100%(1)100% found this document useful (1 vote) 380 views40 pagesMOWrulebook - Man o War
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
‘{ FLEET CAMPAIGN ROSTER |
RACE: NA
ADMIRAL! ‘SHIPS OF THE LINE
‘Squadron: ] Notes
WIZARD Ship Type:
College: Notes bs a
Level ship?
Points Value: ships
‘Squadcon: Notes
MEN O’ WAR Ship Type
ieee om cee |
Ship Type: Shp
Points Value ships
Man 0’ War Cards
Squadron Notes
ical) Winn oer
ea SS8) Fonts Vale
skp
Name Notes sp?
Ship Type snip:
Points Vale
Man” War Cands Squadron Notes
Ship Type |
Points Value:
skpt
shp2
Name: Notes Shp:
Ship Type
rea OTHER VESSELS
“Man ©” War Cards 5
Ship Type ] News
Points Value
Name ‘Notes |
Ship Type:
Points Vale Ship Type Notes
Man 0" Wat Cards Fonts Value“MAN O' WAR.
Raging Sea Battles in The World of Warhammer.
BY NIGEL STILLMAN, ANDY JONES AND BILL KING
* GANAS WOREROY moover
Games Workshop La Games Workshop ne
‘Steet SISICC Benson Avene
Hilo Taitimore
Exetwood Maryland
Notts NCTE HY amr
UKINTRODUCTION
GLOSSARY 6 COMPONENTS
Counters
sip rempits :
(Other Components
Fleet iste and Chart Sheet
“Terrain Bases =
Plastic Ships
How to build your Plastic Wargalleys
‘THE WARHAMMER WORLD
SETTING UP
(Choosing your Fleet nnn
‘Ship Templates & fice Us
Squadrons
‘The Battlescape mn
Deploying the Ficeis
Crewing your Ships
‘SEQUENCE OF PLAY
‘Man 0” War Turn Sequence snr 32
Inidative Phase 2
Magie Phase
Battle Phase
End Phase on
‘The Rule of One
MAGIC PHASE
Casting Magic =e
How Long do Spells bast i
Spall of Different Colleges u
Bea C888 ere
‘MOVEMENT
Basic Movement vane
Movement under Sail nnn 16
Sling Against the Wind 16
Movement in the Wind 6
‘Ships with Oars
Ramming
Obstructions
Pushing Cer ra
CONTENTS
‘COMBAT AND DAMAGE
‘The Range Template eenrnenrs 18
Lise GR
Opening Fite
"Aiming highorlow
Saving THOWS er
Effect of Damage
Critic Bite
at
Cried Damage and Blaze Charts
BOARDING ACTIONS
Caper SRP ann 2
Erewring Li : 2
‘THE END PHASE
Fick up Survivos.
Remove Debris
Scuttle Ships
Remove Counter
Pick up Magic Cards
+ FLEET LISTS *
INTRODUCTION
Points C088 nnn 36
‘ADMIRALS
CClinging to the Wreckage 2
Battle Honours ae
‘WIZARDS AND MAGIC
“The Colleges of Magi wonrmnwnnennns 28
aight 2
jae am:
“Amethyt 2
ead 2
‘Amber — 2
Cesta Ea 2
2
30
gn
Grey
(choosing Your Wisara :
"What Colour Your Wizaed
Clinging to the Wreckage
Battle Honours
MANO” WAR CONTENTS.
MANO’ WAR CARDS
‘SHIP TYPES
Men 0° Wa s
Ship ofthe Cine 3
Independent Ships 3
IMPERIAL FLEET
MEA 0 Wa evn
‘Greatships
‘Ships of the Lis ae en
Woitshpe, ot
‘wage oe
Seid Rae nme
Rommming 38
fapeiel Pest ie Sasa gen
BRETONNIAN FLEET
Men 0 Wa enn =
SShIpS Of the Line werner 38
‘Corsair
“ovement
Catapults
DWARF FLEET
Bh I gece At
‘Wonclads 3
Ships of the Line wermnnnnnonenane 3
‘Monitors 3
Indoponnie nnen
Spelal Riles onernnnonnennnne
‘wars and Mage mat
‘Steamship 6
Rammsing 6
Engineers 45
‘armour 46
Turets a6
Nautilus Sbmarincs 20 TTg
Torpedoes 46
Dwarf Fleet List cnn?
ELF FLEET
Men O° War nnn
*
a
awhships °
Special Riles wv nevnvnnonnn 8B
Et Seamanship ar)
Defending agains Boarders 0
Eagle Claw Bolt Mowers 50
Dragonblages onc
Wardancers
ae Flet Li
DARK ELF FLEET
pel yas Be ee
‘lack Arks Of Naggaroah
Seba
Special Rules on ernrnnr
‘Black Arke
espe
Dark El Fleet List
ORC FLEET
ator ete enema
ulks et
Gavaits gt
gcikhes 3
Drilakllas 6
Special Riles rvwrennnnrnenne 68
"Treadwhee) 8
Bigchukhas rn
Smash: Hammers 68
Drilsilas
‘Ship Templates
+ CAMPAIGNS =
‘SCENARIOS
1: Afterthe Storm
3: lin the Jaws of Trap non
15 The Treasure Fleet soecnsonnecuwes
6 Capture the Shove Forty nnn 8
‘CAMPAIGNS
Setting wp + Campaign en TE
Desiding ona ena a
In the Aftermath of the Bathe nnn 72
“The Benet of Fxpenience 2
a
ently ober ee
"Sunken Ships
Winning the Campa sonncnnnnnen 3
Tiyebvered Cowards as
FLEET CAMPAIGN ROSTERSINT
RODUCTION |
‘Man O/ War is the game of raging battles across the seas of the Warhammer World,
As the admiral of an ocean-going warfleet you must command your ships —
‘squadrons of Ships of the Line and heavily armoured Men O' War ~ in the battle for
supremacy of the high seas.
In the box you wil find everything you nee to setup
Sour fret hte= ship nd runing empates fllcolout
Eid land sid bury hedlande and ack re sis
tort out and eck on your spurred counters
Imogiecarde and Man 0 War cdo anda dozen pase
‘warplleysto sat your Beets
“The size ofthis rlabook may seom imposing at Set
but don't pti in ctl at ust heft 24 pages
vain all te gan fles you'll eed to ow 1 Ply
Washaruner Word. The warts ofthe Elves, Dwacs,
Ores, Dark Elves, The Empire and Bretonnia, are
vered in this rulebook, with fatare expansions
‘Soveing ll the other searing sane
Each fleet has its own particular strengehs and
wenowooes. As the ada of your ches Waele,
You must sie the strength of your warships fo
ihe best advantage, wBut expt the weakens
your opponent.
Sat array Wal nk nl
Seer are ee
CPSC Sarit Fcoune tnt yt cing rt yur
eee ae ‘you out on the high seas. Only through shrewd tactical
es cee rele ences ear
For istaney, if your fet relies heavily upon sail and
biurering coro broadsides, atch out for changes In
the wind nd ry and keep the open seas where Your
‘{CLOSSARY 6 COMPONENTS |
Before we go into the rules proper, you might want to take a quick glance through
the glossa
and the components list. Many of the terms listed here may seem a bit
obscure at first, but are explained more fully later in the rules. Don’t worry about
for now, all will become clear!
an ‘The ear end of a ship (als refered to asthe Stern).
ove “The tont end ofa ship falioretered ta the Prow).
Fore Battery A vole ofcannan-reor oer weaponry from the font of sip
Af Bevery Avolleyofcannarfr or other weaponry fom the rear of ship.
Broadside A oleyofcannanfr oroher weaponry om th sde of «ship.
Starbourd _Theight hand side af ship.
