ship enough to take it
just out of the wind (even if this is more than normally
Winds of Change. Move the arrow on the
11 allowed) and then continue its activation as normal. If the
Oars/Engines
Wind Rose one step anti-clockwise.
test is failed, the ship makes a single Move Step and is then
Wind swell. Add 1 to the Movement value Anchored (and may take damage as a result).
12
of all ships for this Turn only.
Max. Speed =
Battle Speed
Wind
Direction
A B
D
E
39
Building a Fleet
Fleets
As you pick ships and other options and include them in
your Fleet, keep adding their cost until you have reached
the total you agreed. You can of course spend less than
the agreed total, but you cannot spend even a single point
more. However, a Fleet is still considered to be the size
of the maximum total the players agreed on (e.g. a Fleet
“With a thousand ships I could conquer a nation. which comes to 249 points would still be considered a 250
With the stroke of this quill I can conquer the world.” point Fleet).
Arch-Magi Nala-Zhalar of Amaa-khopet
You can play Armada with just a few ship models per
player, without worrying about the two sides being equally
matched. This is great for learning the game, but after
you’ve become familiar with the rules and have amassed
a larger collection of ships, you will want to play games
where the ships facing one another across the open seas
are balanced, so that both players have an equal chance of
winning the game (at least to start with).
Fleet Selection
In order to restrict the possible (nasty!) combinations that
can be taken and to make sure Fleets have a resemblance
of ‘realism’ about them, for every full 50 points being used
per Fleet, you must have at least one ship (of any size) in
your Fleet. Thus in a 150 point game, you must select at
least three ships, and in a 250 point game, you must select
at least five ships.
In addition, ships in a Fleet are divided into two types:
Main Battle Ships and Support Ships. You cannot select
Support Ships only. You must select at least one Main
Battle Ship, and may select up to two Support Ships for
each Main Battle Ship you select.
In order to achieve this, you and your opponent must pick
A player may only select ships from one Fleet list – you
a Fleet before the game by spending a number of “points”.
cannot mix and match between them. Thus, you might
Both players will agree how many points to spend on their
select ships to form a Basilean Fleet, but you couldn’t
Fleet for a game unless the scenario being played specifies
pick a Fleet using ships from Orcs, Dwarfs and Basileans
otherwise. 200-250 points per side is a good place to aim
altogether.
for. Once players are familiar with the game they may
NAMED VESSELS
wish to experiment and play larger or smaller games with
different points values.
Each player picks ships from one of the available Fleets,
Ships with a [1] after their name are unique
using the cards that came with its models. Each ship costs
Named Vessels. Only one ship with a [1] after its
a certain amount of points, as shown on its card. More
name may be taken in a Fleet.
powerful or specialist ships will cost more points. You may
also buy additional upgrades for your ships, which will also
cost points.
41
Fleets
Upgrades No ship may have the same Upgrade more than once and
each ship size may have up to the following maximum
There are lists of Standard Upgrades and Magical number of Upgrades added to it:
Upgrades presented on these pages. These are available to Extra Large 4
any Fleet, unless specified otherwise. Large 3
Only Main Battle Ships may take Magical Upgrades and Medium 2
they are limited to both a maximum of one per ship and a Small 1
maximum of one of each type per Fleet (so a Fleet can only Tiny 0
CREW LEVELS
have one Brew of Strength for example).
Each faction’s Fleet list will also detail any Special
Upgrades that are available only to that faction’s ships.
Unless specified otherwise, all ships come with Regular
Upgrades are added to a ship by spending the points listed. crew as part of their basic points cost. Crew level changes
are not considered Upgrades.
You can demote a ship’s crew a level to Inexperienced.
After choosing any Upgrades, subtract 20% of the total cost
of the ship (rounding up). This is the final cost of the ship.
You can also promote a ship’s crew a level to Veteran. After
choosing any Upgrades, add 20% of the total cost of the
ship (rounding up). This is the final cost of the ship.
Captain Upgrades
Each Fleet also lists Captain Upgrades that can only be
selected by that Fleet. Only Main Battle Ships may take a
Captain Upgrade and they count against the normal limit
of upgrades a ship can have. A Fleet may only select a
single Captain Upgrade, so if you want one, choose wisely!
Standard Upgrades
Upgrade Effect Points
Boarding Nets Opponents suffer a -1 modifier to all Grappling attempts directed against this ship. 1
Grappling Hooks Add +1 to the Skill Test to Grapple a target ship. 2
Once per game, re-roll all the dice in a single Skill Test, Shooting attack, or Boarding
Lucky Crew Action, even successful ones. You must accept the second result. Make the decision to 3
use this upgrade after seeing the initial roll.
Master Carpenter Add +1 to the Damage recovered when this ship makes a Repair Action. 1
Once per game, when this ship shoots from a Weapon Position (either at the end of a
Move Step, or with Fire as She Bears), it can re-roll any misses. Note the re-rolls are
Master Gunner 3
only from a single Weapon Position, even if the ship fires from more than one at the
same time. Make the decision to use this upgrade after seeing the initial roll.
Sturdy
Add 10 SP and 5 Nv to the ship’s starting values. 4
Construction
In the first Boarding Action following a Grapple, make a Skill Test before any other
Swivel Guns dice are rolled. If the test is passed, inflict 4 Damage on the enemy before the Boarding 2
Action takes place.
42
Fleets
Magical Upgrades
Upgrade Effect Points
When this ship wins a Boarding Action, place a Blaze marker next to the losing enemy
Fire-oil 2
ship(s). See Ships on Fire on page 28 for details of this damage effect.
When the crew of this ship make a Boarding Action (including Repelling Boarders),
Brew of Strength 2
natural rolls of 9 and 10 cause Crushing Blows.
Once per game, instead of Rolling for Wind, so long as the ship with this Upgrade is
still in play on the table, the owning player may choose to move the Wind Rose either
clockwise or anti-clockwise, up to 2 compass positions. This may be done from Turn
Ocarina of
two onwards (unless the scenario being played has other winds rules in place for that 4
Korgaan
Turn). If both players have this upgrade and want to use it in the same Turn, roll a D10
each. The player with the highest score gets to choose this Turn. The losing player may
then use the upgrade in any following Turn.
When damage on this ship matches or exceeds its SPs, the ship explodes. All other
Crystal Keel of
ships within 4” of this exploding ship suffer D10+3 damage (roll separately for each 4
Retribution
ship). The exploding ship is destroyed, remove it from play.
Once per game, if this ship is not Anchored or Grounded, it may make 1 extra Move
Sails of
Step, beyond what the ship’s current speed would normally allow. This does not 5
Honeymaze
actually change the ship’s set speed however.
Once per game, the ship with this Upgrade can declare its use at the start of a Turn.
Declare the use of the scroll before the roll for Wind. For the rest of that Turn, this
Mind Fog Scroll 3
ship cannot be the target of enemy ships Shooting at it further than 10” away, and all
Shooting at it suffers an additional -2 modifier to hit.
Instead of Shooting from a Weapon Position, use the scroll to make a Skill Test
with a -1 modifier. If the test is a success, move the closest enemy ship (even if not
Enthral Scroll visible) within the chosen Fire Arc and move it directly towards the centre of this 4
ship 3”, stopping before it would hit any other ships or terrain and keeping the same
orientation.
Once per game, the ship with this Upgrade can declare its use at the start of a Turn.
Use the scroll to target an enemy ship within 16” that is at least partially visible. The
Hex Scroll target ship suffers a -1 modifier to its Shooting, Boarding Actions and any Skill Tests 2
it attempts (including Nerve Tests), until the end of the Turn, in addition to any other
modifiers that would normally apply.
Scenarios
Scenarios
During this stage it is vital that you agree with your
opponent what each piece of terrain will be classified as
during the game (e.g. shoreline, rocks, sandbank, etc.).
44
Scenarios
Scenario 1 – Maritime Patrol Victory Conditions
The game lasts 8 Turns. At the end of the game, both
This scenario is a simple pitched battle between two opposing
players total up all the points values (including upgrades)
fleets and sworn enemies. Each side is attempting to inflict as
of their opponent’s ships that have been destroyed or
much damage on their opponents as possible before returning
surrendered to get their final score. Ships that left the table
to port.
in the final Turn, or that have taken more damage than
half their starting SPs, are worth half their points in this
Set-up
12” 12”
N
calculation. If the difference between the scores in favour
NE
of a player is at least 10% of the total cost of the fleets, that
NW
Player A
player wins; otherwise the game is a draw. For example, in
6” 6”
a game where fleets are 250 points, you need at least 25
Deployment Zone
points more than your opponent to win.
W E
mechanics of the game, before you try your luck at capturing
krakens or plundering loot!
It’s suggested that you play this scenario with only 3-4
Medium and Small ships per side, and about 100 points each
for your first run through to help learn the rules. Play on an
area roughly 48” by 36”, with the players deploying on the
Player B
6” 6”
longer edges.
Deployment Zone
S SE
For your first game, play without any terrain. Then, once you
SW
are more confident with moving and shooting, add in some
12” 12”
terrain features to spice things up.
NE
South West corner). On a roll of 9 or 10 for direction, move
NW
the kraken directly towards the Wind Rose.
6” Player A 6”
Deployment Zone
The kraken isn’t affected by anything other than terrain
which it will move around, taking the most direct route
it can. Any ship that the kraken passes through or comes
within 2” of, it will attack before continuing to move.
Roll 5D10, hitting on 6+. Each successful hit will cause 6
damage to the unfortunate ship and Critical Hits can be
W K E
caused as normal.
Ships that were Grappled with the kraken at the start of the
Turn can be ignored and will not be attacked in this way
but will suffer D6 damage as the kraken moves away.
