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Feel the Sun my warriors, let it remind you of what we have lost.

Now ours is the path of vengeance and it is our sorrow and rage that fuel our conquest. First words of Barus the Stricken, upon his return from exile, as he addressed the Bone Griffons Army which was preparing for war.

INTRODUCTION

The Uncharted Seas were once ruled by two great empires, the Dragon Lords and the Ancients. They swiftly settled most of its lands, and shortly after coming into contact with one another, they were at war. These conflicts flared repeatedly, and would last for centuries at a time, often at the expense of the numerous smaller nations scattered throughout the Uncharted Seas. One of the early settlements of the Ancients was at Sancerac (The Shifting Shores) to the south of the Dragon Lord territories. The indigenous people of these islands developed their own culture, alongside the Ancients in their homeland of Shenerac (The Thousand Islands). Recognising valuable allies, the Ancients allowed them to keep their own kingdom. The only catch was that they had to swear fealty to the Ancients every year, and support them in their wars against the Dragon Lords. The inhabitants of Sancerac were a proud society of warriors, who had close contact with another vassal kingdom of the Ancients, the soldiers of Vyrcerac (Vyrdam). Together these two kingdoms formed a buffer for the Ancients against the aggression of the Dragon Lords. They were always appreciated for fulfilling the duty of fighting the four Houses, and often supported with troops and ships. They proved to be loyal vassals, more than willing to fight for their allies rather than be slaves for the Dragon Lords. The people of Sancerac had a society built along military lines; every family was part of a warband, and every warband formed part of an army. The Sancerac warbands carried carved representations of griffons and other beasts on poles at the head of their columns when they marched, that they might easily identify one another. Later they carried impressive banners embroidered or painted with these icons, leading to the Ancients dubbing them Griffons, and over time they even adopted that name themselves.

The Griffons had one objective, to march into the nesting grounds of the Ancestor Dragons, and, with the assistance of the Ancients sorcerers, slay them all. It was hoped that the loss of these highly revered creatures would dismay the Dragon Lords, and even put fear into the small minds of the lesser dragons that their enemies were famed for riding. The Griffons were not convinced of this outcome, but they accepted the task regardless, at the very least seeing potential to make the Dragon Lords suffer. The Ancients successfully pushed back the first panicked armies that opposed them, while the Griffons marched into the nesting grounds unhindered. The Ancestor Dragons were much larger than those seen used for riding, but they were flightless and very slow; easy meat for the Griffon warriors and the Ancients sorcerers. The Dragon Lords recovered quickly from their initial defeats and were neither dismayed nor cowed by the annihilation of the Ancestor Dragons. Instead, their mages summoned forth a torrent of raw magical energy, within which they bound a foul air laden with wasting sickness, disease and plague and spread it on the winds to infect their enemies. This foul tide washed across all the lands of the region, infecting friends and enemies alike. This magical sickness came to be known as the Withering, its victims became weak: their muscles atrophied, their bones grew brittle and their flesh rotted away. Those who were closest to the nesting grounds suffered the worst effects, and the entire Griffon army fell sick. Terrified by this un-fightable power, they fled back to Sancerac, tragically carrying the sickness with them. Soon all of the people of their race were infected. What little magic that the nobles of Sancerac had was used to halt the effects of the Withering, but they could not save their mortal lives. The magic of the Griffons melded with the energy of the Withering, creating a new energy that stabilised its effects but killed its host in the process. The victims of this process lived on in undeath, and so the people of Sancerac became the Bone Griffons. To add to their torment, the Dragon Lord mages cast another great spell, the Curse of the Sands, this time on the land of Sancerac itself. The spell ripped the land from its foundations and caused the kingdom to sink beneath the waves, disappearing for centuries. The Bone Griffons lived on in their watery grave; walking the halls of their palaces, barracks and plazas amid shoals of fish and forests of seaweed.

Hundreds of years ago the Ancients planned to once and for all defeat the Dragon Lords. They assembled a massive invasion army, with their most valued warriors, the Griffons, at its head. The Griffons had attempted to destroy the Dragon Lord House of Morgloth on Ossiria a generation earlier and failed, so they were determined to avenge their defeat and prove their martial superiority over the Dragon Lords. They formed the elite of a mighty host that landed on Southern Principia, while the Vyrcerac landed opposite Vyrdam, attempting to prevent reinforcements from supporting the defence of the heartland.