Port ‘The eft hand side of ship.
aie Atype of sail thats tiangular in shape: Mainy used by imperil vessels
Admiral The overall commander of he fleet
Yord ‘Yard rma huge toss piece on the mast ftom Which the sie ang,
Wind Abeas The ship has he wind coming in rom the eneal direction of Port or Starboard
Wind Asten The ship has the wind coming in rom te ree
‘Grapestot Saal bore lead shot looded ino the gest canons of ship nee a pot bank range int the
‘inks of enemy sure sterping board te vese,
COMPONENTS
Ths section lis the camponents in Man O' Wa one by
fone, explaining how they are used. tony things | | ADMIRAL
‘mertoned here won seers tat carat st bt dont
‘worry azall wil be explained later This section sso hat
Sete instructions on how fo assembe yu plastic
Sup models and atach thers
anes sow Adi seas cs
ieee eee
COUNTERS
Ree meager nme store cues nono | Fame]
‘Ware eau wound curios asp corte,
‘eer canter, wizard mares Adil ahs @ ‘WOUND
‘carder! courts dnnugr exis bese carer
$end clige Sanity ore neti der maior, az
pereren Pry
Jn most cases thee counters are used inatethe
tats of something, suchas which location has bon
damage, cr how ehperiened parca characte
‘The exact use of cath inividuel type of counter Is
explain it the elevate Section of 28 Fe
Notice ht not all the counters ofthe same type ae the
ame size For instance there are to Gftson tes of
sundened counts This & so tht you can pace the
whilst the bigger ones cen be placed ba Me ship's
{emplatetoreming you the ship
crm] [BLAZE
ia
Sere ads ti of me mening
oe WtscsinassseesemeeMAN 0” WAR - COMPONENTS
‘SHIP TEMPLATES
‘The ship templates are one of the mot important
Clements ofthe game They show bow each stp Is
‘ive up ite diferent aes, and have det of Rowe
tough the ship is, how fast ecan move and what
‘apo haa
‘There ae enough fall colour card templates incuded
fer the plate ship you pti the bo. The Fe scion
‘ol thelebouzhts hip template fr ote ree Ret,
Mat you may copy and cat et your model colleen,
gov
WARCALLEY [3
‘cARDS
Included in Man 0” War ace two packs of ards ~ Magic
(Chrds and Man 0” War cards. These are covered in
Set atria the rule: for now is enough Yo ce
that each magie Gd show a pal which may be catia
the game, and the Man O° War cards give special
‘esto cetinshipein your fee.
You wil ls find wo wizard cards in the box, with
pscts for wizard level nnd college colour counters
‘These serve ae remiss to how pomerfl the end
‘wizard ofeach feet is and which group of spells he
tay cat especially wel Again this explained more
Fal te Wane and Map section of ut book
OTHER COMPONENTS:
an hon ve dri
Heo wees ras enact
Sethian pera on seietoe
Se
i fre gers he box wd tee
Diaper en seieres
Serer eee arn
Seige Mid dea pe
Sete tastes cater’
coeante
Cae pee ee
Sears ras ear ee
| “Tecning Template
|
bi
re
Bike Range er
FLEET LISTS AND CHART SHEET
Inthe box you wil
let lst and 2 Pirate Feet list. These ist the ships
Svoilable to cach Heet, ad give details of theit
‘movement weapons, ed any spel ules at app
“The smaller piece of card as the eel chart the
aptin's chart and the ire peeing tbe rie ont
‘When you come acoss these chars felted Yo inthe
‘aes, hn is where you Bnd them,
DICE
All he dice used in Man OF War ace tana i sided
‘ic, withthe des nambeced one to se
MAN 0” WAR COMPONENTS
Pate Wargaey
Eeecoeeenreerens
Seamer ree
the covest sale and pertane Vow te or shee The
pao a enter
Sees oearecimepee
Sree ease
tena tam ce ree
Soho cteronie mae
Sepnrniee ie
opie nut tg aon Twi or
See
‘TERRAIN PIECES
‘Although Man O° Wer is best played around three
imensenal modeled teen featur o¢thow it the
flour photographs, we have included afl x of Cad
terran features so at you ean get started stsight
sy
These inchs islands, sand bare, headlands, cocks,
showforts,whipools and leebergh. Not that te two
fda ples cna be peter fo orm sarge
PLASTIC SHIPS
ally there ae the plate ships: weve wargaleys,
‘efor each id. Thaw should be semblod so chown
Shove: You con ether use the sla we have provided
‘tly as they ae or use our suggestions 988 star
pint for parting your own desig 2po \
GER ESEA OF CLAWS)
Ze
[=
«
=~ /e ¢
ER NSSFR t
Eas
aye.
Gax% ~
ELE hg
aN
THE WORLDS EDGE MOUNTAINS{ SETTING UP 7
Before you play Man O’ War, it’s a good idea to read through the rules. At this stage
there is no need to learn them by heart; once you've glanced through the rulebook:
you'll have a good idea where the relevant rules sections are, and you can simply
refer to them when the need arises. The best way to lear the game is by playing it!
CHOOSING YOUR FLEET
Before you are redy t play Man Of War. each player
Will need to choose 5 eet Most races im The
‘Watammer Woels have thir oven ects each With an
Individual carocer and speci rules appropriate t0
that vac Rules forhow te eos your feet ands Et
Df the eiferent este avalabe are given Inthe Flee
srcbon of bis Bock
Esch player mast the choose a Wizard Full details on
ow f chose a Wizard are given in the Winds aut
agi seton of us book, Bu or Your fst few nes
tre suggest you use the pence Blow
Sort cut al the colege colour counters ancl pace them
{ice downon be able Each pave takes one course at
‘andorn’= this the cll
‘olonge Take one ofthe Ward ende and place yout
Coleg colour counter on Z
ake » Mosier Wiard counter and pac. the othe,
thon on your Wiad card to show your Wires level
“Then place your Wisard card ext to our command
‘hips template to show the Wisard son this ship.
‘Bly, she the map deck and deal 2 Fan of four
‘ards ech player You should keep this hand of rds
Sere and not lt your oppenent see tem.
‘YOUR FIRST GAME
For yar it ov sae sue ype
Fern an pt rt and Pte ft Yow cat
ims ome ch thy mal rm
tying ohh one hr ge highest
Sera fit he
tt ery soning hr te Ft con
[rth mrt ae fhe pe Wr
Th hippest Man ©” War bo ct
Pome ae ai nde fr Be np hip
Ec hp opt vapor pe
fault Yn te tt fre pt of
{a mh pd rer fc pte
1 exalt et of cu ps
‘nt pron eo ec ar
When you meet tals fe Fis
“no sig ar for est uo
“op oh ret fas yo a he
‘amy te one wich templar one
shi
‘SHIP TEMPLATES 6 FLEET LISTS.
omplats for al the cliff’ rice’ ship ae included
Ing i ncn oro ety md. ou
Th yur fet The Ft secon aso has et It fe
tach race, which contains atonal information about
that ace’ ships and summary of any seca rules at
Sppls, You should keep a copy of at hand for
‘ieonce while you play,
(CREWING YOUR SHIPS
Plc » numberof rw cons eu 0 the a's
‘tow sengt em ach shi template. The crew tenth
‘Simthe top ght corer he Sip template Fach crew
‘hunter repro company othe ship crew
Each player nw kes an Adm counter and places it
‘onthe tonplte for he comand ship. The fll fle OF
‘Sanne in be found athe svt of he Flt secon
oryour fit few games jn place the Adal counter
fone of your squadron apse
‘SQUADRONS
[A squadron represents anit of vessels under the
ommand of one scr leader and responding fo is
‘Siders Shipe ae placed onthe table and ave an ight
sssqurons,
“The lado’ sip i led the squaon’s lags and
“il'the shipe ofthe squadon tbe st opin se
Inches fifi order to rceve orders
Divide your flet into squadsons af three ships
Nominate one ship from each squadron to be the
‘gst and put» apap counter next template
a flagship sunk oso badly damaged tit cantot
Inve te ater sip in ht uno Senes the
Fngship as the next person in command takes over
remaining ship smas now kegp Win si ees of he
ew gure Hap.
i during the course ofthe game any ship ever ends the
fame tutn more tan ss nc fom igs.
Eetomes 2 stcagler and is subject to all the rules
"oncoming rales wl i er is suadron
Payers ae alomes to spit p squadrons deliberately,
Testing bein ships tat ae camaged hat the a6
SSowang Gown the et ofthe squadeon for astance
Staggers ace moved during the Bet Phase of the tun
snare una to fe um or ate boarding actors
Unt they ren thei squncrons.
THE BATTLESCAPE
Before the opposing flets clash you will need f0
Dtepare the oor or fblenp aes forte: Yo wll
ee ln, Mat space of tos our fat by fr oct.
[Xiang lotehen tabi eat butte ow el out as
Seilina pinch: Obsiouly he larger the bute you wih
‘Dig the age the playing ase should be
Not ll ates ake plae om the pen sft ny
‘ea butn ine OL Word tke lace rer te cst 50
iow is the time fo place terran sch to stteiches of
oni sand bos o Bian
MAN 0” WAR-SETTING UP
Divide the playing te up into roughly to footy hee
foot scent Rll a dice foreach evion te determine
Nw sony ea fenhnes here ate fn
Roll Number of Terrain Features Present
12 None
SA One terrain festire
6 Theve terrain features
“To remind you Row macy train features are present
lace die each Secon tare othe number on the
‘Sppermost face shows the be fecal features
[Ech player then soll dice and the person withthe
Figen ll choows» pce of terrain fn te box and
Places sin te sect of his choice. The Second plat
ow places apiece of terrain in whatever ea he
‘Chases Players now fake tues o place eran fates
il eachsccon haat fall quo
DEPLOYING THE FLEETS
Decide which side of the able is North, ane a dice
[ithe nuts 2, or the wind blowing Nor If the
fest i 3 0¢5 the wind i Blowing South Pace the
‘Wind Compass wher dary vube an place the
row tosndncste wih rection the wid slowing.
