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Man O' War - Core Rulebook

From the old days, Man O War Rulebook

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0% found this document useful (0 votes)
877 views80 pages

Man O' War - Core Rulebook

From the old days, Man O War Rulebook

Uploaded by

Julio Pérez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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“MAN O' WAR. Raging Sea Battles in The World of Warhammer. BY NIGEL STILLMAN, ANDY JONES AND BILL KING Internal Art and Diagrams John Blanche, Wayne England, Geoff Taylor, ‘Simon Smith, Dave Gallagher, Dave Andrew's Game Consultant Bryan Ansell A GANGS CORIO” propucr The Citadel logo, Games Workshop, White Dear and the White Dua figure and Warhammer are registered trademarks of ‘Games Workshop Ltd, Man 0’ War, Citadel, Goblo and Old Worl are trademarks of Games Werkshop Lid All artwork inall Games Workshop products and all the images contained therein have been produced either in-house or as work for hire The exclusive copyright onthe artwork snd the images it depicts isthe copyright of Cames Workshop Lie © Copyright Games Workshop Lid, 1992 Al ight eerved ‘Questions on this game shouldbe addressed to: Man OF Wa Questions, ames Workshop, Howard House, 16 Castle Boulevard, "Nottingham, NG? TFL, England Ifyou requirea reply you must include a nlt-addrened stomped envelope (oversees readers, should include IRC), Please phrase your quevtion so that it ean be anwered yes oF nan leave space on your eer so we carrito the answer underneath the question and send the whale thing back to you, Thank you Games Workshop Ltd. Games Workshop Inc. Chewton Street 3431-C Benson Avenue Hilltop Baltimore Eastwood Maryland Notts NG16 3HY 21227-1072 UK USA Ref No: OMT Product Code: 0141 INTRODUCTION (GLOSSARY 6 COMPONENTS Counters o Ship Templates Cards Other Components Fleet Lists and Chart Sheet Dice ... Terrain Pieces Plastic Ships .. How to build your Plastic Wargalleys THE WARHAMMER WORLD SETTING UP Choosing your Fleet Ship Templates & Fleet Lists... 10 Squadrons fa 10 The Battlescape Deploying the Fleets n ‘Crewing your Ships ~. rte SEQUENCE OF PLAY Man O* War Turn Sequence.. Initiative Phase Magic Phase Battle Phase End Phase The Rule of One MAGIC PHASE Casting Magic . How Long do Spelis Last?..... 4 Spells of Different Colleges... Magic Cards .... MOVEMENT Basic Movement Movement under Sail Sailing Against the Wind... é Movement in the Wind se 16 ips with Oars Ramming .. Obstructions .. Collisions Pushing Clear icin COMBAT AND DAMAGE ‘The Range Template .. Line of Sight . Opening Fire ‘Aiming high oF low 19 Saving Throws .. Effects of Damage Critical Hits Sinking Wreckage Markers. Effects of Ramming Critical Damage and Blaze Charts BOARDING ACTIONS Captured Ships Crewing Limits 2 ‘THE END PHASE Pick up Survivors Remove Debris See if any Fires Spread .. Move Stragglers Scuttle Ships .. Remove Counters Pick up Magic Cards Deciding Victory using Battle Honours ...24 + FLEET LISTS + INTRODUCTION Points Costs ADMIRALS Clinging to the Wreckage .27 Battle Honours 7 WIZARDS AND MAGIC The Colleges of Magic, Bright Jade Amethyst Gold Amber. Celestial 1g Your Wizard What Colour is Your Wizard? "30 Clinging to the Weeckage 30 Battle Honours .. sone MAN O’ WAR - CONTENTS MAN O' WARCARDS SHIP TYP! Men O' War sisnnnsnn maseaae Ships of the Line no. 33 Independent ShIpS eo... 33 IMPERIAL FLEET ‘Men O’ War 34 Greatships ‘unannnunnn, 34 Ships of the Line 34 Wolfships .. Wargalleys .... Special Rules Movement... Ramming «... Imperial Fleet List .. BRETONNIAN FLEET Men ©! War .. 38 Galleons Ships of the Line Corsairs Buccaneers Special Rules Movement Catapults .. Bretonnian Fleet List DWARF FLEET Men ©’ War .. Ironclads .. Ships of the Line. Monitors Independents Nautilus Special Rules Dwarfs and Steamships Ramming Engineers Armour Turrets et ‘Nautilus Submarines .... Torpedoes Dwarf Fleet List . ELF FLEET Men O! War erennnnnnsnnnen 48 Dragonships 48 Eagleships .. oe AB Ships of the Line sm Hawkships Special Rules Elf Seamanship - art Defending against Boarders ae 50 sacs Eagle Claw Bolt Thrower 50 Dragonblades .... 51 Wardancers 51 Elf Fleet List . DARK ELF FLEET Men O° War .. ‘Sea Dragons Doomreavers Special Rules Black Arks Reapers .. Monsters Dark Elf Fleet List ORC FLEET Men O' War .. Hulks Ships of the Line Bigchukkas Drillakillas Special Rules Treadwheels Iron Clawz Bigchukkas «... - Smash-Hammers vse 65 Drillakillas 5 Ship Templates + CAMPAIGNS + SCENARIOS 1: After the Storm 2: Treacherous Waters . 