The kraken will attempt to evade when applicable and will
pass its Skill Test on a 5+. If a collision occurs with the
Player B
kraken, treat it as an Extra Large ship. Ships may attempt
6” Deployment Zone 6”
to grapple the kraken and may initiate boarding actions
S SE
against it as if it were an enemy ship. The kraken will fight
SW
back with a Crew Strength of 10. It is an Extra Large target
12” 12”
but protected by thick, barnacle-encrusted skin – ships only
receive the +1 modifier for Target Size if they are within 3”
of it when shooting it. Ships shooting the kraken from more
Each player’s deployment zone is 6” deep and 12” from than 10” away suffer a -2 to hit modifier in addition to any
each table edge. others which may apply.
Victory Conditions
Both players are aiming to capture the kraken by wearing
it down and tiring it out while at the same time weakening The kraken cannot catch fire, take Critical Hits, be killed or
the enemy fleet. At the end of each Turn, each player scores Surrender. Basically, it’s almost unstoppable! If the kraken
1 VP for each full 5 damage they inflicted on the Kraken reaches the edge of the table it will stop. At the start of the
(keep score as you go), to a maximum of 5VPs per Turn. next Turn, instead of rolling a die, turn it to face back into
Players also score 1 VP for each enemy Medium ship that the table and move it D10+8” towards the exact centre
is destroyed or Surrenders for any reason, 3 VPs for Large where it first began.
ships and 5VPs for Extra Large ones. Ships that left the If the kraken would ever stop exactly over a ship, move it
table in the final Turn count as destroyed. further on so it is clear of obstructions. Only stop it short if
The player with the most accumulated VPs at the end of this would take it beyond the table edge.
Turn 8 is the winner. If the totals are equal, the game is
a draw.
47
Scenarios
Scenario 3 – The Vortex Turns. Ships more than 8” away from the Vortex cannot
score. VPs are not lost if ships are later destroyed.
A mysterious and magical phenomenon has been sighted
VPs scored if VPs scored if
miles from the coastline. The skies and waters churn and Ship
within 4” of the within 8” of the
swirl and colourful lightning crackles in the air. Arch-mages Size
Vortex Vortex
and sorcerers excited to study and capture the arcane and
eldritch energies are making their way to the area. It is a XL 6 2
race against time as others are also keen to exploit this rare
wonder. L or M 3 1
S or T 1 0
Set-up
9” 9”
N
The player with the most accumulated VPs at the end of
NW NE
Turn 8 is the winner. If the totals are equal, the game is a
Player Player
draw.
9” 9”
A A
Scenario Rules
The presence of the vortex is causing several problems for
safe and predictable navigation.
When rolling for the Wind, if the Wind does not change
W E
direction, roll again. The second result stands.
In addition, the waters beneath the vortex have formed
into a giant whirlpool. Any ships that are too close will get
dragged towards the watery abyss!
In the End Phase, before scoring VPs, check the distance of
each ship to the edge of the vortex. Start with the closest
ship and work to the furthest. If two or more ships are
9” Player Player 9”
equally distant, randomise which moves first. Any ship that
S
B B
SE
is within 8” of the vortex will be dragged (and moved) D3”
SW
directly towards the centre of the vortex (in a line from the
9” 9”
centre of the ship, to the centre of the Vortex). Ships can
break grapples to do this and cannot evade collisions with
other ships. If a ship collides with another due to dragging,
simply stop its movement once it hits the other ship and
Each player has two deployment zones in the corners on resolve damage as normal. The ship’s base should retain
their side of the table. Each zone is 9” square. Players its same orientation. At the end of each drag move and any
should alternate their own deployment between each of potential collisions, Medium, Small and Tiny ships take D3
their deployment areas so they have as equal a number of damage, while Large and Extra Large ships take D6.
ships as possible in each once all are deployed. Grounded ships in range of the vortex will not be dragged,
Place a 75mm diameter template representing the vortex in but will suffer D10 damage instead as they are slowly
the exact centre of the table. Place a couple of small sand ripped apart.
banks to the North and South of it, no closer than 6” to the If any ship touches the vortex for any reason, either
vortex and not within 4” of each other of the table edge. during a drag move or during the course of the game, it is
immediately destroyed and removed from play!
Victory Conditions
A ship cannot be set to Full Speed if it starts its Activation
Both players are aiming to harness as much power from within 8” of the vortex (drop it to Battle Speed if it is at
the vortex as they can. At the End Phase of each Turn after Full). The ship may still alter its Speed as normal beyond
ships have been dragged (see below), each ship still in play, this in its Activation.
that has not Surrendered, will score a number of VPs based
on the ship’s size and proximity to the vortex (measured The vortex never moves, cannot take damage and blocks
from the vortex edge), adding to those scored in previous visibility through it.
48
Scenarios
Scenario 4 – X Marks the Spot Scenario Rules
The island follows the normal terrain rules (see page 37).
Legend has it that the treasure of the infamous Don Silva was
Smaller ships will be able to get closer and search for
buried before his mysterious death. Now, centuries later, a
longer, recovering more treasure. Larger ships will have to
map has been found detailing the location of the buried loot.
hold back and collect less.
Can you find and recover the hoard before your enemies?
In the End Phase of each Turn, Small and Tiny ships
15”
Set-up within 3” of an island, score 3 VPs each. They may carry a
N NE
maximum of 6VPs. Medium, Large and Extra Large ships
NW
within 5” of an island will score 1VP each and can carry
Player
any number of VPs. Place loot counters or coins on each
A
15”
ship’s card as they score them to keep track of the treasure
accumulated.
During its Activation, a ship within 1” of another larger
friendly ship at the end of a Move Step, can pass all the VP
counters it currently has on its ship card to the larger ship,
W E
instead of Shooting. Simply transfer all the counters from
15”
one ship card to the other – you cannot transfer only some
counters. Ships are permitted to make a Repair Action and
transfer in the same Turn.
If a ship Surrenders or is destroyed as a result of a Boarding
Action, the enemy ship captures all the VP counters the
ship had!
15”
Player
If a ship is destroyed or Surrenders for any other reason, all
S
B
SE
VP counters it had are lost.
SW
If a ship leaves the table in the final Turn, all VP counters it
15”
had are lost.
Ships that have Surrendered or are Destroyed cannot score
no matter how close they are to the islands!
Place two small islands on a diagonal between two corners
of the table. The islands should be equidistant from the
centre of the table and 15” apart from each other.
The players’ deployment zones are in the diagonally
opposite corners as shown.
Once both players have deployed their ships roll a D6. On
a score of 1-3, the wind starts the game coming from the
South-West position. On a score of 4-6, the wind starts the
game coming from the North-East position.
Victory Conditions
The game lasts 8 Turns. At the end of the game, both
players total up all the VPs they have stored on their
surviving Medium, Large and Extra Large ships from
captured treasure. They score an additional 3 VPs for each
enemy Large or Extra Large ship destroyed or Surrendered
and 1 VP for each enemy Medium or Small ship destroyed
or Surrendered. Ships that left the table in the final Turn
count as destroyed for this calculation.
The player with the most VPs is the winner.
49
Scenarios
Set-up
9”
NW N Attacker
NE
Deployment Zone
12”
W E
Deployment Zone
Defender
Scenario Rules
6”
The Flagship has taken damage that needs a dry dock and
S
Attacker
SE
Deployment Zone
serious repairs. It starts the game at Steady Speed, and
SW
cannot go faster than Battle Speed.
12” 12”
The Flagship has a +1 modifier to all Skill Tests. Enemy
ships suffer a -1 modifier to any attempts to Grapple the
Flagship. The Flagship will always try to evade collisions,
If you are playing on a rectangular table, the central regardless of other rules (e.g. the Orcs’ desire to smash into
corridor should run lengthways (the longest route through everything!).
the table).
The Flagship may make normal Repair Actions, even if
Do not place any terrain in the central corridor as shown it Shoots (or has shot with Fire as She Bears) that Turn
between the dotted lines on the map. (although not if it has a Blaze marker on it).
The Attacker deploys all their ships first, alternating The Flagship may re-roll a failed Skill test to see if it
placement of ships between their two deployment zones Surrenders.
either side of the table. The Defender then deploys all their
ships into their deployment zone on the Western edge of
the table.
Roll a D6, on a 1-3, the Wind starts from the North, on a
4-6, it starts from the South.
50
Scenarios
Scenario 6 – A Storm is Brewing Victory Conditions
The game lasts 8 Turns. At the end of the game, both
Two fleets clash ferociously at sea as a storm front rolls in,
players total up all the points values (including upgrades)
adding nature’s own cacophony to the sounds of cannonballs
of their opponent’s ships that have been destroyed or
smashing home.
surrendered to get their final score. Ships that left the table
in the final Turn, or that have taken more damage than
Set-up
12” 12”
N
half their starting SPs, are worth half their points in this
NE
calculation. If the difference between the scores in favour
NW
Player A
of a player is at least 10% of the total cost of the fleets, that
6” 6”
player wins; otherwise the game is a draw. For example, in
Deployment Zone
a game where fleets are 250 points, you need at least 25
points more than your opponent to win.
Scenario Rules
At the start of each Turn, instead of rolling for the Wind,
W E
it will simply move on clockwise to the next point on the
compass (e.g. from East to South East). This represents the
storm winds slowly circling the fleets as they clash.
After moving the Wind Rose and before any Activations,
each rain squall will move. To do this roll a D10. With 1
being North, 2 being North East and so on clockwise round
Player B
the map, move it D6+2” directly towards that point (for
6” 6”
example, if you rolled a 6 for direction and a 3 for distance,
Deployment Zone
S SE
the squall would move 5” towards the South West corner).