Bot players now cll dic, aad the person with the
Nghe sre can chose wheter to ef islet up on
Thetis side or te West ade fhe ble Fis opporent
trust st upon the oppote sie Stating with whoever
Son choke of enrane de each player takes ts 1
SCS aguauton of shape on the playing sre. This
Fro catinssunialltheshipa ae depyed
When ou are sting up your fees, your ships must be
placed within sie inehes of your edge of the fable.
[iso you may not st up coset than re inches othe
‘Newtior South edges ofthe able. The diagram below
‘makes this dearer.
Place your fete ship templates samevwhere nearby
‘nese you case them eal. You may Bnd # usc
1p ee temp of «squire gether
_with the flagships at the front. ee
©In a sea battle lots of things happen at once: ships move and turn, fire their weapons,
and sink. To represent all this furious activity, play is divided into tums. After both
players have deployed play proceeds
are sunk or have I
Atenatvely, you have eal united amount of time
‘Svalable you ca pia ta ne kat Players a agree
how lng they ae going 10 play for At the end oF tas
tine they should fish thee ast turn and then count
bitte honours (se the End Phase section The ewe
‘eth ee igh otal te wie
Each tur is divided into pluses. During each phase
liferent aspects of the game ae del wh The ase
farm soquenes in Man ©” Wat consist f four phsse,
‘ch of heh ake plac afer the cher unl he tans
compete
MAN O' WAR
TURN SEQUENCE
1 Initiative Phase
‘During this phase players rol to determine
wheter the wd changes and see who has
hed the nitty tte
2: Magic Phase
“The player with the initiative caste whatever
pail ies capobie of and then the second
ayer docs thewise
‘3: Battle Phase
‘Starting withthe player with the inate the
player ate tin furs tn move and igh eth
[icvsval squadrons of sips
4: End Phase
Players check thse cord keping. replenish
{her map care determine whe a es
{hor hve broken our have spend and move
oy sage
“The rl foal of ths things can be fund in
‘Rlscevan secon bse
INITIATIVE PHASE
[As ees manseuve ad countermanoeuvre to gin the
test postion ane side gens a temporary advantage
ver eather This advantage is calle the ia an
epresents the Admiral of one fleet thinking and
‘Sigptching errs moce quchy than the Admiral of
in tums until either all the ships on one side
the play area, or until one player surrenders.
Daring the irtiatve Phase both players ri dice. The
Dyes with te Fghest number i the player with he
[ori fr de tur I both ies rll te same name
the wind changes and both player mantroll again
(CHANCING THE WIND.
‘The wind changes clockwise one poston if the doube
{eld ie even eounerlodise the double rlled Is
tod. For eamplei the winds bowing Nor and both
flges rt aenthe wnt oats
SOI i qt pombe forthe we fo change many
tines both players consruet ell doubles.
MAGIC PHASE
Magic is powesl an Keke force capable of weoking
Ships suraning monsters ac taring the course of
Batic ie presences represented by a deck of maple
(as which deta the pes» wind may east.
Th paps with he nate nay ct pea i
‘word, fs opponent aay ate wap Then the
‘ond ployer may attempt to esta spell and the fist
Player can try and dispel it Once a player has
emp to costa spell the cai discarded, wheter
theatempt bo ca the spell was succes ort
Fe fl deta om magic se the Mai Phase section.
MANO” WAR SEQUENCE OF PLAY
BATTLE PHASE
In the Dalle Thue ech player hs the chance to move
td fight witha fs chips Staring wits the player who
has the itative, both Payers ake turns moving and
firing with thee squadrons. The player with the
{native chooses one squadon and performs alts
Stone ship by shp Then the second player chooses
(Gre of hi quent sed does the same They conte
{Shing enh way al squadrons hve done
thir acon for thn Bate Phase: Ne squadron may
move or shaot more than once ina Bat Phase
oyna ve we agus cto i te
ine phase You cannot patsy mone o squadron et
the send payee move Ns ships and then fet 1
Ie Ge pen ecard sce
tions completed may perform no mote actions
rng pes
During this phase a player cannot pass when it sis
fhm to pay the wishes be an pek a squndeon and
Say it pefrming no actions tie phace bt ht fal.
“leant coma hack to he squad ate nthe phase
sod then move
Each ship in the squadron must move, shoot and
peor any boring scone Then the mos akip os
{he same uni the entire squadron as completed its
Actors Sips witn a squadron ay be moved in any
‘der Once a payer touches asp hei commited
‘moving I and once he as ogur fo move te stp he
‘Rust complete fs move. You cannot sart fo move a
Ship, lace it ina new poston then change your mind
Sid place it amore ee. Once a player declares the
‘ipl movement romp he cannot change id
‘THE RULE OF ONE
During a Man © War game a dice rll of
‘represents very bad lick When you are
shooting, a1 always misses. When you
fare making a saving coll 1 always falls.
‘When you cas or dpe peta rot of
Even if you have modifiers on your dice
roll (because of magic or Nan O° War
Cards, for inotance) a rll of 1 is always a
failure
END PHASE
During the End Phase, both players do any record
Neeping that may be necemsery and take care of any
Spoil srvumetances tat may have arisen ding the
‘These clude poking up new mage ands, checking or
fines spreading om thee Ships, moving sealers and
hk st what has apes ps But hve
In nc, nyt that covered by the rls for the
ter tre phase neal takes pace nthe End
‘Phase: For all dette of what happens inthe End
Phase ae the Ent Ph ection
@
e' a rAcE
4 MAGIC PHASE |
“The Known World is rich in magic. Streams of power are and crackle across the
surface of the globe from the Chaos Wastes a the poles, yet they are invisible to all
but the most powerful sorcerers. These rare individuals have the power to bend
these powerful forces to their will, and are eagerly sought after by clever Admirals.
CASTING MAGIC
During te Magi Phan the player with te tative
nny csany Mic Codfried he opel
trois Ns Cpportrs ney sip to nal Tah
Second player may attemps to cast «spell and the Fest Wirard card Any reference made in the ules 1 Your
Bieri yan pee Ward or taking about te dominant Wid
‘Once a player sti 1 cast spel the Magi Cards your datinant Ward i st during the bate, you
Poced bike ded pe wheter act hearer > 2 Sa Ne a ae
Erste opel was cr ‘Ths ofcourse ems tat the Joniand Wind om
“The same is true for dispels; f you use a Magic Card to YO! Wille without magic forthe rest ofthe game.
dispel your opponent's spell, you must discard your For game purposes, the college of the dominant Wizard
Magic Card afterwards, whcther the dispel attempt ie alan contdeed to be the cals dominant college or
eae pao Colour f your Wiser fast cata spl of hon
{Stage he lay alte dee ty apa Tica
ontone ps tora: Lkews, wer be ing Mag
HOW LONC DO SPELLS LAST? ‘Cord of hs own college colour to dlepel an tocoming
Unies therwise stated onthe Magic Cad, spell only spell andl he may mol the ict and temp 9
haters angetore Teplice tame He an do thence pert
‘SPELLS OF DIFFERENT COLLEGES
ach Watfleet has cabal of Wizard, enabling spl of
ny colour to be cant throughout the bette: The
‘Sominant Wired nth cba the oe one You need
Story about and hes the Wizard vepeseted by yout
Nu MAGIC CARDS
Each Magi Card represents oe spell and has. 3
tesa showing thr olor ofthe agialelege
the spelblonge to. The card desorbes the eee
the sell has, ants duration. Mot spel eects
Tes Gly one tue and fect erly ne sp.
Esch ci has a cating number, and the Wize
trust ol ts umber or figs to ast the spe.
‘Spelle whic affect enemy stups canbe ast on
hy enemy ship onthe table. Exceptions are
‘mentioned on the cds ts pert to note
fat you may notmove enemy sep aff the able
‘sithspatle thal you to move then
Gallege Colour
CeusriaL — carsmi{t
‘STORM
FORCE
College Sybase
eae eee
‘What the spell may be cast on Porattsa
[Magic Cards have another importare function.