The Withering and The Curse

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

The Shifting Shores is an extensive area of the sea whose landmasses lie below the waves, at depths that vary between a few fathoms and hundreds. However, the Curse of the Sands that caused the land to sink left the area unstable. Small islands sometimes rise above the water as sea conditions alter, giving a horizon that changes from week to week; a phenomenon that scares sailors witless. Around five centuries after its disappearance, Sancerac itself was seen to rise from the waves, and sunlight shone upon the streets of its cities again. It was not long before the island was consumed by the waves once more, but before it sank, several fleets of aged galleys were unmoored from its old docks. Crews of undead warriors bent backs to their oars and rowed with strength defiant of their atrophied flesh. These Bone Griffons returning from their watery exile found that the Uncharted Seas had changed immeasurably. Their former masters had vanished and the Ancients home, Shenerac, had become a haven for vagrants and bandits. The Vyrcerac, their former allies, had been overrun and enslaved by the hated Dragon Lords, and the once proud nation of Helganth had scattered. The Dragon Lords now ruled the entire region, controlling the lands through puppet vassals, slaves and stunted usurpers from across the Boiling Sea. When they returned to Sancerac to share their findings, the Bone Griffons decided that their vengeance could wait no longer. They reassembled their military might and devised new arms; turning the twisted magics of their Priests into offensive weapons. When next the city rose from the seabed, a tide of decayed and saltcrusted galleys swept out from the Shifting Shores to fall upon their ancient foes.

Scourge of the Deep

the safe route along the south coast of Principia, or the dangerous route across the Endless Sea.

The Bone Griffons are organised into regiments which they call Claws, each named after its leader. The most famous of the Bone Griffon warriors is Barus the Stricken, who lost all of his family to the Withering, and has drawn the largest number of followers to his banner, the Rotting Griffon. He is thought to be responsible for bringing the undead back to the sunlight after their long exile, and heralds the final, permanent rise of their cities above the waters of the Shifting Shores. Every Claw exists independently of the others, but their objective is the same; to take their revenge on the Dragon Lords. Beyond that they each follow their own motives, and will raid the settlements of any opposing nation they can reach. They often assemble in great numbers to spend a season pillaging settlements and hunting down enemy fleets, though they reserve these Musters, as they are called, for their sworn enemies. The Bone Griffons have a strong code of honour and are courageous warriors, though their undead nature tends to make them foolhardy and reckless. Sometimes, if the leader of a Claw feels their enemies have fought with valour, mercy will be shown to the crews of ships that they have defeated or captured, and they will drop the crews on the nearest island.

Laws of THE Bone

OLD SCHOOL SHIPS

In recent years the cities of Sancerac have reappeared with increasing frequency, and the raiding fleets of the Bone Griffons are becoming a common sight in the surrounding waters. The Bone Griffons have frequent battles with the Shroud Mages, who dispatch regular armed convoys between Mysonnia and Ganesh. They give the Shrouds no quarter, because they sense the foulness of their hearts, and because they are servants of the Dragon Lords. The Bone Griffons have no particular antipathy for the Dragon Lord Subasha and Saahdas vassals, who have little choice in serving the four Houses, but they hate the Shroud Mages and Kindrake for willingly supporting the Dragon Lords and assisting in their endeavours. In contrast, the Bone Griffons have so far had little contact with many of the Old World races. They rejoice at the havoc that such interlopers will bring to the Dragon Lords, and have seen their fleets on the high seas. The Bone Griffons are insular and dismissive of strangers, and are even known to have sailed straight past the fleets of the Imperial Humans, Iron Dwarves, and The Kingdom without incident, but such events are becoming few and far between. The Bone Griffons combine their forces to attack any fleet travelling through the Shifting Shores, regardless of what flag it flies. They give no warning of this danger, but then most of the sea captains of the region are aware that death awaits the living if they approach the Shifting Shores. This ruthless defence of the home waters of the undead has forced the Dragon Lords and Shroud Mages to take