SW
Re-roll results of 9 or 10 for direction. Roll separately for
12” 12”
each squall. If a squall reaches the edge of the table, it will
stop. At the start of the next Turn, instead of rolling a die,
move it D10+8” towards the exact centre of the board.
In the End Phase of each Turn, roll 1D10 for each ship
In addition to any terrain, both players place one small rain
inside, or partially inside a rain squall. On a score of 9 or
squall in their half of the table, outside their deployment
10, lightning hits the ship and it will suffer D3 damage and
zone and not within 6” of each other or 6” of a table edge.
will receive a Blaze marker (with any additional damage
Each player’s deployment zone is 6” deep and 12” from that also causes).
each table edge.
Roll a D6, on a 1-3, the Wind starts from the West, on a
4-6, it starts from the East.
51
Scenarios
N
Set-up
NW NE
Ship Size VPs if Escaped
XL 6
L or M 3
S or T 1
The Attacker scores the same VPs (based on ship size) for
15”
W E
each of the Defender’s ship that has not escaped by the end
of the Game.
Deployment Zone
Deployment Zone
Attacker
Defender
Scenario Rules
At the start of Turn 3, roll a D6 and add the current Turn
number. On a score of 7 or more, the Attacker’s ships in
reserve arrive as detailed below.
S SE
If they do not turn up, roll again at the start of each Turn,
SW
adding the current Turn number to the score. They will
6” 6”
arrive as soon as an 8 or more is scored.
This means they will automatically arrive by Turn 7.
Reserves arriving
Roll to see who will be the Attacker and who will be the
On the Turn the ships in reserve arrive, place them all
Defender.
with their bases touching the Eastern edge of the table.
First, the Attacker places four sandbanks at least 8” from They enter play at Battle Speed. Then roll for the Wind as
each other and at least 4” from any deployment area, normal.
roughly in the positions shown on the map.
Until the ships arrive, they are not considered in play. They
The Attacker deploys all their ships first, alternating are considered destroyed if the game ends before they get a
placement of ships between their central deployment zone chance to arrive!
and placed off the table in reserve.
Militia Support
The Defender then deploys all their ships into their In the end phase of each Turn, the Defender may fire a
deployment zone on the Western edge of the table. single Indirect Weapon from any one of the 4 sandbanks
The wind starts the game coming from the West position. placed at the start of the game. The shot can be fired in any
direction from any point on the sandbank following all the
normal targeting rules, except that the fixed positions mean
that firing is from a stable platform and the shots only
suffer a -1 modifier instead of the normal -2 for an Indirect
Weapon.
52
Scenarios
Scenario 8 – Flotsam and Jetsam Victory Conditions
The game lasts 8 Turns. At the end of the game, both
A fierce storm has scattered and wrecked a fleet of merchant
players total up all the value of all the loot counters they
ships carrying spices and precious metals from distant lands.
have captured on their ship’s cards. The player with the
Now the race is on to recover what remains of the bounty
highest total loot value is the winner. If there is a tie,
before it is lost to the depths of the ocean forever.
discard any loot counters the players have with a value of 0
and then the player with the least number of loot counters
Set-up
12” 12”
N
remaining is the winner. If there is still a tie, the game is a
NE
draw.
NW
Deployment Zone loot counter within 3” of it. Simply put the counter, face up,
on the ship’s card.
If a ship Surrenders or is destroyed as a result of a Boarding
Action, the enemy ship captures all the loot counters the
W E
ship had!
If a ship is destroyed or Surrenders for any other reason,
all loot counters it had are placed back on the table by the
player that lost them, face down, touching the base of the
ship (or where it used to be!).
Player B
In the End Phase of each Turn, move all uncaptured loot
6” 6”
counters 3” directly away from the current position of the
Deployment Zone
S
wind rose. Stop moving a counter if it contacts a ship,
SW SE
terrain feature or the edge of the table.
12” 12”
53
Scenarios
N
Set-up follows:
NW NE
6”
Ship Size VPs Ship Size VPs
B A
XL or L 3 S 1
M 2 T 0
Scenario Rules
W E
At the start of the first turn, both players roll a D10. The
winner Activates their emissary ship first. It must increase
its speed to Steady and make one Move Step only (ignoring
any special rules (e.g. oars, wind effects or magical items
etc.) and must then turn towards the South, the maximum
amount permitted for that ship. The other player’s emissary
9”
ship then does the same. Neither of these ships can Shoot
Player Player
any weapons or perform any Boarding Actions or Grapples
A
S
B
SE
this Turn as the crew are unprepared.
SW
18”
Before either player begins deployment, both players must
select one of their Main Battle ships (these are hosting the
emissaries). Both player’s nominated ships are placed 6”
from the North table edge and in contact with each other,
back-to-back. These ships have a Mv of 4, regardless of
what their cards say. They can move at a maximum of
Battle Speed during the game.
Place a few rocks and sandbanks along the centre of the
board, at least 8” from each other each other, roughly as
shown. Once both the central ships have Activated, proceed with
The players’ deployment zones are in the Southern corners Activations in Initiative order as normal for the rest of the
as shown. They are 9” deep with a gap of 18” between game.
them. The remaining ships are deployed as normal. All Larger Games: In larger games (500 points or more for
ships begin the game Anchored. example) you may wish to consider increasing the SP and
The Wind begins the game blowing from the South. Nv of the emissary ships to give them a chance to survive.
e.g. increase SP by 30 and Nv by 20. Also, double the VPs a
ship scores for escaping.
54
Scenarios
Scenario 10 – Plant the Flag Victory Conditions
The game lasts 8 Turns. At the end of the game, both
In the face of a howling gale, two fleets race to capture a
players now check how many VPs they have scored from
strategically vital landing point for their land forces.
“capturing” the three terrain pieces along the northern
NOTE: Don’t play this scenario with the optional Wind rules. edge of the table based on the position of their ships.
A ship must be within 6” of one of the three terrain pieces
12” 12”
Set-up
N
to count as scoring.
NW NE
Ships score as follows:
6”
Ship Type VPs
Main Battle Ship 2
Support Ship 1
W E
each.
Ships that left the table in the final Turn, have Surrendered
or are Destroyed cannot score no matter how close they are
to the terrain!
If a ship could claim to be within 6” of both the harbour
and an island, the player must choose which to score
12”
for (the ship cannot score for both). If both players have
Player Player
ships that could claim to be within 6” of more than one
A
S
B
SE
terrain piece, players must declare for which terrain piece
SW
their ships are scoring in Initiative order, using the wind
18”
direction at the end of the game.
The player that scores the most VPs for a given piece of
terrain, captures that terrain.
The player with the most terrain captured is the winner.
Scenario Rules
The islands follow the normal terrain rules (see page 37).
The Harbour is treated as a Shoreline, but all ships of all
sizes may approach within 2” of it without risk of collision.
The Wind will not change direction for the first three
Turns (and no special rules or magic items can change this
Place a harbour in the exact centre of the table edge at the either). At the start of Turn 4, roll for the Wind direction as
North Wind Rose position. Then place two small islands normal.
12” either side of it along the same edge. In the End Phase of Turn 2, and every Turn after that, make
Place a few small areas of rocks in the northern half of the a Skill Test for each ship that is not Anchored or Grappled,
table. in Initiative order. If the test is failed, the ship is blown
directly (it should not change facing) in the direction of
The players’ deployment zones are in the diagonally the Wind. Move the ship 4” (without changing facing) and
opposite corners as shown. They are 12” deep with a gap of resolve any collisions as normal with no roll to Evade. The
18” between them. moving ship does not turn or move after damage has been
The Wind begins the game blowing from the North. applied, even if it has not moved the full 4”.
55
ARMADA
56
Armada
57
BACKGROUND
Background
58
Background
The God War & the Time of
Darkness
The God War ended much as it had begun – with an act of
violence and destruction that would be felt for millennia.
When Domivar used the Black Axe to create the Abyss, the
Wicked Ones were banished, at least temporarily, but at a
cost to the security of the world forevermore.
The ravages of the God War exacted a terrible toll on the
world, shifting the balance of power between the mortal The corrupting influence of the Abyss tore apart the
races forevermore. Vast armies marched at the behest of beleaguered dwarfs, as many abandoned their holds
the Shining Ones and Wicked Ones. Cities fell; fire rained and flocked to the land of Tragar, lured by promises of
from the skies; magic ran wild. It was a time of death and power and immortality. The High Sea of Bari became
madness. Entire fleets were wrecked by the roiling seas and a battlefield, as engineers sent out their latest ironclad
terrible storms, as god-like beings wielded unimaginable warships to engage their former kin in punishing naval
power in their duels for supremacy. Few remember the duels. Never before had the dwarfs held sea-power with
fates of those brave souls who now lie at the bottom of such importance, but now innovation became key both to
the oceans, so cheap were the lives of mortal servants in gaining supremacy for their holds, and restoring pride in
the eyes of their masters. Only scant legends remain: of their ingenuity. Dwarfen vessels became larger, stronger,
great dwarf-built ships evacuating cities, in what is now faster and more elaborate, bristling with cannon, and
Basilea, as meteorites smote their homes; of sentient powered by steam. The confines of the High Sea of Bari
warships crewed by demons bombarding the lost elven city made manoeuvrability of secondary importance to the
of Nevishir, only to be capsized by the fledgling aquatic dwarfs; a limitation that remains to this day, much to the
race called the Nereticans; of a fleet from Primovantor still relief of their enemies.
fighting to their last ballista bolt even as they spiralled
South of the Dwarf holds, across the Mountains of
into the eye of a maelstrom; of how the cursed Ahmunites
Abkhazla, the Ophidians took full advantage of the power
raised the dead of the Khopacati Swamplands and sailed
vacuum left by the God War. They erected powerful defence
south upon ships of bone, only to be destroyed by the
towers along the banks of the River Ophid, making the
fire-blooded salamanders. All mighty deeds, all now lost to
great waterway impassable to even the most determined
time.
foe. Now they alone controlled the passages east to west
LIFE AT SEA
For the navies of the Kingdoms of Men and Basilea, not to mention the merchant fleets that constantly ply the Infant Sea, a
life at sea is precisely that – some seamen live and work aboard their vessels for most of their lives, stopping only for small spells of
shore-leave and ship refits, before setting sail again. The life of a common sailor is a hard one: conditions aboard a wooden ship are
cramped and squalid, and the work back-breaking and often dangerous – from swabbing the decks and rowing the ship’s boats, to
‘going atop’ to lower the sails and operate the rigging. In such a closed environment, discipline aboard ship is imperative, and the
punishments for even minor infractions of the seaman’s code are severe – anything from cleaning out the latrines to being confined to
quarters; from clapping a sailor in irons to administering a flogging.