‘hey al alow yo To ope Maple Cares of
thoi oppoingceloar TMs colour shawn ast
Dar alot tention ofthe eed. To dap an
coming spell yu mas ll the casting amber
tpn bn jour wn spall card Spla ey
‘only ape ioming spells of thelr posing
‘lou
nce you te tempted dip the Magic
Card 1'discasded whether the attempt wes
‘Scressfal or not Note at you d rot have f
[tempt a pel if you wart beep it fe ater
inhegane
Spats elects | SORES
In the Old World there are various ways of propelling a ship, each with its own
advantages. Sails move a ship quickly if the wind is with it, but slow it enormously
is but enable a ship to move
36
without worrying about the wind direction.
‘Some shige pomess ssa oars giving them the best
or boxh work hsp wh to mele prop BASIC MOVEMENT
Shunt sate which menod X's wang se Sah OFT Ships usualy travel inthe decom they ae ting
ove. Wie Foun totam Spee ec tome
wri’ mpl tle you wheter te canoe sate pee weed ans DoxYousme Wy nag te
Ty hips temple el you wheter itasours or suis NEN oenisan sie the eae slg ep
fiver on the template are the maximum number of
Irches a vessel can move in afurn you cont have f
ot damage wil fest ships pee. you
Eat Be Beso Cosa the Beet Ls scton
you will sae that a Grondede Grtvoys one Of te
ips mas hen i moveront spd unde? sl wil be
‘luc Flow sakips movernch eflced by age
Eigven on the anp emp For ctampe is Const
Dalton sal cation destroyed 8 opeed eae By 9
Inches winches a Wega lcs scan 0
Ineger move unde sat ail
[Normally al ships may move up to their maxima
‘movement distance curing this section ofthe phase
onl bth dedionin whicht i ending
Move the ship tothe new pasion facing marked ca the
felt Een Gt Kepler the ap op 0
thon fou do not have to move the Sip all the wey
‘ound ofc it the new dtecton ea fll 45") Du You
ach time & ship turns It uses up two inches of ts
movement So frinstane your ship fas a move ate
‘£0 you may make a sie turn and neve forward
Alternatively. you could make 2 turns and move
forward 2" or any othe combination of moves and
tema
[Noe that if thas less than 1" of movement left your
‘There are exceptions fo his, most notably whens ship ship eannat make farm Sef your ship has a move of
‘ders tar ao the wind and becomes scbjec 2 and st hae already moved S thi arn may nat
‘posal rules deat withbcow ‘rakes rua is next Sle Phase
a
Be
ERSpamo ete mae
techni seemMANO’ WAR MOVEMENT
MOVEMENT UNDER SAIL
“The wind can afect movement of ships under sil in
‘everal ways Some ships ich can move faster with
{he wind stem (coming om behind) and all sain
‘hip ate slowed when sting agaist he wand
Furst ofall check to ee which direction the wind is
towing clon to the sips diet,
SAILING AGAINST THE WIND
‘The Wind Compass shows the direction the wind is
‘lowing. iit pointing North the wind s blowing
from the Southside othe tabe towards the North
A ship may be sling aginst he wind i 8s bows are
facing tod the table ge fom sehich the wind
lowtng he wind nay be astern the tern a he Sp
{spoitingtowaids thal le edge
Nine times out of ten it willbe perfectly obvious
Iriether you are alng against he wind or ot but
‘ietzns i snot so hea. you or your opponent
think you may be sling agaist the wind, tie an
sssy way check
Place the taming template alongside your ship, paral
direction in which st Reading. Measure 2
‘Seight line rectly tothe edge ofthe table rom the
tow of your ship. If he line pases tough the turing
emplat you ae nat sing ino the wind Iss ot
owSlately clese you should give Yout opponent the
‘ftv the ou
To check whether the wind is str place the temple
fo tat it langage the ship But facing the ster The
‘rocedue for checkingis the same
MOVEMENT INTHE WIND
‘Once the direction ofthe wind is found, the ship is
‘onside obeat that angle othe wind for the whole
‘Fisturn: For instance iyo ip sats move with
the wind behing i any tums made Seta the wind
lowing astern wil not affect the aps ovement rte
“The ony exception oth rales tha al ships under sa
‘which fr f face nto the wind mast ash moving
pmelaly Place th ship af he nee possi par O°
the ring template They may feet nse bee
nya they an contact with But heir ovement ft
the Bate Phase ends at once.
‘ay sip der alt str movement pit the
‘ray only sakes sngl urn cring this phase 50
{hatin nolonger facing te he wind.
Because of thee beter rigging ae greater sil capacity
Some ships move faster wih the wind behind them
twine aster). The wind fils thei als diving them
Specdily forward These ships have @ separate
lovement ate for hie ston
SHIPS WITH OARS
Ships propelled by ots ars not afete by the wind
siren
‘Shipe using oars cin opt to turn wing the normal
yok deeb above, toy can choot tse a
‘Sts ses to turn onthe spo By expending hell of
‘hv total snovement ty can rn on the spt. BY
xpening al of thei movement they et turn 180" oh
thespot
(Gare ships can order this rowers wo batesped. The
imen strain to move the sip tng ahead as fast as
posible By doing hey ene te sip to move aster
{itty in 2 strange. When moving 2 batesped
shipeanmaba turns
For example, Wagalleys ay move "under oars and
Shi turn as they move: Alternatively they can move
‘Seaight aes 6” Tha very handy you want 3m
‘Sresp moving sbaight into he wind
Care ships may als ow backward up to 2" intend of
OF course, ifs cared ship has its ots destroyed it
Sirmoving under sal is subject to all the rules for
ovement.
ee
Hip
‘ant ae
RAMMING.
‘Ships with oars and rams have 9 special attack.
‘rdering thee crsmen to exert themelves to te fall
thy can sam, ding thew great fon-prowe sips
tbe unprotected ade of her foes .
fm order totam a ship has to move atleast "in a
ight ine onward iar
‘The ship needs to start its ramming move least 3
‘vay fn te age in oder tobe ep speed Darage
ftom famming i inflicted imimeditely The ship may
then frets eotone and inate boarding aeons
formally. For sis on what happen afer you rm oe
‘the Cea nd Daye
OBSTRUCTIONS
‘Ships doa’ always sal om an open se sand bens,
focks and even eer ships can prove hazardous 14
‘moving vise.
‘Any ship passing ove any part of a sandbank, och, 2
ool scion or stand immeditely runs opround. an
{i movement ends for that turn. Tt mast make 2 below
thewaterine swing throw ae described im the Com
tnd Damage seston ft fae saving hv, roll ©
‘Sceand cea this be
Roll Damage taken bythe ship
1:2 3pointsof below the wateine damage
S42 points ot below the waterline damage
52 lintel below the waterline damage
“Any ship forced onto sch teetn during the Magic
‘ithe mt als check fordamage tsaboves
MAN ©” WAR- MOVEMENT
‘Any ship that stars the Battle Phase aground may
‘tempt fo move off Rolls dice, and if you fll 49
fnore jour ship may move away onal ty al 3
‘ret shp ls stk fst and stays where takes
tho more damage, and pou can try to move olf the
‘dngerous tet gai ate en tr
COLLISIONS
Inthe heat of battle itis quite common for ships to get
I each others way and Nit each oer Ths called 2
Calls This happens when se player makes 2
‘nication anda be hawt pt enough room fo
thm without making contact ith aneter skip IF ts
Iapene the ship stps when i conacts the ater chip
nibs movement ends Indeed a a general ule)
time ssp touches another sup Hs ovement enc ok
that Bole Phase
(Om occasions, wo oF more sips may come int contact
lelibentey There ae wo egeamstares under WAch
{his an happen.
The a wen oe sip ram anther. This a ¢
lelperate stack and what Rappens ie eat wth in the
Cnt and Banagesecion.
‘The stcond is wen one ship moves into another 10
Instigate a boatding action This is dealt ith inthe
birdie Acton secon
Any sip that starts the Battle Phase with ts bows in
‘onal with nother spin such + way that teat
tmove can push cow. Using long poles and tackle 3
‘Sew post the enemy st, tuning her ome veel
“heipmay movesang ht ade the oer ip at
itp path vs lear and then can move on normally
Posh lar cot half the ship's movement up
facouniers another obstacle alter pushing esse #6
‘ovementends ae usual,
‘The edge ofthe table isa special Knd of ebsteucion
[Any shp that sis of the age of the tables asumed
{be leaving the bate and may ot retro she ae
Donot dots unio you mean tsCOMBAT AND DAMAGE
‘The first sign that two opposing fleets have met is usually a plume of cannon smoke
and the terrible whistling of cannonballs as they sail through the air towards thei
targets. The crack of shot as it leaves the smoking barrels echoes through the air as
the enemy ships desperately try to line up their guns and retaliate!