3: In the Jaws of a Trap Buried Gold : The Treasure Fleet 6: Capture the Shore Forts .. ‘CAMPAIGNS Setting up a Campaign Deciding on a Scenario sonnnn a In the Aftermath of the Battle .. 2 ‘The Benefits of Experience Continuity . Sunken Ships «ne Winning the Campaign Lily-livered Cowards nn FLEET CAMPAIGN ROSTER {INTROD UCTION | 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 will find everything you need to set up your first battle ~ ship and turning templates; full-colour ‘ard islands, sand bars, headlands and rocky reefs; sails to cut out and stick on your ships; hundreds of counters; magic cards and Man O’ War cards; and a dozen plastic wargalleys to start your fleets. The size of this rulebook may seem imposing at first, bbut don’t be put off. In actual fact, just the first 24 pages contain all the game rules you'll need to know to play your first few games: the rest of the book contains additional material to expand your games of Man O' War once you're ready to go on. With these additional rules, you can go on to increase the size of your fleets, introduce mighty Wizards, play nail-biting campaign games and gain battle honours to promote the crews of Your best warships. If you read through the first section nce to start with, to familiarise yourself with the contents, then set up a game, looking up rules as you need them, you should have no problems. When you come to expand your fleet, you'll find a wide range of Citadel Miniatures’ ships for all the races in the Warhammer World. The warfleets of the Elves, Dwarfs, Ores, Dark Elves, The Empire and Bretonnia, are covered in this rulebook, with future expansions covering all the other sea-faring nations. Each fleet has its own particular strengths and weaknesses. As the admiral of your chosen battlefleet, you must maximise the strengths of your warships to the best advantage, whilst exploiting the weaknesses of, your opponent. For instance, if your fleet relies heavily upon sail and blistering cannon broadsides, watch out for changes in the wind, and try and keep to the open seas where your sweeping manoeuvres and greater speed will weigh heavily to your advantage. Of course there is.no telling what cunning strategy your opponent is playing out, what powerful magic he has at his command, or what cruel twists of fate may befall you out on the high seas. Only through shrewd tactical Skill (and perhaps a little good luck) will the ultimate victory be yours... [GLOSSARY 6 COMPONENTS | Before we go into the rules proper, you might want to take a quick glance through the glossary 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 this for now, all will become clear! Aft The rear end of a ship (also referred to as the Stern), Fore The front end of a ship (also referred to as the Prow), Fore Battery A volley of cannon-fire or other weaponry from the front of a ship. AftBattery A volley of cannon-fire or other weaponry from the rear of a ship. Broadside A volley of cannon-fire or other weaponry from the side of a ship, Starboard The right hand side of a ship. Port The left hand side ofa ship. Lateen A type of sail that is triangular in shape. Mainly used by Imperial vessels. Admiral ‘The overall commander of the fleet Yard Yard arm - a huge cross piece on the mast, from which the sails hang Wind Abeam The ship has the wind coming in from the general direction of Port or Starboard. Wind Astern The ship has the wind coming in from the rear Grapeshot__ Small bore lead shot loaded into the great cannons of a ship and fired at point blank range into the ranks of enemy sailors attempting to board the vessel. COMPONENTS This section lists the components in Man 0’ War one by one, explaining how they are used. Many things mentioned here won't seem that clear at first, but don’t worry as all will be explained later. This section also has, detailed instructions on how to assemble your plastic ship models and attach their sails. COUNTERS ‘There are a great number of card counters in Man O! War: crew counters, wound counters, flagship counters, treasure counters, wizard markers, Admiral markers, wizard level counters, damage counters, blaze counters, wizard college counters, wreck markers, debris markers, and so on. In most cases, these counters are used to indicate the status of something, such as which location has been damaged, or how experienced a particular character is The exact use of each individual type of counter is, explained in the relevant section of the rules. Notice that not all the counters of the same type are the same size. For instance, there are two