Despite this, a good ship’s captain must understand that there’s more to running a successful ship – especially a warship – than strict
order and discipline. The key to exceptional performance has ever been morale – the sailors aboard ship understand that there will
be repercussions for transgressions and slovenliness, but also that exceptional performance and good behaviour will be recognised
and rewarded. Unhappy sailors perform poorly, and this reflects badly on the commanders. All sailors are therefore afforded leisure
hours to distract them from their arduous duties, where they sing forbitters and dance jigs to the sounds of pipes, carve scrimshaw,
and drink copious amounts of rum (a practical as well as recreational activity, for when flavoured with lemon and sugar, rum was a
sure way to ward off the dreaded scurvy). By maintaining a careful balance aboard ship, a captain would turn their sailors into a
close-knit and well-organised fighting unit, to which morale and teamwork were key to victory.
59
Background
– everything from exotic spices to alchemical ingredients, they, and so adaptable, that they quickly began to explore
from precious ores to intoxicating drugs, passed first new lands, found new colonies, and seek allies and trade
through Ophidia. Through control of this vital waterway, partners across the world. For that, they needed sea-power,
the Ophidians became the puppet masters of the world, and so the first great merchant-fleets were built. The men
and the foundations of the secretive League of Infamy were of the north still favoured oar-pulled galleys to navigate
laid. their treacherous waters. But elsewhere, men relied more
and more on sail-ships – cogs carried goods across the sea,
The war had taken its toll on the elves perhaps more than
protected by sleek caravels and heavier carracks. Dwarfen
any would ever know. Their fleets no longer sailed the
innovation soon led to the construction of massive galleons
seas, looking outward in hope and magnanimity. Now
– unwieldy vessels with swollen bellies, laden with cannon,
what remained of them sailed the coasts in defence of
and holds designed to carry a full complement of marine
their lands. The elven sea-captains became competitive
soldiers rather than trade goods.
and warlike, daring each other to ever greater feats of
seamanship, from racing their craft through dangerous
rapids, to hunting the most ferocious sea creatures.
Something within the elven psyche had changed during
the God War, and these naval rivalries occasionally spilled
over into very real skirmishes, perhaps foreshadowing the
great schism that would imminently result in the secretive
Twilight Kindred finally eschewing their fellow elves once
and for all.
60
Background
The elves, too, rose to meet the challenge from those The first such warship sailed at the head of a formidable
they saw as lesser races. They had lost much during the fleet to Vieshlar, where centuries earlier the elves had been
God War, and now had faced the ultimate betrayal as the expelled by tribes of human barbarians alongside hordes of
Twilight Kindreds revealed their true allegiance. After brutish trolls. There, two princes – Iansalor and Larongar
assassinating King Therinsor Leafblade, the Twilight – each staking a claim to the throne of Adaren, laid waste
Kin kidnapped his twin children and took them to the to the coastal encampments, and the Sea Guard of Adaren
Bloodshrine in the Wailing Spires, whereupon they landed in such numbers that finally Vieshlar was reclaimed,
sacrificed them to a Fiend of the Abyss. This prompted and the barbaric invaders were driven back into the
a campaign of aggression by the other kindreds – an southern jungles whence they had come. The pursuit of the
outpouring of anger and spite rarely seen in all of elven troll hordes, however, lasted for several years, resulting in
history. the death of Prince Iansalor in the final battle in the ruins
of Ej. Victory was at last seized by Prince Larongar, who
Now without a king, the hot-headed princes of Adaren
returned to Adaren a hero, and was soon after crowned
vied for the throne, attempting to prove their worth by
king.
rebuilding and reclaiming what was once good and proud
in the world in the name of their kindreds. They beseeched The Reclamation of Vieshlar was the first step in what
the trees for aid, and crafted the first of the Stormcallers – King Larongar the Vengeful hoped would be a return to
triple-hulled, lateen-sailed warships, each bearing a slender dominance for his people. However, the world had very
mage’s tower rising from its stern. No vessel of its size in much changed, and the upheavals were not yet finished.
the world could match it for speed and manoeuvrability, Ironically, the naval history of Pannithor as we know it only
and the elf mages aboard had studied long in the arts of truly began with a cataclysmic event which all but halted
weather control, turning the winds to their favour, and sea passage entirely…
besetting their enemies with lightning, fog and squall.
61
ARMADA
62
Armada
63
Background
The Time of Ice of the salamanders, forcing a mass exodus that would shift
the balance of power in the region of Mantica forever.
When the Wicked One known as Winter, dark aspect of Led by Kthorlaq, the beleaguered remnants of the proud
the Ice Maiden Shakara, escaped the Abyss, she waged her reptilians took the hard journey west, while fully 12 cohorts
own personal war upon the world. By the time she was remained behind to engage Winter’s forces at Haelthorn in
unmasked as the cause of the terrible cold that had slowly a heroic sacrifice. What remained of the salamanders finally
embraced Pannithor, most of the world was covered in ended their harrowing exile at three smoking peaks, north
snow, the rivers and oceans encrusted with unnatural ice. of Nyr-Ahmun. There, in the fading heat of the dormant
volcanoes, Kthorlaq sacrificed herself for her people,
While Valandor led the struggle against Winter’s embrace, creating a magical shield around their new mountain home
The Flood
all across the seas of Pannithor ships were stranded, that would protect them from the ravages of Winter, until
locked in ice, some slowly crushed by Winter’s encroaching the time came when her cold embrace had passed.
glaciers. Sailors fought for survival in icy wastelands.
Some, who had been in the midst of sea-battles when the
full extent of Winter’s might was unleashed, disembarked
their vessels to fight tooth and nail upon frozen battlefields.
To this day, old seadogs tell cautionary tales of seamen When at last Valandor bested Winter in the final battle of
resorting to cannibalism to survive; of Winter’s monstrous the war, the backwash of magical energy rippled violently
hordes descending upon stranded vessels; of mutiny and across the world, undoing Winter’s chill enchantments in
worse. an instant. Glaciers cracked and melted unnaturally quickly.
Rivers overflowed, the oceans swelled, and in a torrent of
Remarkably, it was in the far north of Mantica, perhaps hitherto unseen destruction, the Great Flood beset every
worst affected by Winter’s icy strife, where naval corner of Pannithor.
commanders somehow managed to continue the fight.
Accustomed to the thin ice and dangerous bergs of the With almost the last of his strength, Valandor rushed to
Northern Sea, the Varangur had long hence developed defend the world from Winter’s final gift. He raised a
icebreaker dragonships, which they deployed to devastating mighty wall around Therennia Adar, saving the city from
effect. Valandor perhaps never knew of the valiant efforts the raging flood waters even as the region of Adaren was
of the Varangur, but they fought a rearguard action, cutting consumed. Though he saved much of Basilea, he could not
off lines of retreat for Winter’s forces after her ultimate protect the lands of the old Primovantan Empire. Valandor,
defeat. Their great ships smashed into glaciers, deploying mighty as he was, could not be everywhere at once. At last,
hordes of barbaric warriors onto the ice, which was soon the exertion of battling the inexorable floods so soon after
stained with the unnatural ichor of their foes. These his struggle against Winter took its toll, and he succumbed
early victories for the ancient deity, Korgaan, would later to the onrushing tides. His body was eventually recovered
embolden him to drive the Varangur south to battle the near the Brokenwall Islands – that new chain that had
upstart Wicked Ones on their own territory. recently been a mountain range – and was borne to its
final resting place in Therennia Adar, atop the Tower of
The Time of Ice affected all the world, far beyond Mantica. Walldeep.
Profoundly, Winter’s war all but destroyed the vast empire
64
Background
All that was left was for civilisation to pick up the pieces uninterrupted from Walldeep to Geneza. Sea trade became
once more and rebuild. Primovantor was shattered, and the most important source of wealth for many nations that
the kingdoms of men divided like never before. Elvenkind had found themselves diminished by the flood. Ocean-
was scattered across the world, divided into their kindreds. going warships became a necessity to protect
Many of the old dwarf Holds were destroyed or abandoned.
kingdoms that had once been protected by ranges of
The forces of darkness alone grew bolder.
hills and mountains, now open to invasion by sea. The
Atop their volcanic home, upon the islands that had once slave-fleets of the Twilight Kin began their grim trade
been the Three Kings, the Salamanders emerged from their in earnest, bringing them at once into conflict with the
magical shield. The looked now not across arid plains, but wrathful salamanders. Ragtag crews of dispossessed men,
upon a vast, new ocean, which would come to be known elves, dwarfs and ogres banded together in pirate fleets,
as the Infant Sea. The reptilians felt the fire in their blood preying on the treacherous waterways around the Drowned
burn hot once more as the ocean called to them. They Republic, which would prove almost impossible to patrol.
began to rebuild their fleets, determined to become the It seemed as though the whole world had opened up, and
power in the Infant Sea. But of course, they were not alone had yet become more dangerous.
in this ambition.