Most ships have some form of ranged weapon usually
Cimions, Depending on where and how they ace
Inounted thove five either forward tothe side oF
‘Behwsede Note ht event your ship an arn with
‘eanons then the fellowing us stl genecally poly
Simply replace the word cannon with whatever Is
feleyant to your ship's eet
“The ist step when fing athe enemy sas one would
Sxpect, to choose Your target Canons haves
trum range of nine inches he distance between
Sour sup and gets pene than nine mehes tert
the canes are out of range and your shot wasted.
You arent allowed fo seatur ne range in advance —
Yourmunl sees target, ton metsare te rage To see
hots te eget wn ge place te Eng
‘onploe aps esd of your sup whic sing
Biase tekaly feat orastc enti
then tis within range o! your camer.
Unless stated otherwise ll weapons are fixed, and
‘unt be turned to pont in ferent dietons. Thus
ward facing cannons aus re avecty ahead of he
‘hip sideways facing cannons nays ie Sec 0 the
Se, and veueward rng cannons lays ee aieclly
estan
THE RANGE TEMPLATE
“To use te range template, place it tching the side or
ado the ship you te ing fom. The template aces
rectly awey om the fing ship, either forwards,
‘backwitds oft ane sue. The cenite mark at te bse
(hte template should touch the centre ofthe nde ot
oth you ing om, nating pw
‘Sctounte ofthe su,
‘The range template is divided into three 3° inch
fection Ay ship fling under he secon nearest fo
ou sat close range. Any falling under the mile
[Shion eat moti rong, and any fling under the
‘Shon fest way aon ane
Ships with broadside cannons can Be rom ster ste,
fr fom both sides sultanenua Hf he have urges
SNailable I the roadie canon battery & lost the
‘Xsnore on both ids ofthe shop have Been destroys,
{tcl the ship cn re ne more broadsides tal
Your let ist has iagram fr each type of hip that
hows how many gana thas and in which dtestons
they fe
LINEOF SIGHT
Sometimes a sp i prevented from propery sighing
THe inended target By intervening cstacles such 28
othe ship es weck, Tera alo book ie og
‘ang tpt theft obstacle hat falls under
‘ange template wether thie eam enemy ship ot he
I20E poste fo fe poten salts eny veel
feathery: OF courc you can aays chaos a8
Shoot hich ea good Kcr ion af your own shies
etal sailed in front of enemy vee.
‘Ausuming that he enemy «within cage and you line
‘GrSgnsoncburacted then you can open
OPENING FIRE
Most ships ia Man O” War age armed with cons
Ech canon in a lection represents vast battery Of
tvespons ot usta ingle gun The lp emplate shows
JouTnow many wenpons your ship has and in whlch
Sener igua.gstnenmrscocome
MANO” WAR COMBAT AND DANAGE
lito they ae facing Fr example Wargley cn
freon ary of ann toeward. Lage py ave
‘eral tates of cnvon. you have gure ing
Soe than one ection the tem may See
‘Semaslang a ty have tgs within ge
1s you havea target avaiable you ae reat ir. You
fa open fie wit ll te cannons you have hat ace
faciag ina targets diction, They shoots the nearest
tlepetunder the range temple
ach cannon may only fire once in each Bat Phase
Ships with cannons firing breads woul sem 19 De
‘sceptons brenuse tal guns fre once each side
‘Ph fewot te case each cannon opresress pair of
‘ates ng opposite retions
Now it's me tlt fyt Look atthe template ofthe
‘my cp youre timing stan then roll one ce for
‘Seams youcenng tbe
Arollof always suee The number you roll indiates
‘hich lection you have ton your fee's ap I hee
‘Sho location wits that nue on the slp’ template
‘hen youhave mine
For example on = Wargalley you mus olla 4 S06 26
fohits beaton Avoll of 4 fits the aust avollot 5 hts
the oar deck, ad a sll of 8 hts the Forecasle. Any
other scores a mise.
AIMING HIGH OR LOW
Some hp wo ge thee ate ied wp at
Joomatwewiahinayeoneiange
‘Aiming high means that you lock at the numbered
‘efons on the tp of the felt ing ow means
SYoumight i the ow serio
1f you look atthe template for 4 large ship lik
‘rctonnisn Cora you wil ee that spose ot
the sip in te milan shning her high or low.
‘Tus is Becuse ter some verap when te us re
fied
Notice that you cannot split cannons fing inthe sme
‘rection so Wat Some al high and somes 1.
@
Gl] aged
‘se oar
‘seo an tetas ca
‘ete hoo ssa oer ghar Bean Sot
SES ER SNS career
For example: you af the Imperial player saling along,
in your Welship the Signa You can bang thee guns
to bear ona Beetonian Coral, You open fie aiing
igh and salla tra'sand.a 3 Looking at the Coraies
template shows tht te 1 fas mised the 5 has hit his
stadt and the 3 has hit the main deck. Well ane
CORSAIR [3)
SAVING THROWS
When you have fie, your epponeat can try and save
Nimect from damage. Ships are bg tong stuctares
find dont suman tal o pees just because ey
ive been Nit To sepresen this the player whose ship
has beenshotcan massing tow fo each ocation
Rt The number he neds f ol save each ocation on
f dice a given om fe sip template, Ihe acne in
Folin 2 rutaber or above then the location takes 90
Sdanage: fhe fats dhen a Garage marker Is Paced on
that section a the trplate to Inca thatthe tea as
beer deseoyed itis again the sip could ben ig
tube
tis very important to emember hat bch spina eet
has tsown template whichis use fo record Raw euch
image thas taken
‘SAVING THROW RANGE MODIFIERS
With mont weapons saving tows are suxifed by the
Tange from which you shoot With cannons, for
Instance, yow ae Beng com close range then the
{cfene’ subiracts one od bv ro You are
fring from long ronge then be ade oe. This meas
farts much Rarer to avoid aking damage ot done
ge anit at long ange
For example, at medio range the Pirate Warglley
‘ncnfoned above needs to rolls Sor 86 0 save a
SSSr Atcloe range it would rage 6 Atlong 2>g>
‘ty nuber rom we would a
‘Cannons ace the ‘standard ship-mounted weapon in
ManO' War and ate te weapore to which tbe ces
Sraantens are compared. Olher ses Rave unique
tneapons which may function somewhat siserety.
“Te rules for these ae covered inthe Fats section Of
the ebook
®
6MAN 0” WAR-- COMBAT AND DAMAGE
c=
EFFECTS OF DAMAGE
1 a locate i it and fails its saving teow he aes i
Usually destroyed Places damage marker i that
ination ofthe hip template On lege akips soe
Tecations ca take oor tore points of camoge: These
‘Se shown inthe Fes secon with the evan his
1 location is destroyed there are often sie effets
ung ship's ars esally stops it fon moving unde:
‘aro amming. Destroying a p's sas can reduce is
Speed. The enict effects are explained on te sip
‘Erle Some Incatone donot contain canna, sal
tr or anything eee vital to the ronaing of the ship
St oly eer ae srt mage Tha pret
Several damage to the all but has he effet pay
Nic cl it scored that area
1. oaton consining » wenpon iit the weapon
tesayed and ay ot be oe for he et fhe gue
Iran are confining casons that cin fre broadside is
Aleaoye, the sip sea slit t fe on Both ies
wih tose guns Phis is because Ue gu dec re age
pen aves nn the damage has asta igh sheough
‘eship ona destroyed al the cannons sn ht location
i tio cn callin bc ore soe
Sore semyel and tists wows mike aes
(Sogn stb ue ec enc oe
‘fowncrietnpite arcampe ae wo
ano heel gun econ einer Woe
Sschturdeeroys ane canon betery Once sucha
EiSdon hs ik tee day ach me
SoTttuan sand ne rng hoe port
Sugeest itinetatenceough a es
SAR el rhe ang ele
CRITICAL HITS
ach ime a destroyed ace i hit again and fais its
Eling tow then cic it occurs. These can Be
incredily nasty Rol a dice consul the Catia! Hit
Table and apy the esl,
Some areas, not notably a, dort ake cial its
nee they ore destroyed. This indicates that 5 ot
possible wo sink a ship By hing i thee repeatedly.
BBotinesose hols 6 ships su won’ send tt he
‘ot fo stance. Such areas are aways indicated on
theshp template
1a rial it indicates that fie has eon out in that
loci place hy damage marker wih Maze marker
teint tat the arent on Bre Fees aboard ep are
esp dangerous mainly because they can spread,
{Enging even more havoc This happee during the Ea
Phase, se he rules below.