different sizes of abandoned counters. This is so that you can place the smaller ones on the table next to the ship in question, whilst the bigger ones can be placed on the ship's template to remind you the ship is abandoned. a ADMIRAL ie Me Lefto Right ‘Adiral Counter shows the Admiral is aboard, ‘Abandoned Counter marks aship tha hasbeen abandoned ‘Damage Counter shows damaged areas of the ship. eee | Ga Wardancet Counter — indicates a Wardancer Troupe is aboard Wound Counter" used to ep tack of monsters wounds Grew Level Counter shows few's level, in ths case Cuthroats, CREW CAPTURED BLAZE 2 BL Sor (Crew Counter - indicates the numberof cew companies aboard Captured Counter marks sship that nae been captared Ulsbe Countershows an area ofthe ships on fie MAN O’ WAR - COMPONENTS SHIP TEMPLATES The ship templates are one of the most important elements of the game. They show how each ship is, divided up into different areas, and have details of how tough the ship is, how fast it can move and what ‘weapons it has. ‘There are enough full colour card templates included, for the plastic ships you get in the box. The Fleets section of the rulebook has ship femplates for other races’ fleets, that you may copy and cut out as your model collection, grows. EMPIRE WARGALLEY | 2 “Eee Included in Man ©” War are two packs of cards ~ Magic Cards and Man 0’ War cards. These are covered in eiail later in the rules; for now it is enough to know that each magic card shows a spell which may be cast in the game, and the Man O’ War cards give special abilities to certain ships in yous fleet. ‘You will also find two wizard cards in the box, with spaces for wizard level and college colour counters. ‘These serve as reminders as to how powerful the head wizard of each fleet is, and which group of spells he may cast especially well. Again, this is explained more fully in the Wizards and Magic section of this book. OTHER COMPONENTS ‘Man O' War also contains wreck and debris markers to indicate where ships have sunk. These are placed on the table where ships go down and form a hazard to other ships. ‘The three range rulers in the box are used to determine how far a ship may fire its weapons and whether it may hit its chosen target. The two smaller rulers are the standard ones that are used for almost all the ships, ‘while the larger blue one is a special range ruler that only the Elf ships use Other components include two turning templates ~ used to work out how a ship turns - and a template that is, used when firing the Dwarf Nautilus submarine’s torpedoes. | | | ‘Turning Template 1 ron] ou ewe orm r— aes Aaa EIfRange Range Ruler Ruler FLEET LISTS AND CHART SHEET In the box you will also find two fleet lists: the Imperial Fleet list and a Pirate Fleet list. These list the ships available to each fleet, and give details of their movement, weapons, and any special rules that apply. The smaller piece of card has the critical hit chart, the captain's chart and the fire spreading table printed on it. When you come across these charts referred to in the rules, this is where you find them. DICE All the dice used in Man O’ War are standard six sided dice, with the sides numbered one to six. MAN O' WAR COMPONENTS. Plastic Mast Sprue HOWTO BUILD YOUR PLASTIC WARGALLEYS Flagpole @) crates an Pirate Wargalley ‘To assemble the plastic Wargaleys, frst choose whether to assemble the Pirate or the Imperial fleet, Do not assemble them both at the same time. For the fleet you have chosen, carefuly ‘separate the ships, masts, flag poles and correct yards from their sprues using safety snips ora modeling knife. Now cutout the correct sais and pennants from the colour sheet. The sdagram above shows you which yards and masts go with which fleets. Once you have cut out allthe parts needed to complete a fet, rim the masts tothe correct length as indicated above. We recommend that you use Citadel polystyrene of superglue to fix the parts together. Glue the mast, yard and flagpole together first. you intend to paint the model, do s0 now, belore Sicking the sails and pennants on. Once completed, the sails {and pennants may be attached to the mast and yard assembly ‘which may then be glued into the ship's hl. Each plastic mast sprue contains enough components to ‘complete three ofthe ship in this box. The spare yards left over ‘ean be used when modeling other ships in the Man ' War ‘ange, which are avaiable separately from Citadel Miniatures ‘TERRAIN PIECES Although Man 0’ War is best played around three dimensional modelled terrain features, as shown in the colour