Therennia Adar, now known to almost everyone as
The Infant Sea represented the greatest opportunity for Walldeep, had become more vulnerable to attack, and yet
naval supremacy ever afforded in the region. Now, the still mighty indeed. The high walls conjured by Valandor
oceans connected some of the greatest cities in the world. were almost impregnable, and many of the most skilled Sea
The Golden Horn found itself a massive seaport, bridging Kindred flocked to the banner of the beleaguered city to
the Infant Sea and the Low Sea of Suan. The Mouth form one of the world’s most powerful fleets – the Adaren
of Leith yawned at the head of a great inlet; the twin Sea Guard became known as the Therennian Sea Guard,
Ophidian cities of Hokh-oul and Hokh-tar rang with the the famous protectors of Walldeep.
sound of bustling shipyards; Sea Elf trading fleets sailed
Background
67
Background
and cosmopolitan ports in all Pannithor, and the strongest As with most military developments, it was failure that
of the cities of men. From its fortified seawalls, trade shaped the navy of Basilea as much as success. During
fleets come and go, and should they be threatened the the failed purge of Tragar, Basilean troop transports
mighty Basilean Navy stands ever ready to bring righteous were engaged upon the Low Sea of Suan by a small but
retribution to her enemies. The current High Admiral of determined Abyssal Dwarf defence fleet. Almost all the
the Brothermark, commander of the Basilean warfleet, is transports were sunk or captured, leading to the land
Orman Akaon. From his flagship, Hegemon’s Fury, he has army that had marched through the passes of Kolosu
won more battles than any Basilean naval commander in unreinforced. It was a disaster for the fledgling Hegemony,
history. but not a total one: the first Basilean ships of the line – the
precursors of the current Abbess-class warships – were
Perhaps taking their inspiration from the salamanders,
sent in support of the landing fleet. Though two were lost,
whose naval traditions had been observed in Pannithor for
the remnants broke the Abyssal Dwarf line, and fought a
the first time in history, human warfleets – though varying
valiant delaying action whilst a squadron of sloops rescued
in size, construction and skill of their sailors – began to
almost three hundred stricken sailors and half-drowned
adopt a standard system of ship classification and battle
men-at-arms. Since that day, the Basilean shipwrights
tactics. Human ships, including those ornate vessels of
have spent all their energy in reinforcing their hulls, and
Basilea, are characterised by their square-rigged silhouette
increasing the number of cannon aboard the ships of the
and rounded lines built more for durability than speed.
line, so that they might be the equal of even dwarf-built
For this reason, perhaps, most naval conflict is conducted
ironclads should they meet again in battle.
by frigates, which strike a fine balance between firepower
and manoeuvrability. These are supported by lighter and Basilea has also been the target of enemy ambitions
more agile sloops and brigs – individually fragile, but in over the years, though it has somehow endured. Golloch
squadrons performing like a pack of jackals, finishing off the Conqueror, determined to stretch the dwarf empire
stricken ships, slowing down powerful enemies while further than any of his predecessors, led an assault upon
sailing clear of their gun arcs, and rescuing friendly sailors the Golden Horn that almost brought Basilea to its knees.
from wreckage. Ships of the line (so called because they The besieging dwarfs with their powerful war machines
form the ‘line of battle’) are slower and more imposing, pounded at the city gates – but the Basileans had learned
often comprising several stacked gundecks, arranged in the lessons of their failed attack on Tragar, and dispatched
broadsides. A well-trained crew can fire their cannon their fleet to cut off dwarfen supply lines, and pound the
continuously for several minutes, albeit with
limited accuracy – any vessel receiving a
close-range full broadside is likely to
be turned to matchwood. The most
imposing of these ships of the line
are massive indeed, with crews
in excess of 700 men, within a
payload of 80 or more cannon.
Warships such as the Basilean
Dictator-class, or the Genezan
Conqueror-class, are hideously
expensive to build and maintain,
and are deployed only in the
gravest conflicts. They are mobile
fortresses – a single such vessel is
often sufficient to turn the tide of
a battle, and most enemy fleets
would rather flee than get within
range of her guns – which is just
as well, as they’re often so slow
that they rely on sheer menacing
presence rather than the ability to
engage a more manoeuvrable foe.
68
Background
besieging army with cannon from the bays north and south. Only treaties with the men of Basilea allow them to pass
In the end, it was the dwarfs who were forced to break the beyond the confines of the Low Sea of Suan, and only
siege, retreating back to their holds with a bloody nose that then are small numbers permitted past the Toll Forts of
Golloch would be loath to forget. the Golden Horn. The Free Dwarfs show little signs of
undermining this arrangement, not least in part because
The Free Dwarfs, too, possess a competent navy, but their
the Imperial Dwarfs operating out of Dolgarth would surely
ambitions are naturally curtailed by geography. In recent
relish the opportunity to deliver humiliating defeat to their
years, they have begun to fortify the northern coastline of
rivals on the open sea, and so they bide their time until the
the Carric Gulf, though their ambitions still lie elsewhere.
day comes that they can reclaim what is rightfully theirs.
69
Background
It is not just their Imperial cousins who trouble the Free the Low Sea of Suan. It fell to the Basileans to destroy
Dwarfs. The Free Dwarf city of Ironhold, on the southern this curse upon their waters, which they did with typical
fringes of Tragar, was destroyed by none other than the piety and righteous zeal. In one of the most final and
infamous necromancer, Mhorgoth the Faceless. The Dwarf most famous actions of the conflict, two three-decked
Lord Thorrik Rockfist was slain during the assault, and warships engaged in a day-long duel. The bone-hulk Cold
Ironhold is now a haunted place of shambling revenants and Pillager and the Abbess-class warship Protector were so
mournful spirits. When Mhorgoth departed the city, it was by evenly matched that they fired upon each other until both
sea, aboard an immense Undead hulk dubbed the Howling were dismasted and floundering, crashing into each other
Dread – a ghost ship that could appear ethereal or solid with fires raging, and becoming entangled. The horde of
seemingly at Mhorgoth’s will. Engaging a combined fleet of skeleton crew and their bale-eyed revenant commanders at
Free Dwarfs and Basileans, it dispatched three ships of the once launched a boarding action, determined to slay their
line and innumerable brigs before finally suffering critical warm-blooded foes upon rusted blades. They would have
damage, whereupon it simply vanished without a trace. The succeeded, were it not for the Protector’s secret weapon.
Howling Dread has been sighted many times since, bringing From the hold, where they had waited patiently for just
destruction and ruin upon the forces of Good almost at such an opportunity, a half-company of ogre mercenaries
random. It was last seen by an elven patrol heading west was now unleashed, tearing into the undead invaders with
across the Endless Sea, where even now rumours abound of violent enthusiasm. When the enemy lay in piles of bones
a darkness rising from a mist-shrouded isle. at their feet, the Cold Pillager was scuttled, and lies to this
day at the bottom of the ocean, off the coast of the Isle of
As Mhorgoth made his escape, his undead fleet remained,
Kurros.
bringing death and pestilence to the coastal villages across
70
Background
The Flooding of the Abyss hurtling back whence they had come. But the episode also
caused the Abyss to open deeper and further than ever
Twelve hundred years after the war with Winter, the before, scarring Mantica and condemning much of the
Wicked Ones again gathered their strength, and launched surrounding lands to damnation. When the floodwaters at
a campaign of destruction from the vile pits of the Abyss. last dissipated, the landscape was greatly changed.
The world buckled and cracked, and gibbering demons Since then, in oceans all across the world, numerous
ran amok in hordes of unprecedented number. It was the possessed hulks have been sighted in battle, erupting from
darkest hour since the Great Flood, and now there was no the depths like great sea-creatures, before unfurling their
Valandor to turn back the tides of evil. This time, however, sails and blasting their foes with brimstone. It is believed
salvation came from perhaps an unexpected nature. The the Abyssal fleets are the remnants of warships that were
Green Lady inspired the Forces of Good to push back the either washed into the Abyss by the flood, or even those
ravening hordes. Brought to the brink of exhaustion, her lost at the climax of the war with Winter, fusing vessel and
powers almost spent, the Green Lady turned to her devoted crew into a demonic entity, transforming them utterly into
servants in the Trident Realms. The Thuul Arch-Mythicans some hellish harbingers of doom. Beneath the oceans, the
allowed the Green Lady to channel her power through Nereticans themselves guard ceaselessly against demonic
them, calling to the seas to swell, and the glaciers of the incursions into their undersea kingdoms. The Wicked Ones
north to melt and boil, until the oceans rushed into the have not forgotten how the Trident Realms brought about
Abyss in a mighty torrent. their defeat, and now wage wars against the hated enemy,
The cataclysmic reaction of this drastic event stopped of which most land-dwelling creatures remain blissfully
the Wicked Ones’ forces in their tracks, and sent them ignorant.
71
Background
JALGIN SALTBEARD
And what of the elves? The first great naval power in
Pannithor has awakened once more. Of late, the sea
kindreds have become restless, delving farther from their
The dwarf Warsmith Jalgin Thistledew long held a lands than any time since their peoples were decimated by
fascination for the ocean, understanding both the potential Winter’s Final Gift. Some say the insult of the Twilight Kin,
for his people, and the unique challenges of engineering operating so near to them in ways anathema to their creed,
presented by naval ambition. The Thistledew clan was has become too much to bear. Others believe the elves
unique among dwarf-kind, owing allegiance neither to the have foreseen something terrible approaching that might
Imperial or the Free Dwarfs, but instead devoting their again plunge the world into darkness. Whatever it may be,
lives to maintaining and protecting the great chainway their fleets scour the oceans, searching ceaselessly for…
that provided the last remaining link between the something. And at their head is the High Warden Madriga,
former adventurer, hero of Dolgarth. If anyone can find
fractured dwarf race. Jalgin was apprenticed aboard the
whatever it is the elves seek, it is surely her.