Lee cecal hit incates that 2 crew courte hasbeen
Todt then emove one fom that ships template. If &
‘up's cew strength sever reduced to zero then. the
np i ahandoned:Plce an abandoned marker omits
fenplate The ship ay no longer move, fie or bowed
‘Kn ship boeing tcaptuee automaticaly
Ire Coca Table indicts that you should lok
Up another entry onthe Captns Cart then do so and
py terval Se el these ress sy thatthe stip
EXhnot move o hat tcannot ire One fest sys tha
Ean neither nave nor fire. Place ano movemtent
Shu/or 9 fig’ counter on the ship's template a=
prope he ship as lead) periormed actions
tReet the ele Rove no fet a ap at part
‘fa'squadeon fas already moved then the payer can
fake skaggler and move the res of he ssuadton
1 the Catical Hit Table indicts tha the target Mas
sen one or more below the meter hie then the
Player places the appropriote numberof damage
iakerd on the below the waecine ication of the
‘Rips template: Then he shou ey Te important 0
ot thatthe hip doesnt fet below the watering
‘leap theour for damage nbeninttsway
SINKING
A ship usually ony sinks because nas suffered more
below the waterline ts than # can take. The exact
number of hits needed to do this is shown on Is
Template, Once a ships below the waterlin area is
ouoyed terketrver ake crea ts there
LUnully the only ways a ship cn take hits below the
Irate are areal etal Maram oe ling
The sme partly say struction ike oc fhe
(Ciel it Table nets thatthe ship takes Somage
hare place the nomber of damage marker ncated on
theship template
1 the aumber of damage markers equals or exceeds
‘whit aes to snk the stp goes ow tothe oceans
Sark depths. Place 9 ‘sunk’ counter on the ship's
{emplate to indicts the ship tthe bottoms of the
bay
(CRITICAL HIT TABLE
1 ecg hh iy hie be
Spee Cope tgp Tes
See Senos
2 antral i nt
Tetra span occupiers See
Sina nara
» Mase aiphte ee eager ep
«overs for atthe
terete
BLAZE SPREADING TABLE
Deg hem ener aera enter
ieee
2S
\WRECKACE MARKERS
‘On the tun 9 ship sinks remove the stip model from
fhe lable and place a wreckage marker where was.
‘Ray character counter that was om the ship [for
‘SNataple, am Admical or 9 Wizard) may’ cling tothe
‘Wetland bee lng a theres sore thee. THs
Slows foes fenaly ship rescue him eloe he goes
‘lot Rescuing crater is covered sn enoe deta in
the End Pane secon
[A wreckage marker sbatrucs movement and line of
fight ft were «ship ce the rules on clisons in
the Meson section
Dirng the End Phase ofthe tun remove the wreckage
Inartt and eeplaneit witha debi ache, Devs does
rot Obst nea sightor movement ne endo he
ist tur, te des eounter removed
EFFECTS OF RAMMING
CCace a ship has moved nto conta with ts target the
‘opposing player muse make ving how against 2
blow te water ht ne fis the large ship takes 3
‘umber of Below the wateine is.
‘Te amount of damage vies, depending onthe size
tind ffectivonss of he ramming ship lok a yout
iter tte dae, T damage lly ute
thips well onthe way to ang. Place the dam
itarkers on the below the waterline location. The
Taming player tay now board the sup fhe wats
Sndhaes ew counter svaabie
MAN" WAR-COMBAT AND DAMAGE
CAPTAIN'S CHART
Seotrenceiaee
[ibtnrget new Mrs uname cua she
spe renirec
Tiga irshp say ptetoetn ra be
Seseoeee
Eanoneceeh
See aeons
Seer ced ota Steaks
peieteter cece tenes
eer eee eee
=
a|THE END PHASE
BOARDING ACTIONS | =N)
(Once a ship has made contact with its enemy it may, if it has any crew left, launch a
boarding action, Frenzied, maniacal swordsmen swarm aboard the enemy craft
seeking to over-run any opposition. Equally blod-mad opponents attempt to stop
‘Once both players have moved and fired with all their ships the Battle Phase is over
and itis time for the End Phase. Any record keeping that must be done is taken care
of now.
them. Gunners will fill their cannons with grapeshot to
‘The most important factors in beading ations are the
‘umber of ten iavlved ad the nutter of cannons
Ste dear can ng Bacar can be
‘se to ep! tarde ony fey have line fight fo
{he boedlag sip. Yeu cata se a broadside cannon
{orepel nets boadig rm the ter or ample
Both sides rl a dice and add the umber of crew
Courerson thee Sp The defender a he emer of
Fermuning cannons he has pointing in the direction of
thetic The player wilh the highest sore wins The
Iter ars a crew coun.
the atacher wins, he can press on with his tack
Deenk oft he likes. if the defener wins he can
Continue the fight or cut grapples. I he opts o cut
fapples then the boarding acon ends. Ii Fe opts to
ES then he row the tack, ying 9 Bott Ns
‘opponents chip. He can no longer a8 Se ramber sf
Lino fe hao the nmnbr of cw. Fe opponent
‘Sey slae he is raw Teping Border The Mh et
‘hun seesnw bah and forth or some ine
FOR EXAMPLE
‘A pei Wacpley sven atc Fst
‘angle Te Impeal payer aves ns
Ip te suig ne une sare eda prey
‘ne twa 4 sip ae tht pte
‘tala mon, Hating sb is move
Thesis cmon ate Pate sp, bg mane
fhe Pirate rolls a sice for Ne maving ero
“bation om hs cel em ee ange
Helis he saning to anathema deep
‘The Imperial paver now works at te damage for
the ram The Prste player sols hs bel the
‘clin ig nadng aor Helos
“he itiatie noe pus oh Prk planer, who
‘des ounraard He rs de oe 2
fe er each rew Te per payer eles ie
SSSR sh omg ado
Fisica 13-257 on he perl payer ales
“he Pate win! The peal payer ss
nal ow cure and he Pee opto tes
iscourage the attackers.
Lee attache’ and fender totals ae the ame then
toth sides ea ere counter and the defender chooses
‘shether i continue or et pape
A ship which has no crew counters left has lost the
Bomrding action. Pace an abandoned marker on the
Ship's template and a abandoned counter beside the
Ship. Any boording action lauached against an
Abandoned ship will succeed automa
Ziandoned ship dos nt move, An
‘tation ne of ight
lee winning player wants tae the ship as a prize
femoves as Hy ce corer ae wisn he
“Spring stp othe enemy ship. The prize st
[Note tat i your ship isin contact wit two oF more
‘remy vessels, yoy only inate» bourng ation
Sosa eof em et urn,
CAPTURED SHIPS
Ia ship hasbeen captured as 2 esl of a boarding
ction then it considered a prize ship. Place 3
“Sapte marker om he sp template ard @ capture
Becose your crew are unt with how the enemy
ship works, Sey canmot sal ter use ts weapons 50
Prize ships cannot mane re The crew le aboard the
rie ak may repel boners, but they coil ts the
EXprured p's cehnone to fight ff akachere
1 you don’t wish to keep a captured ship afloat you
may ser your men seule Tis happens Sing
{be end Phase ping the ships oral omar a hance
fovecptur Hil he art moved sf hie sqeadrne yet
1 you have recaptured a ship of your own nationality
thin you say recom the ceptuted ship. Pace crew
“Smpnse frm the ship ha e-aprared onto the
‘SScplured ships template, rem the ship tomsplote
fort your opponent, and ive thank 9 he gous of
bate
For this tuen the recaptured ship ie straggle, and
‘over dusig the nd Pre. ican reins ogi
‘Stuncron f any of tse slips ares fat, an then t
‘wllbe able to move sd re ara
(CREWING LIMITS
A ship cannat cary more crew companies than its
Sripnel ew strength indicates Sof you captured
‘atgaley witha Galen hich hae crew companies)
tr wecaptured it with» Geeatship (hich ae 3), you
Sul cold not place more than to crew compares on
{he Wargaleys template
PICK UP SURVIVORS
you have any ships in contact with debs oc wreckage
thats charac clinging fo oe he Flt Seto,
‘you may rescue them. Place thes cousters onthe sips
femplatetoshow they have climbed stouré
REMOVE DEBRIS
‘Remove any debris markers that are on the abe. Any
‘laralers that are cling fo he debris are ost an are
Slorenoved
Any wreckage markers onthe table are now changes to
Geos markers ready tobe faken off in he ne Phase
‘SEE IF ANY FIRES SPREAD
lean area of ships ablaze then there isa chance that
the fire may spread. Rll once fr each area on ire ot
‘Heenan dp
Roll Effet
Blaze goes out
laze doesnot spread
Blaze does rat spent
Blaze spreads prowewardt
Blare spreads upward
meena ects
1s ie poms out enor the ble mh at eplce it
Thse-ward than pac alan ciara be econ 6
the left or eight oF the Baning ocotion as appropiate
{prom-ward i usualy to the ett ona template the
Fre spreads upiaea place 8 Bsze marker i he loction
‘hove he hstg oe.