photographs, we have included a full set of card terrain features so that you can get started straight away. These include islands, sand bars, headlands, rocks, shoreforts, whirlpools and icebergs. Note that the two headland pieces can also be put together to form a large island. PLASTIC SHIPS Finally, there are the plastic ships: twelve wargalleys, six for each side. These should be assembled as shown above. You can either use the sails we have provided exactly as they are, or use our suggestions as a starting point for painting your own designs. bese PARSON’ Age NORTHERN WASTES ‘TROLL COUNTRY THE WORLDS EDGE MOUNTAINS GREAT WESTERN SETTING UP | 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 learn the game is by playing it! CHOOSING YOUR FLEET Before you are ready to play Man O’ War, each player will need to choose a fleet. Most races in the Warhammer World have their own fleets, each with an individual character and special rules appropriate to that race. Rules for how to choose your fleet, and a list of the different fleets available are given in the Fleets section of this book. Each player must then choose a Wizard. Full details on. how to choose a Wizard are given in the Wizards and Magic section of this book, but for your first few games we suggest you use the procedure below. Sort out all the college colour counters and place them face down on the table. Each player takes one counter at random ~ this is the college to which his wizard belongs. Take one of the Wizard cards and place your college colour counter on it. Take a Master Wizard counter and place it on the other box on your Wizard card to show your Wizare’s level. Then place your Wizard card next to your command ship's template to show the Wizard is on this ship. Finally, shuffle the magic deck and deal a hand of four cards to each player. You should keep this hand of cards, secret, and not let your opponent see them. YOUR FIRST GAME For your frst few games ive suggest you play a sea battle between an Imperial fleet and a Pirate fect. You can choose zoho commands which flet by mutual agreement, or by rolling a dice, in which case whoever gets the highest dle roll has first choice. Don't worry about choosing ships from the Fleets section {for the moment, just take six ofthe plastic Wargelleys each, The skip templates in the Man O' War box are coded green for the Pate ships, and red forthe Imperial ships. Each ship template corresponds toa particular ship in the example fleets. You will notice that there i a picture ofa sail i the top lft hand corner ofeach template, ad that this exactly matches ome of the sets of cut-out ship sails ana pennants procided forthe example fet. ‘When you come to use the Blank templates from the Fleets section to design your oxo flets, we suggest you pant oF draw a copy of te sailor permant designs yaw use in the same way, s0 that you tell which template belongs to which ship. SHIP TEMPLATES & FLEET LISTS ‘Templates for all the different races’ ships are included in the Fleets section for you to photocopy and use. You will need one template of the correct type for every ship in your fleet. The Fleets section also has a fleet list for each race, which contains additional information about that race’s ships and a summary of any special rules that apply. You should keep a copy of it at hand for reference while you play. ‘CREWING YOUR SHIPS Place a number of crew counters equal to the ship's, ‘crew strength on each ship template. The crew strength is in the top right corner of the ship template. Fach crew counter represents a company of the ship's crew. Each player now takes an Admiral counter and places it, on the template for his command ship. The full rules for admirals can be found at the start of the Fleets section. For your first few games, just place the Admiral counter ‘on one of your squadron flagships. SQUADRONS A squadron represents a unit of vessels under the ‘command of one senior leader and responding to his orders. Ships are placed on the table and move and fight as squadrons, ‘The leader’s ship is called the squadron's flagship and. all the ships of the squadron must be set up within six, inches of it in order to receive orders. Divide your fleet into squadrons of three ships. Nominate one ship from each squadron to be the flagship and put a flagship counter next to its template. If a flagship is sunk or so badly damaged that it cannot move then another ship in that squadron becomes the flagship as the next person in command takes over. The remaining ships must now keep within six inches of the new squadron flagship. If, during the course of the game, any ship ever ends the game turn more than six inches from its flagship, it becomes a straggler and is subject to all the rules concerning stragglers until it rejoins its squadron. 