GrimmStone, Oath Forger, rising quickly through the ranks
before taking command of his own ship, the RuneAxe Orcs’ Even in the far north, upon the Frozen Sea, naval battles
Bane, whose duty was to defend the chainway from the are frequent. From here, the Varangur launch raids
predations of orc flotillas. They were ill-prepared, however, upon their foes, using their icebreaker ships to their
advantage, attacking the hesitant coastal fleets of Barica,
when the Abyssal Dwarfs marched upon them in great
and engaging in skirmishes with the equally indomitable
numbers. Jalgin could do little as the chainway was severed, Northern Alliance. Only the hated Abyssals have ever truly
and his people slaughtered. threatened the Varangur’s supremacy in the Frozen Sea,
Rescuing what survivors he could, Jalgin turned his and the two arch-foes wage their own war in the north,
man and demon fighting relentlessly at the behest of the
thoughts to vengeance. Now known as Jalgin Saltbeard, he
gods.
operates as a privateer, holding letters of marque from the
Golden Horn, the Free Dwarfs of Estacarr, and even the
Imperial Dwarfs of Dolgarth. His crew of hardened and
embittered veterans and berserkers live for the thrill of battle
and plunder, but hold a special hatred for the foul denizens
of Tragar. The Orcs’ Bane is their only home now, and
its name is feared across all the oceans.
72
Background
THE LINE OF BATTLE
While some races prefer the time-honoured tradition of laying close alongside the enemy vessel and boarding her, the numerous
human fleets instead developed a strict new method of engagement. The Line of Battle tactic was developed with the increasing use
of heavy cannon at sea. Unfortunately, this practice also led to a ship’s weakness, as by laying the largest guns low, one either side of
the hull for stability, the bow and stern of the ship became highly vulnerable. A raking shot could potentially travel the length of the
vessel, wreaking death and destruction as it went, and the attacker would be at little risk of return fire except for a few small fore
and aft chase guns. In order to offer ‘ships of the line’ more protection, the line of battle became the accepted tactic, where the two
fleets would form long lines and exchange broadsides as they passed by. Unfortunately, this also meant engagements could often be
indecisive – indeed, one small skirmish between the men of Geneza and Primantor over a petty trade dispute lasted for almost three
days!
As line of battle ships became larger and sturdier, a solution was found to break the stalemate – should the captain have the nerve
to attempt it! Vessels like the Basilean Dictator, with its reinforced prow, would lead the line of battle, sailing directly into the
broadsides of the enemy line. The captain would allow the enemy to ‘cross the T’, and if the vessel survived the broadsides, it would
slip between the gaps in the enemy line. Simultaneous broadsides would then be unleashed, raking into the fore of one enemy, and the
rear of the other, before the other line of battle ships behind followed suit, and then circled about to engage the enemy whose line was
now disordered. The risk was often outweighed by the carnage that could be caused if successful, and many a battle has since been
won or lost by a decisive – or catastrophic – use of this tactic.
73
ARMADA
74
Armada
75
BASILEAN FLEETS
Basileans
Basilea is the greatest nation of men in Pannithor, and Much like on land, the Basileans dedicate all they do
possesses arguably the best human navy. Their ships are to the gods. Some liken the Basilean ships to floating
certainly a sight to behold, painted brilliant white, with temples, which in the case of the larger vessels is literally
sculpted golden prows proclaiming their devotion to the true. Priests are assigned to every ship, blessing cannon-
Shining Ones. shot as it is loaded, and filling the crew with a sense of
righteous piety as they go to war. In battle, the Elohi swoop
Characterised by massive ships of the line, supported by an
overhead, their battle-hymns inspiring zealous fervour
array of smaller, more specialised vessels, Basilean fleets
within the faithful, and dread in the wicked. Their most
are unlike any other human warfleets in both appearance
famous warships are emblazoned with names like Wrath of
and battle tactics. Like all human warfleets, however,
Domivar, Kolosu’s Glory, and Hegemon’s Fury – names that
the Basilean Navy depends upon sail for its speed and
evoke a solemn and reverential pride in their crews, who
manoeuvrability. Their sailors are expert in bringing vessels
would rather fight to the last sailor than abandon one of
alongside the enemy, or even crossing their bows, so that
these glorious vessels.
the gunners might unleash several decks of thunderous
broadsides, delivering the divine wrath of the Shining Ones
to their foes. Indeed, of all human fleets, it is the Basileans
who both pioneered and perfected the tactic of breaking
the enemy line, developing the Dictator-class warship for “The surest means to peace is faith, and a powerful
just that purpose. For the Basileans, victory alone is not navy. But faith must be tested, and power must be
enough – the enemy, should they be faithless, must be proven.”
destroyed utterly.
The Basilean fleet relies heavily on the deployment of large line-of-battle ships, laden with heavy cannon. These vessels
are square-rigged sailing ships, with robust hulls and tall aftcastles, offering their captains commanding views of the
seascape before them.
76
Basileans
Abbess-class Battle Ships
Not floating temples per se, but floating convents, these
vessels are the chosen warships of the Sisterhood, and
where they sail the enemies of the Shining Ones shrink
in fear. From the aft-chapels, gigantic brass pipes fill the
air with the stirring music of the heavens, inspiring all
around them to greater deeds in the name of the gods. The
Sisterhood not only make excellent and diligent sailors, but
also first rate marines, rightly feared for their prowess in
boarding actions. Armed with flails, glaives and bows, these
fearless light troops have many times proved the match of
numerically superior crews, and Abbess-class battle ships
often attempt to board enemy vessels rather than exchange
broadsides.
Sometimes, the Sisterhood go to battle at sea alone,
eschewing the assistance of the Hegemon in their righteous
crusades. In these instances, entire fleets comprising
Abbess-class and Gur Panther ships sail to war, whole
Orders of the Sisterhood mobilised to bring their holy
wrath upon the enemy.
Elohi-class warships
Much like their namesakes, Elohi-class ships provide a
light of hope in the darkest times. Upon the prow of each
vessel is a heavenly beacon, whose blue flame burns for as
long as the Elohi grace the Basilean fleet with their beatific
presence. Only when the last Elohi falls in battle do the
flames flicker and die – a very rare occurrence, for the
angelic warriors of the Shining Ones are mighty indeed.
Some of these swift, manoeuvrable twin-masted vessels
are doubly blessed by the Elohi, their golden chasings
thrumming with the power of the aegis, turning aside
cannonballs and even destructive spells.
77
Basileans
Support Vessels
Like all fleets, the Basileans make great use of large flotillas of small support vessels, whose contribution to battle is often
of vital importance, if somewhat overshadowed by their larger counterparts.
Gur Panthers
Falling somewhere in size between a frigate and a brig, the
Gur Panther is a swift, elegant vessel of Sisterhood design.
Its primary role is to tie up enemy vessels with savage
hit-and-run attacks, much as the creatures from which
they take their name bring down much larger prey. Once
they have led the enemy a merry dance, the Sisterhood
spring their trap, and one or more Abbess-class battle ships
draw alongside, unleashing a crippling broadside before
launching a ferocious boarding action.
Gunbrigs
Converted from small merchantmen, making them cheap
and easy to produce, Gunbrigs carry a large mortar fixed
forwards, which they primarily use to lob explosive shot
over enemy coastal fortifications. Though inaccurate, these
mortars can also be pressed into service against large ships,
too, and are the bane of even the toughest crews.
78
Basileans
79
ORC FLEETS
Orcs
The orcs could never be considered a seafaring race, but theatre of war. The thudding of long-guns; the roar of ships
from the day they gazed out across the sea and saw two aflame; the screams of enemy sailors as they plunge into
warring fleets ablaze as cannons roared, their greatest shark-infested waters… these are music to the ears of the
Krudger declared: ‘Yessssssss!’ And so began the orcs’ naval Orcs, and the stuff of dreams.
adventure.
To more civilised eyes, an Orc flotilla resembles nothing
The downside to Orcish ambitions were twofold: firstly, more than enormous piles of wreckage floating merrily
the Orcs couldn’t decide where to start, and every time along on the tide. Only when sails unfurl and the motley
they tried to make a plan they simply fell to bickering and mountains of detritus change course and head directly
fighting. Secondly, not a single Orc had the first idea how towards them do most sea-captains start to worry. When
to construct anything bigger than a raft, let alone how the great hulks come closer still, and the massive prows
to sail it. Thankfully, both these problems had the same reveal insane spinning sawblades, gigantic drills and
solution: Goblins. ridiculously over-sized battering rams do they really start to
panic. And rightly so – for up close, an Orc fleet is the most
All Orc vessels are designed by goblin Gadjits, and built by
ludicrous and dangerous foe on the high seas. A foe that
a swarm of brow-beaten goblin workers. They vary hugely
cares only for destruction and conquest for its own sake,
in design, cobbled together out of whatever raw materials
and will go to any lengths to achieve it.
lie close to hand, or from whatever enemy ships they can
commandeer. As long as they follow the Orcs’ two cardinal
rules (‘Make them faster,’ and ‘Make them kill more’), the “Fights. Guns. Blood. All life’s essentials.”
The largest orc vessels are, at first glance, little more than floating shanty towns, complete with palisade walls, rusting
armour plates, towers and huts, and swarming with goblins who constantly patch up damage and make ‘improvements’.
Up close, however, orc battle ships are a different prospect entirely.