Ware cannot spread becuse there sno ara above or
tothe right o ie ce becaose hats lead) alight
then nating happens The fe conics to burn inthe
original lotion
Blazing locations ate treated exactly as destroyed
locations Ia sailing ship's sll ae ablaze then its
‘ovement will be reduced. Its shot hits a Blazing
Foeation then cc fits occur as nocsal. There fe ne
Sving wow agaist es spreadng to «ne ction.
1 heres fein a locaton that can take vo Bits, an
‘nly one is ablaze, then any result that says tho re
‘Spreads means tht the cen port of the ares ove
Bie to: Place ener Uaze maker onthat location
When fire spreads upward tice wil ramets be 2
‘hoe of fe locations to which ican spread. Roll 2
‘die ithe yea a2 oF he bane spends to hele
and location. On a oll of 4,5 or 6 he fire spends fo
thenght
a blaze spreads to an area that has already been
damages, i does not cause 9 critical Rit the ees
Splyseton fre
MOVE STRAGGLERS
Staggers ae ships that started the turn more than 6
irom ther squad's flagship. They may not Move or
fire inthe Baile Phas although they may defend
themes ae Usual f beaded Ip the End Phase they
‘ay move normaly but may bt fe cannons or Boa
Stee Sips
Now i the time to move your stragglrs Ships that
have taken ano movernent crichton the Captains
Chast cannot move now.
SCUTTLE SHIPS
you want ose a aptued ship now isthe time 10
doit Scuttling a ship meane that the crew plant
explosive charges or kneck hales in he bles andthe
feave he stp to sk.
Ute ship from which they came is sili contact with
the peice, incresse the cew stength by one. The lads
‘St Aow back abou their vigil vessel
the ergial vessel iso lange in contact then the ads
take tothe Boats and ate oat of the game. The crew
‘company lest
lace a wreckage marker where the ship wa. will
‘become debrs during the End Phase ofthe nex arn
‘Thesis new sun
{you want to scutle any of your own ships, fel fe.
‘Theshipsinks witha hands
REMOVE COUNTERS
[Now & the time to emove any ao movement and 96
Sing countor that Your Sip may have piched p36
selected atsPICK UP MAGIC CARDS
1 your Wizard ssi allve inthe End Phase, you may
‘idcard any Magic Cad you do not wast aed then
feplenish your hand, brioging it back up fo fall sent
YAN must discard any epee you do ot want Here
owing any sre andy not discard my YoU
‘A Wizard whe is clinging tothe weeckage (se the
DECIDING VICTORY
USING BATTLE HONOURS
1f you wish to play to time Kat, vietory can be
tetsed by counting up the numberof battle henous
ou hive gained during the game This called in
Tota the nae of bow the waterie Hts for athe
TAREE ice Seley ins ov scare pickup erem) sipe you have suck or captured. Any enemy
sy Magi Caden he Ed Phase > Ships scutled, or abandoned a te end of the game
hut as shipe sunk This is the number of Battle
ry spell played during tH fara WRIeN'have Bemus you tawe
(Catds have been used sufi the discard dech and start The player withthe highes total of batle hanours is the
Sea wine
“The tenis now ever and play proceeds othe nest turn. Capturing oiling Admirals and Wizards als counts
Tsrone ict sips sre sink or eapluted then the towasde the atle honours. See the Admirals and
fame ends: The payer who still has supe
heaptired isthe wince
TWisardswnd Magic nechona fr details om how any
‘Alin Karis he ge f hep Th Bo le jue in i srg at og ies te
foc wef Mavi Sv ea al he an Spo he Gr Ra eth aon er et ch
Conta Een rad pr ny anager maou mh
‘wtb sc string ig of gira nh sm um ob 8 he
‘age eon Pt
“Theft he ed if he Aro ment tb nt Compe et Bin ds
‘hrs cae Te sp ed hp ay a ate say tn tr ed
ee eatin, eta tent ht sat ad Ine it ase heres onl 0%
e's ahr sed Bsmt tern nh Co a. hye inal le, es
‘my tezmpe ping Br rate mot son
Theft Wap ht ron he Ado hang holt a el fh maser ering er ay Tey
Teil dt a ste Thr ra hd ret es Ki ve as ed ee
SSPE isgc entender marl os of ta ane fe We Be sr me ey
ei ety Sap nd tte coh ge rf oat un gu feral sk Da
an elt tm Boga Cora else oho
Bed hi ad te ear Wr, rand rk pk formato Bro ht oa
2st eden Kar pla rast tal nlp pig ese near edge
{So hese ag of Way vc He sta Be Wy spans hy ie
“age sat rae Hes tm alae Wreck ee
‘ims Sie i gan ing wet nt ag nara
rm i ino Aa ofr CdR, Adal ee he rou Flt re sen i
aE Se he ro hr my ener
(sm Cor acer spose ren fo on ln eo ati fl Test
rn nat Rb fe ror et oh Ba
‘ntcguiboes
‘One mand he Cre Reh pation ae wera mig ray fr al came Sc aed ee
Seat rpasuc tek sesh aC yd stb ase er aro me en
‘Sorin i aa fy resale The cs he oe a sot fd
“unl ft oe mayen Sal ti oe a mal er are i
Tec itp el oy te.
Tay ay nome od L Fo fry bid nt el ees ot i ag ne oft
Treat Wr mnie Brea hs wh hf a ts Were ed
‘lari Weer wsa yYet eroe e a arah ea rgee he i ee
ee eet i hoe Hea nl pan ands to feos ros tah sing
[royce formats nl dst tan nao nh et wo a Fs ou
rer eae ik men al scar ft et ng pedeminloForL Fee te he one
out f in Kany nt sath npr al tty en om pentyl on BY
Te et cmt Le Re be Rane en ean pel ph ee woe
‘Sas aad ing Rs ii ew ia nr i ee Bs
etal ne ete Spi larson ng noha ty ol_INTRODUCTION.
In the pages that follow you will find the Fleet Lists of many nations and races of the
Known World. Each list describes the type of ships that are available to that fleet and
the points cost of buying them. It also contains any special rules that may apply to
the fleet concerning such things as weapons and methods of propulsion. This is
important since each fleet has its own advantages and disadvantages.
In each Fleet List you wil alto find templates for shat
tev shipe Thee may be Pounted on
{hin cart !and cutout You wil ned one template fo
Sochahipin your Bee.
POINTS COSTS
When choosing a let, you wil see that each typeof
‘ese! fs a points cost The bigger ships coat more
pours than the smaller ones. Intype bee, both
Phyers wil have the same number of points to pend
fn the feet Tas, om game to game you may vary
Sour fet wun kaown is ser your strategy
ise, ye tl retin balanced game
The ee you have been playing wth sofa ave total
poiate value of dD) points for each player: si
‘vargas at 150 points per squadron of thee, and ane
Wists a 10 poise
1 normal game of Man O” War, each payer has 1000
poinsavalablets buy his owt with You should choose
[Ethaonal eet you wan pay and lok a ts Feet
Est hich will ell you how many points i ost 0
purtan ahs op, Cras pt of putts
ugh in squadrons, s0 yo Wl Fave © uy thee of
them at once, Ae you select Yous ships deduct the
‘umber of point from your tla Keep choosing unt
[your poste ae pore
Toe let Lis onan era iit on the maps ad
type of shine you can buy. Sometimes you wil ave fo
Boy S mmumn suber of particulae ship type
Sometimes tere wil be a maximum number Jou sre
Slowed 0 purchase
Comporiton of each nations naval forces You mst
Steer all your ships from the same Fleet List. You
‘Shot have Even ships nan Orefle,frstanee
ou an also we your points to buy a Wizard (ce the
Magic section) an! to customise our ships by baying
Mano’ WieCores
FOREXAMPLE
Yow hae chasm an Empire Flat. Acontng to te
Eni lt Ls he lt mt comin ome Cres
{oe the Admits Flagyl ne
Shusdron of Wargalieyt and one squadton of
‘lott, Since yon min hae ese, sme
‘pen some pnts A Gres css 130 pots,
‘Suadrn of Wothgs cot 300 pos und a ur
Fargas css 150 pos
You hi goo ids toe a Wir nd clase
{tater Wr 10 pots Tis ees vs th
“han yorns ae you purchave another squadron of
wot: Yo ct ave parched to more
dos of argos Alte ou cud Ie
Welbon ac ror moe Crna ola
Suton of War
Since eich ship as its wn strengths asd weaknesses
ow shuld give very careful conadeaton fo the act,
Rukeup of your force A balanced Hee is essen
slleys are small sn fast and good at boarding
ctidne against weakened enemice. Their ram 5.8
powerul Stack they can make However, dey ae
Fotso good inalong fang fretigh ad would be hard
pekign ang Boon apt a taaages
Its eset or the Empire Payer to have a Grea
tea squadron of Wollinips to provide Brepower #
Soften opt Wargaleys targets.