10 Flagship ale Foal Players are allowed to split up squadrons deliberately, leaving behind ships that are so damaged that they are slowing down the rest of the squadron for instance. Stragglers are moved during the End Phase of the turn and are unable to fire, ram or initiate boarding actions until they rejoin their squadrons. THE BATTLESCAPE Before the opposing fleets clash you will need to prepare the floor or tabletop area for battle. You will need a clear, fiat space of at least four foot by four foot large kitchen table is ideal but the floor will do just as well in a pinch. Obviously the larger the battle you wish to fight the larger the playing area should be. Not all battles take place on the open sea. In fact many sea battles in the Old World take place near the coast 50 now is the time to place terrain such as stretches of coast, sand banks or islands. MANO’ WAR - SETTING UP Divide the playing area up into roughly two foot by two foot sections. Roll a dice for each section to determine how many terrain features there are in it: Roll Number of Terrain Features Present 12 None 3-4 One terrain feature 5 Two terrain features 6 Three terrain features To remind you how many terrain features are present place a dice in each section turned so the number on the "uppermost face shows the number of terrain features, Each player then rolls a dice, and the person with the highest roll chooses a piece of terrain from the box and, places it in the section of his choice. The second player, now places a piece of terrain in whatever area he chooses. Players now take turns to place terrain features, ‘until each section has its full quota, DEPLOYING THE FLEETS Decide which side of the table is North, and roll a dice. If the result is 2,4 or 6 the wind is blowing North. If the result is 1, 3 or 5 the wind is blowing South. Place the Wind Compass where it is clearly visible and place the arrow to indicate which direction the wind is blowing. Both players now roll a dice, and the person with the highest score can choose whether to set his fleet up on the East side or the West side of the table. His opponent must set up on the opposite side. Starting with whoever won choice of entrance side each player takes tums to place a squadron of ships on the playing area. This process continues until all the ships are deployed. When you are setting up your fleets, your ships must be placed within nine inches of your edge of the table. ‘Also, you may not set up closer than nine inches to the North or South edges of the table. The diagram below ‘makes this clearer. Place your fleet’s ship templates somewhere nearby where you can see them easily. You may find it useful to set up all the templates of a squadron in line together ‘with the flagships at the front. Deployment isc bey “This 6x table nas been spit 2 haves, Table 4x4 table “one of which forme he Isspitinto actual paying area and fowrsectons, —“eturthor splint fur — each 2 by. ‘sections. A ioe rol ‘mado for each socion ‘Sotermines how much | ‘train iteontains. ‘Tho roy areas indicate 4x6! Table [A x6 tabs split into six ‘Seotons, each 2'by 2 “Tho rest ofthe abl is sed flay out the ship templates, ot, As these noed to be close athand, ti 2 good dea. to leave plenty of space ‘orton, SEQUENCE OF PLAY | Ina sea battle lots of things happen at onc ships move and turn, fire their weapons, and sink. To represent all this furious activity, play is divided into turns. After both players have deployed play proceeds in turns until either all the ships on one side are sunk or have left the play area, or until one player surrenders. Alternatively, if you have only a limited amount of time available you can play to a time limit. Players can agree how long they are going to play for. At the end of this, time they should finish their last turn and then count battle honours (see the End Phase section). The person with the highest total is the winner. Each turn is divided into phases. During each phase different aspects of the game are dealt with. The basic turn sequence in Man O' War consists of four phases, teach of which takes place after the other until the tur is complete, MAN O' WAR TURN SEQUENCE 1: Initiative Phase During this phase players roll to determine whether the wind changes and to see who has ‘gained the initiative this turn, 2: Magic