Ripper Hulks
The largest and most improbable orc vessels are the
Ripper Hulks – and hulks they indeed are. Towering higher
than most land fortresses, these behemoths of the sea
appear to float only through sheer force of will, for there
is nothing about its lines, construction or handling that
indicates the slightest seaworthiness. They move primarily
under a frankly unnecessary amount of tattered sails, but
are forever accompanied by the sound of clanking and
banging, and crunching gears, the purpose of which have
never been discerned.
Captained by the highest-ranking Krudger in the fleet,
their tactics are simple but effective. In battle, they sail
slowly and inexorably towards the biggest, baddest enemy
ship they can reach, and set to work with their crude
machinery – huge saws powered by goblin crank-wheels
that can cut a three-decker in half, mechanical battering
rams capable of denting even a dwarf ironclad, and other
devices more at home in a siege than on a ship. Any enemy
vessel unfortunate enough to stray within reach may well
find itself caught in the vice-like grip of an enormous
grappling arm, which will hold onto its prey long enough
for the Ax warriors to board it, shouting maniacally with
the thrill of battle coursing through their veins.
80
Orcs
Smashers
The simplicity of the Smasher’s design makes the Ripper
Hulk seem like a marvel of ingenuity. Despite that, these
large warships are remarkably effective at what they do:
they have one simple task in battle, and that is to harness
every breath of wind in their sails, and ram full-speed into
the first enemy vessel they reach. To aid in this mission,
the bows of these vessels are plated in thick armour and
massive spikes, usually layered and beaten to resemble the
face of some bad-tempered and hard-headed creature, such
as a gore or slasher. Upon impact, fragile sailing vessels
will likely be reduced to so much flotsam; sturdier vessels
might, however, find themselves impaled on the Smasher’s
great ram, and must thus face the unfortunate prospect of
close-quarter fighting against a horde of ruthless Morax.
Hammerfists
The smallest battle ships in the orc fleets, Hammerfists do
not really have the bulk or impetus to ram enemy warships,
but this simple fact does nothing to deter the Gadjits,
who set about embellishing their ship with enormous
mechanical flails and pneumatic battering rams. These
seemingly impossible engines of destruction can achieve
with ingenuity what a Smasher can only achieve with size,
inertia and a fair wind, and are the vessel of choice for the
true thrill-seeking orc.
81
ARMADA
82
Armada
83
Orcs
Support Ships
Orc fleets are blunt instruments, and their main battle ships are reliant on but a single tactic. For this reason, they depend
heavily on smaller, more specialised ships to overwhelm the enemy.
Blood Runners
One of the more versatile ships in an orc fleet, the Blood
Runner does at least boast heavy broadsides for ranged
capability, as well as a massive prow-drill designed for
holing enemy ships. They tend to be captained by those
rare orcs who have survived past their prime, and crewed
mainly by goblins. Blood runners are often derided by
other orc crews, because they aren’t designed for sticking
around after crippling the enemy. But in truth, without the
efforts of the sneaky Blood Runners, the lumbering battle
ships of the orc fleet would get to grips with the enemy far
less frequently.
Bombboats
Those orcs with a particular penchant for things that go
‘boom!’ are often the first to volunteer for Bombboat duty.
The thrill, however, is short-lived – after one or two battles
aboard such a vessel, the average orc finds themselves deaf
as a post. Designed by goblin Banggits, Bombboats are
fitted with incredibly large and very dangerous mortars,
and their one and only job is to use that weapon against
the biggest target they can find – if they don’t get torn
apart in the attempt.
Rabble Squadrons
Even some goblins show at least some aptitude for naval
combat, so much so that they might be deemed capable of
taking charge of a small sailship without the ‘assistance’
of orcs. These goblins typically band together in small
squadrons, whose job is to cause as much of a nuisance
to the enemy as possible. Once the larger ships get stuck
in up close, the Rabble squadrons zip through the gaps
in the line, and board the already stricken foe with the
aid of their grapple-harpoons. The defending crew then
find themselves attacked on all sides by grinning, cutlass-
wielding maniacs, and as soon as the battle is won, the
Rabble disengage and go hunting anew.
84
Orcs
85
EMPIRE OF DUST FLEETS
Empire of Dust
Raised from the depths by bale-eyed High Priests, the great It is some small mercy that the Empire of Dust have so
war-barges of the Ahmunite Empire serve their unloving far been contained to the Infant Sea. By the efforts of the
masters once more. Their hulls now built from the polished salamanders most of all, and in part the Imperial Dwarfs,
bones of the Mighty Dead, their crews silent, tireless, the their every attempt to pass the Straits of Madness and gain
warfleets of the Empire of Dust prepare to restore glory to a foothold in Upper Mantica has been thwarted. But the
Nehkesharr. resources of the long-dead Ahmunites seem limitless, their
ambitions of empire undaunted. One day, they will amass
The sight of a fully arrayed warfleet upon the ocean is
a fleet of such size that the very gods would not oppose
enough to strike dread and awe in even the most hardened
them. And when that day comes, all will be dust…
heart. Upon decks of bone, golden statues gleam in the
sunlight, the Jewels of Shobik crackling with barely
contained energy. As battle-lines are formed, the fleet
comes to a halt, silent, immovable, oars raised in salute to “We ruled the endless sands, where no drop of water
those who have fallen before, and who shall fall again. And ever fell. We shall rule the farthest ocean, where no
then the drums beat, the oars dip, and with alarming speed spit of land is in sight. We shall rule… all…”
the silent warships of the golden empire approach, the
Empire of Dust fleets rely upon a combination of wind, oar-power and sorcery to drive their fleets onwards. They form
lines of battle much as they did in olden times, though once battle is joined their oared galleys are highly manoeuvrable,
allowing them to make the most of the short-ranged weaponry and magic.
Monoliths
It is said that the power of Shobik flows from Nehkesharr, fire upon the foe; heavy ballistae unleash enchanted
outwards across the old lands of the Ahmunite Empire. bolts capable of piercing the thickest hulls, or exploding
It is this innate magical energy that is harnessed by the on impact; while serried ranks of skeletal archers fire
High Priests, allowing them to infuse the dead with some hails of arrows at the enemy crew. The grim efficiency of
spark of unlife. The Monoliths – largest of the Ahmunite the Monolith crew is a sight to behold – they cannot be
Warships – carry a portion of Nehkesharr’s power. Through reasoned with, accept no parley, and offer absolutely no
the great temple of Shobik built upon its stern, and the mercy.
glimmering Jewels of Shobik embedded into the fabric of
the vessel, these enormous galleys are true remnants of
the necropolis-city – where a Monolith sails, Nehkesharr
lives. Captained by no less than an Ahmunite prince, and
carrying the power of an entire cabal of priests, Monoliths
are a force to be reckoned with.
When a Monolith reaches the line of battle,
it makes its presence known swiftly and
decisively. The High Priests intone the Rituals
of the Elements, causing the skies to darken,
the seas to rage, and lightning to fork from
the Jewels of Shobik. Balefire catapults bring
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Empire of Dust
War Galleys
Millennia ago, the Ahumnite war galleys were a dominant
force in what is now called the Sandstone Sea, vying for
supremacy with the frigates of the salamander empire.
Now, they are fewer in number, but no less powerful
despite the passing of the ages.
War Galleys cross the open seas with square-rigged
sails, but when battle is joined they lower their oars to
outmanoeuvre the foe. Enemy captains often make the
mistake of believing War Galleys to be crewed by mindless
revenants, summoned into being by hapless necromancers
– but nothing could be further from the truth. In death,
as in life, galley captains are skilled tacticians, and highly
disciplined. Their crews are obedient and efficient, and do
not tire. Only when the lines of battle close, and ballistae
skewer their hulls as if they were papyrus, do the enemy
understand…
Khopeshii
These swift-moving sailships, so named for their blade-
like silhouette, are designed to entangle enemy ships,
buying time for the War Galleys to arrive in support. Upon
the deck stands a cohort of powerful Revenants, the elite
troops of the Empire of Dust. Once engaged, the prow
of the Khopeshii acts like a boarding ramp, allowing the
Revenants to fight their way aboard the enemy vessel,
slaughtering all in their path.
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Empire of Dust
Support Ships
Originally designed for patrolling the southern extent of the River Ophid, the lighter Ahmunite craft have found new
purpose in the battle-plans of the Pharaohs.
Dust Chasers
These single-masted galleys are the mainstay of the
Ahmunite fleet. Built in large numbers, and carrying a
substantial armament, they are quick, manoeuvrable,
dependable vessels that excel when lending their fire to the
main battle ships.
Soul Hunters
Perhaps the most bizarre vessels in the Ahmunite fleet,
these diminutive vessels would be overlooked were it not
for the ominous energy crackling around them, emitting
thrumming waves of power from Jewels of Shobik, inserted
within a spinning armillary. This esoteric arrangement is
the prison of an enraged Djinn, who craves no less than
souls to ease his suffering. This rippling field of magical
power causes the nearby enemy to feel the toll of years
upon them. Wooden hulls begin to rot, cannons start to
rust, and men grow weak and wrinkled with old age.
Those who succumb to this warping power have their souls
sucked form their bodies, only to lend power to the High
Priests’ spells. Thus do the Soul Hunters visit the curse of
their dead people upon the living.
Slave Squadrons
At the head of the fleet, the Empire of Dust deploy flotillas
of slave-galleys, toiling under the lashes of their Ahmunite
masters even in undeath. By the rites of the High Priests,
the slave guardians are sacrificed – cannonballs that should
have struck a War Galley instead sink a smaller vessel; a
Revenant that falls during a boarding action miraculously
stands again, while a slave-guardian nearby becomes a
corpse once more. It is a sacrifice that the guardians make
willingly, knowing that at last they can find rest in the
embrace of their own gods.
