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MOWrulebook - Man o War

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380 views40 pages

MOWrulebook - Man o War

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SadisticSeraph
Copyright
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‘{ 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 UK INTRODUCTION 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 ROSTER SINT 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 Wtscsinassseesemee MAN 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 2 po \ 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 seem MANO’ 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 ts COMBAT 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 ® 6 MAN 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 ats PICK 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

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