Phase The player with the initiative casts whatever spells he is capable of and then the second player does likewise 3: Battle Phase Starting with the player with the initiative, the players take it in turns to move and fight with individual squadrons of ships 4: End Phase Players check their record keeping, replenish their magic cards, determine whether any fires that have broken out have spread and move any stragglers. ‘The rules for all of these things can be found in the relevant sections below. INITIATIVE PHASE As fleets manoeuvre and counter-manoeuvre to gain the best position, one side gains a temporary advantage over the other. This advantage is called the initiate and represents the Admiral of one fleet thinking and dispatching orders more quickly than the Admiral of the other. = Bretonnian During the Initiative Phase both players roll a dice. The player with the highest number is the player with the initiative for the turn. If both sides roll the same number the wind changes and both players must roll again. CHANGING THE WIND The wind changes clockwise one position if the double rolled is even, counterclockwise if the double rolled is ‘odd. For example if the wind is blowing North and both, players roll 4’s then the wind is changed so that it blows East. It is quite possible for the wind to change many times if both players continue to roll doubles. MAGIC PHASE Magic is a powerful and fickle force capable of wrecking, ships, summoning monsters and turning the course of battle. Its presence is represented by a deck of magic cards which detail the spells a wizard may cast. The player with the initiative may cast a spell, and if it works, his opponent may attempt to dispel it. Then the second player may attempt to cast a spell and the first player can try and dispel it. Once a player has attempted to cast a spell the card is discarded, whether the attempt to cast the spell was successful or not. For full details on magic, see the Magic Phase section. 2 MAN O” WAR ~ SEQUENCE OF PLAY BATTLE PHASE In the Battle Phase each player has the chance to move and fight with all his ships. Starting with the player who hhas the initiative, both players take turns moving and 1g with their squadrons. The player with the jative chooses one squadron and performs all its actions ship by ship. Then the second player chooses ‘one of his squadrons and does the same. They continue taking turns in this way until all squadrons have done their actions for this Battle Phase. No squadron may move or shoot more than once in a Battle Phase. Players can't save some of a squadron's actions till later in the phase. You cannot partially move a squadron, let the second player move his ships and then return to it, for instance. Once a player has declared his squadron's, actions completed it may perform no more actions during this phase. During this phase @ player cannot pass when it is his turn to play. If he wishes he can pick a squadron and say it is performing no actions this phase but that is all. He cannot come back to the squadron later in the phase and then move it. Each ship in the squadron must move, shoot and perform any boarding actions. Then the next ship does the same until the entire squadron has completed its actions. Ships within a squadron may be moved in any order. Once a player touches a ship he is committed to ‘moving it, and once he has begun to move the ship he must complete its move. You cannot start to move a ship, place it in a new position then change your mind, and place it somewhere else. Once a player declares the ship's movement complete he cannot change his mind, THE RULE OF ONE During a Man O’ War game a dice roll of 1 represents very bad luck. When you are shooting, a 1 always misses. When you are making a saving roll, 1 always fails. When you cast or dispel a spell a roll of 1 means failure. Even if you have modifiers on your dice roll (because of magic or Man O’ War cards, for instance) a roll of 1 is always a failure. END PHASE During the End Phase, both players do any record keoping that may be necessary and take care of any special circumstances that may have arisen during the tum. ‘These include picking up new magic cards, checking for fires spreading on their ships, moving stragglers and ‘checking to see what has happened to ships that have sunk, In fact, anything that isn’t covered by the rules for the other three phases generally takes place in the End Phase. For full details of what happens in the End Phase, see the End Phase section. 3

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