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Empire of Dust
89
DWARF FLEETS
Dwarfs
It is only due to lack of numbers that the dwarfs are by the crew. Every handle, wheel and valve is decorated
not renowned as a sea power, for their ships, known with a Warsmith’s unique sigils; every rivet stamped with a
as ironclads, are amongst the strongest in the world – seal of approval. Indeed, as Warsmiths continually seek to
wrought with the meticulous precision of the Warsmiths, improve on designs, and even tinker with their own vessels
powered by steam, and bristling with the most accurate throughout their service, it is rare for two dwarf ships to be
cannon on the high seas. identical.
Unusually, dwarf ships are not often commanded by sea- Not so long ago, the only dwarf fleets worthy of the name
captains, but by Warsmiths who have spent their long lives belonged to Golloch’s empire, but in recent years the Free
dedicated to the study of naval engineering. Their officers Dwarfs in exile have grown bolder, their territories more
are also novice Warsmiths, who train as apprentices, expansive. Already, their Warsmiths’ ironclads dominate the
learning all there is to know about screw propulsion, Low Sea of Carrog, and make forays into the Garric Gulf.
steam power, cannon rifling, hull coppering, pressure But now, thanks to treaties with the Basileans, their vessels
management, and dozens of other disciplines vital to the ply the Infant Sea at last, a situation that enrages Golloch
efficient running of an ironclad. Maintenance of an ironclad and brings the dwarfs ever closer to internecine war.
is a full-time occupation, and a Warsmith will suffer not
even a single cog out of alignment on his vessel, the entire “The chains of fellowship forged by our kin are now
ship running as a single well-oiled machine. broken. What now is left but blood, plunder, and
All dwarf vessels are armour-plated, smoke-belching vengeance?”
paddle-steamers, and are treated with reverential pride Jalgin Saltbeard, Warsmith Privateer
Dreadnought-class Ironclads
These enormous vessels are the epitome of dwarf technology, In battle, Dreadnoughts plough full steam ahead into the
and represent the life’s work of their Warsmith commanders. enemy line, cannonballs ringing off their armoured hulls as
Their funnel-stacks belch thick smoke into the air as their they turn their many gun turrets to bear on the foe. It is easy
enormous paddle-wheels propel the ship forward through to see why the first Dreadnoughts were mistaken for gigantic
a churning sea. Floating fortresses of metal, they are as sea monsters, and the devastation left in their wake only
enduring and unassailable as the mountain holds of their adds to their fearsome reputation.
creators – indeed, they could be said to be holds in their own
right, home to an entire clan of engineers, targeteers
and Warsmith apprentices, their families and
worldly possessions in tow. Dreadnoughts often go
many months without making berth, relying on
smaller vessels for their resupply and the relaying
of orders from home. They are maintained
continuously, repaired at sea by the skill of their
crew, and stand ready to be deployed into any
theatre of war at a moment’s notice.
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Dwarfs
GrimmStone Ironclads
To the untrained eye, many dwarf vessels are similar
in both size and appearance. Many an inexperienced
captain has dismissed a GrimmStone as a frigate, only
to be overwhelmed upon engaging it. In this way, the
GrimmStone-class ironclads operate much like the dwarfs
themselves – diminutive in stature, but uncommonly
hardy and determined.
By eschewing the larger battle ships of other races, the
dwarfs have constructed something truly ingenious in its
simplicity. The GrimmStone is the mainstay of the dwarf
fleet – it is the most standardised in its construction of
all dwarf ships, and newly promoted Warsmiths can,
with relative ease, construct and command such a vessel.
They are numerous, sturdy and dependable. Despite their
low gun count, their rate of fire coupled with increased
accuracy from their broadside sponsons makes them the
equal to larger ships in gunnery. Though they might be
considered more susceptible to boarding actions than
larger ships, the dwarfs compensate for this with fully
enclosed gundecks protected by rune-sealed hatches. The
enemy would underestimate these battle ships at their
peril.
RuneAxe Ironclads
While GrimmStones and Dreadnoughts use their armour to
get within effective gunnery range, the RuneAxe is a more
specialised innovation entirely. Using the basic GrimmStone
hull design, the RuneAxe ironclad exchanges firepower for
increased crew capacity, and replaces the upper gundeck
with enormous grapple-launchers. Powering through the
chaos of battle with their steam engines, RuneAxe ironclads
are tasked with entangling enemy ships, their grapples
punching through hulls and ensnaring masts, drawing the
two vessels inexorably into close engagement. Only then
does the RuneAxe deploy its secret weapon: the boarding
ramps that could well be mistaken for gunport shields
drop down, crunching onto the gunwales of the enemy
vessel, and from the armoured compartment within comes
a full complement of Ironwatch Marines, the dwarfs’ elite
boarding warriors. Sweeping the decks clear with rifle fire
before engaging with keen-edged axes, it is a hardy foe
indeed who can resist their assault.
91
Dwarfs
Support Ships
Most Warsmiths cut their teeth on smaller vessels, proving their skill at naval engineering, improvisation and tactical nous
before gaining promotion to a more valuable battle ship. As a result, the antics of dwarf support ships are often legendary,
as Warsmith aspirants compete to prove their worth.
Furies
Originally named Fulgria‘s Fury, this ship quickly became
one of the most feared vessels of its class. The Fury plays
upon the greatest fear of all sailors serving within the
confines of a ship: fire! The upper deck of the Fury is
dedicated almost entirely to a gigantic flame belcher, while
below deck, volatile fuel reserves are contained within
triple-armoured tanks. The Fury is the bane of wooden
vessels, but is also remarkably effective against enemy
ironclads – the flame belcher operates by first spraying the
target with flammable oil, before setting it alight, so that
even the water around the target blazes. The oil burns at
such fierce temperatures that any crewman not engulfed in
flame will likely be cooked alive…
Thunderers
It is unusual for the dwarfs to take inspiration from other
races, particularly in feats of engineering, and even more
so when it comes to matters of black powder weaponry.
But the Thunderer is the direct answer to the Basilean
Gunbrigs, and as close to an admission of failure as the
dwarfs would ever come. During Golloch’s siege of the
Golden Horn, it was Gunbrigs that rained down heavy
fire on the dwarfs, whilst they themselves had no answer.
Had they been able to deploy similar vessels against the
city, the outcome may well have been different. Still, the
Warsmiths took the challenge upon themselves to improve
the crude human designs, and at last perfect the Thunderer.
Through a system of gears, tray-latches and rotating-crank
locks, the dwarfs have created the most accurate, precision-
engineered sea-borne mortars in the world, ready to smash
aside coastal defences and terrify the crews of battle ships.
Hunters
The Hunter is the dwarfs’ lightest and fastest vessel, taking
its name for its coastal patrols that tenaciously hunt down
pirates, and keep raiders at bay. In large numbers, Hunters
are capable fighting vessels, though their lack of heavy
ordnance makes them little more than an annoyance to
the enemy’s main battle ships. In battle, therefore, they are
more likely to be found carrying urgent messages and vital
cargo between larger ships – in this role, their speed and
armour combine to make a remarkably secure relay system.
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Dwarfs
93
Smash!
The human sloop took the full force of the ram to its starboard hull. Wood cracked, masts toppled, then the powder exploded.
From the fighting platform above the ram, Vurgug laughed like a maniac. Great burning splinters whistled past his head. He
watched the charred bodies of the enemy fly through the air as flames funnelled upwards in their wake.
‘This is the life, eh lads?’ he shouted. His Morax warriors clashed their axes together in agreement.
The Smasher, Black Tusk, steered to port, the massive iron gore’s head at its prow seemingly scouring the seas for the next
target. From this vantage point, Vurgug could see the whole battle. Three battleships traded cannon-fire with the Ripper Hulk,
Maul. A pair of Blood Runners drilled into the hull of a human frigate. One of them promptly exploded from a well-placed
mortar-shot, only for the gunboat to be pummelled beneath the waves by the whirling flails of a Hammerfist. Everywhere was
chaos and death. The sea danced orange in the light of raging fires. It was… glorious.
‘Yes! Here we go,’ Vurgug roared. The Black Tusk had found its next victim, and it was a worthier foe than a mere sloop. A
warship, three decks of guns and fighting men. This would be a good scrap.
They needed a run-up. The goblins in the rigging pulled up the sails frantically as they sailed against the wind. All power
was diverted to the troll-driven paddle-wheels, and the big lads didn’t disappoint. The prow crashed through the waves, spray
soaking the Morax as the Smasher picked up speed. The warship tried to turn, bring its broadsides to bear in one desperate
volley, but they were too late.
Smash!
They caught the warship on the port bow. The massive tusk buried itself deep in the foredecks, locking the two ships together. It
listed violently, throwing human warriors from their feet.
Then the fighting ramps dropped, iron teeth locking onto the warship’s figurehead, and the Morax charged with a mighty roar.
Yes, this was the life!
REFERENCE SHEETS
Turn Sequence Shooting
1. Roll for Wind (from Turn 2 onwards) When a ship shoots, follow the procedure below:
2. Initiative 1. Choose targets
3. Activations (repeated for each ship) 2. Measure range
a. Movement (1 Move Step at a time, turning at 3. Determine dice
the end) 4. Roll to hit
b. Shooting (after each Move Step) 5. Apply Damage
c. Boarding Actions (After all Move Steps and
Shooting) Card
Weapon Type
Max
Dice Damage
Icon Range
4. End Phase
Heavy Weapons
20” Blue 2
Crew Level Required Score to Pass Skill Test (H)
10-12 Move 1 step anti-clockwise Any dice that score hits will cause Damage.