Inte aes nage of he gue, whe re re many
damaged or cuppied enemy ships, Wargalleys can
relly cme ino tei wn picking On rags and he
‘real Uni the they should be held back unless a9
TGeal opportunity tram presents tell
(Once you know the stengths and weaknesses ofthe
Sous shipe you'll bein good postion pik the
‘es Combltign of orcs for our fet
1 players rch wo play wth larger o smaller fet then
{hoy ould age on» ferent pore vale bere te
{te We fin too pot goa ae foram cost
Erin ply but pee pn eo ale
‘wit iadins of a0 or ven 50 pois you hve
The tine and te ships noble
‘An Admiral is in overall command of a fleet. His Man O! War is the flagship for the
whole force and it isto him that all the other commanders turn to receive their
ft lr rey te tn
Fee reece eee ee eer
sea mercer outers cinta renee Uk ana We ere oo
rani eee eer
BOARDING ACTIONS
Tho. ship carrying the
‘aia gets ot aed 1 ts
See sng» Ping
heartens the men and
Inspires them to Ereater
sore
the ship loses he boarding
faction and all the crew are
Ista
CLINGINGTO
‘THE WRECKAGE
I the ship carrying the
‘Admiral srk, he wil cling
‘nt the wreckage Pace he
Slebris marker During the
End Phase players may
‘tempt esta a
To fect cexcae players
‘hyp must be touching the
wreck or debris marker. I
Both players have ships
touching the wreck or debes
imarker the Admial swine
fotheship of his own Bee
BATTLE HONOUS,
IF the Admirals picked up
‘by the enemy he is captured,
This represents 2 con:
Siderabe humiliation forthe
wring player and wil give
Wis fos extn battle honours
be nd ofthe game
1e the Admit is picked wp
by his own player's ship,
place his counter on the
Eppropriate ship template
iRfcanow be wed pains
oemal
‘An Admiral woth 5 Battle
Honours‘WIZARDS AND MAGIC
In the Old World the raw energy of magic exists as a palpable, elemental force. Its
unfettered power can trigger awesome calastrophies on an unimaginable scale that
completely overshadow natural
jsasters, Wizards are that rare breed that can turn,
this awesome power towards their own ends.
“The Elves were the ist race to master the capricious
forces of magi. They discovered fhe magical ax of
power which pemestes the word and lemme ha ©
Fendi tonne wil,
In tein pnt the Bes at soe of hi
ned to men so that they cold fight back against
thetnerlonsof Chaos when eaten to over te
‘i Wert Man were poor pple compara 0 he
‘ves ncking the espns seca arn al of he
intlcacs an acpi of ager.
‘To aid them the Elves taught men how the Winds of
Mage Blow throughout tc word, guts of es energy
which blow out trough the collapsed warp Bate
ang over the Now Pole
‘The Hives tol thee pops how the winds of raw magic
i plied by ont th the mail wo
Eight ‘colours of magi: By studying» single magical
{eloucfor mach of te Ives men Could master and
‘raniplate witha raction of he sil of the Elven
pasty
‘THE COLLEGES OF MAGIC
In this way eight Cologr of Magic developed each one
Sesiated Yo the study of 3 pacts colour of mage,
‘Sages lesning to draw power fom thee own
iagical colour and manipulate t with oem and
purpose
COncinary men cant perceive tet of energy oe ts
‘Saling colours Wisse however ca fel the Haw of
power and see the colours of apie as they sw and
Bios across the wor They see the cing
alychvomatte aude which fst cross the sky
Forming fantacic shapes and py puter, and fe
‘he thondenngencrpes that wnthe through the eet
The eight Colours of Magic are Bright, [ade Amethyst,
Gai, Ame, Cesta Light and Gry. Fach colour has
Ss own peestiae properties which fect the kind af
magic w/can be used for an the personality ofthe
‘Wizard who stadies st
In addition, there isthe High Magi ofthe Elves, hich
‘usalleigit colours ombined and Dark Magic hich
‘nips nesting nergy of mage Beare
i polenzed Dac Magic hw and dangerous form
‘i eizacdry pursued only by the most twisted ane
power hungey Sorcerers
Bright
right Magic lonely anaited with heat and ames
tl is drt inte hiring varices of power over
itn rey penn Sch ohana
Wizards can ngiputee fire and create flames il
hss ating them very ellcive tle wizards with
any destctive long range spell to destioy the
‘remy oh cals, ae sd he ike
Bright Wizards have fiery tempers and » warlike
‘lspostion they ae constantly ache ond animated by
purpose or idea. Taditonally, Bight Weds dress
Sac erage bes and bea he sgn ofa stylised key,
ynolsing the Koowledge of Bright Magic 2 the wa
‘tantarsng the arknows
Jade
Jace Magic i Intimatey tid to nature ae ts power
waxes and wanes with the seasons, making Jade
Wiese tired aot reluctant to use magi dering wee
bu sibrant and ull of energy during tbe spe and
Stmmer. Some Jade Wizards worshpped the dasker
‘Side ot nature's power ~ cieeae and deny Few beeve
Sich practice tl oecor bat mary people sl regaed
Jade Worarde with not lite mepiten and fea Jade
‘Wizards wene gen rfurquis oes aden be
Sle asa smb of he Boren fatten
‘eapliednhe Mie Phase
Novice ahogh we lkloot
‘Wir being of poring clo, hey do
sti oon tech ote on he clot
‘he ay ot i nx cher with te
Tong eer one Ef
Amethyst
detiaabie ofl of the eight colours, Amethyst
‘Wizards ave fobidding figures, hooded nd cold it
‘dep magenta vestments and frequety wearing sk
‘asked eins. They ber great sythes supposedly a 3
Symbol of mortality, and huge, leather Bound Books
‘Shlch are symbtic of Fate They nevor speak nctead
‘Smmauntating when they must by projected thought
Popular superstition states that tne words of aa
‘Amoyst Wiearé ae te st thing moral ever hes
Gold
Gold Mapic ic a partculatly eavy and dense form of
fregy which sith sinks tothe round and seep ito
the earth, There iti attracted fo the Beavier more
precious metis~ most obviously old Set is si
hat this goes some way to explaining the almost
‘magical effect that gold has on most ofthe intelgent
faces, inciting greed, murder and insanity. Gold
‘inardsute a sjlked enle's head mot rpreseting
{he soaring aspiration whith motivator hae Cale
Amber
‘Amber Maps mest easly manipulate tafe plants
‘and wild anals, bong wild ard undisciplined by is
‘ery nature. Amber Wirands ae big bury nsiiduals
With wl Rar unkempt tare They roe in fare
out alo shine dened ith bono aa fenton. The
‘Amber Colege s ost frequently anscited with the
Symbol of an reo, representing the Wizards place 5
Fntamen of knowledge
MAN 0” WAR WIZARDS AND MAGIC
Celestial
Celestial Wizards sper much of thir te stargazing
tnd recording the astral conjnetons to foretell the
future, and it ts commonly accepted that thee
Predictions are absclutely accurate. In bate Celestial
(Winads comman the power oft envers so they are
ef cll down pest sheets of lighning and savage
trinde spit thei foes in adit to casting porters
nd divination to aid thee own fore They ae
(dep blur rbesadoened with sas an resco moors
‘he callege of Celental Magic commonly represented
Dy the synbol of the comet asthe heralé of celestial
Krowledge
Light
Light Magic is notoriously dicult to conteol and
shannel so the rituals used by Light Wizards are
uty compl and dt ater mba
[tthe Light Celoge isan row jutting up from te
Wel of mag sealing neces endeavour
Taig the individual above the majo.
G
Like Celestial Wizards, Grey Wizards are potent
tweathersmages much sought ater by Admirals who
rane to erure thes jurneys emain safe rom storms
Shey Wisnsevarably cary» gre gard sat end
‘Sitvatea wild, sghty wolfsh sppesance by wearing
‘vi snl skin The sto ofthe Gey College Int
Loweneard pointing orow:» syed rendon ofthe
Sword ef Judgement, symbolising the colleges
ispendary good judgement