RULERS of the Shifting Shores

The Bone Griffons still sail galleys, a trait that is shared with them by the Vyrcerac and no-one else, as the technology of ship construction has moved on while the undead were exiled and the Vyrcerac enslaved. The Bone Griffons are warriors first and sailors second, and value the ability to control a ship with muscle power. It is a matter of pride to most of the undead warriors that their unflagging stamina allows them to row their galleys all day, and still fight for hours without rest. That is not to say that the Bone Griffons do not appreciate a little help, as some of their war galleys are crippled from the ravages of the sea and cannot be rowed efficiently. The undead have used their magic to raise the corpses of whales and serpents from the sea bed and instil in them the same elements of the Withering that keeps the Bone Griffons from dying fully. These carrion creatures drag their war galleys through the sea, and are a terrible sight to behold. The Bone Griffons have spent so long beneath the waves that they have developed an affinity with the creatures of the deeps. They may be dead but they have strong, and some would say noble souls, and they are less likely to suffer an attack by creatures which otherwise harass surface ships. Particularly pure and powerfully willed individuals are even able to call upon these creatures for assistance. The Bone Griffons use symbols that mark both their heritage on Sancerac and their curse, so Griffons are common, as is imagery of death and decay. Their sails are generally white, and their ships hulls are made of dark timber, though both are stained by algae and dotted with barnacles. The Bone Griffons use a combination of whale bone, coral and timber from shipwrecks to keep their galleys sea worthy. They are not skilled shipwrights however, and often summon the sea beasts to tow their galleys.

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

THE MODELS
Rise Of The Immortal Dead
ORCUS CLASS CREATURE
The Priests of the Bone Griffons used the same dark and terrible magic that binds their own flesh into eternal undeath to raise the decaying corpses of great whales. Once reanimated, these Orcus will faithfully serve their twisted masters: hauling their ancient galleys across the seas like chariots, or streaking ahead to drag down enemy ships with their sheer bulk. If an Orcus suffers a Critical Hit it loses 2 Hull Points and 1 Crew Point INSTEAD of rolling on the Critical Hit Table. If an Orcus is reduced to 0 Hull or 0 Crew it is Destroyed. Harnessing Rules Up to 2 Orcus can be harnessed to the front of a Large Bone Griffons Capital ship, and 1 Orcus can be harnessed to the front of a Medium Capital ship. Due to the size of the Orcus bases you locate the 2 Orcus side by side and centered on the prow, or in the case of a Medium sized model simply centre the 1 Orcus to the front. A ship can harness any Orcus that is in contact with its front at the start of the ships Activation. In a Turn that one or more Orcus are harnessing, the ship and the Orcus CANNOT make more than a HALF move, and the +1 bonus move is NOT applied in that Turn. A ship can un-harness an Orcus AND move when it is Activated, it is allowed to move through the Orcus during the turn that it does this, but MUST move clear of the Orcus. If, for any reason, a ship is unable to move clear of the Orcus when attempting to un-harness, it will not move, immediately colliding with ONE of the Orcus (chosen by the player if more than one are in contact with it). An Orcus is automatically un-harnessed if the ship is Destroyed made Derelict or Captured, or if the Orcus is killed A ship increases its Movement by +1 for each Orcus that is harnessed to it, up to a maximum of 9, the Orcus move at the same speed as the ship they are harnessed to. This bonus movement is NOT affected by the Wind, even if the ship that the Orcus are harnessed to IS affected by the Wind. An Orcus that is harnessed to a ship is Activated with the ship, and NOT when its Squadron is Activated. If all of the Orcus in a Squadron are harnessed, you DO NOT get a separate Activation for that Squadron. Ramming and Boarding Rules An Orcus that is harnessed CANNOT Ram, a ship that has Orcus harnessed to it CANNOT Ram. An Orcus can choose not to board AFTER resolving a Ram or Collision, but MUST do so BEFORE either side rolls dice for a Boarding Action. An Orcus CANNOT Board non-Living models. A ship CAN do a Boarding Action against an Orcus which is NOT submerged; it is assumed that the crew stabs it with spears and hooks. Even though an Orcus is counted as part of the Squadron that it is harnessed to (for Movement and Game Cards), it is still a separate model when you resolve Boarding Actions. Pack Ram: A Squadron of Orcus can Link their Ram AD against a single model, with each Orcus that Rams after the first contributing HALF of its AD to the pool. All involved Orcus still suffer full damage dice in return as the result of the Collision/Ram. Orcus MUST be within Command Distance of each other in order to perform a Pack Ram.

Example: If a squadron of 4 Orcus performs a Pack Ram against a Battleship, they would have 6AD of Ram (3+1+1+1). Additional Rules Orcus can IGNORE Command Distance. An Orcus DOES NOT have a minimum speed, and DOES NOT use the Drop Anchor rules, unless it is harnessed, in which case it uses the minimum speed of the ship it is harnessed to. Even if all of the Orcus in a Squadron are harnessed, they still count as a Squadron for determining Hand Size. An Orcus that is harnessed CANNOT be Submerged, a Submerged Orcus CANNOT be harnessed. Unless a scenario states differently an Orcus CAN begin a game harnessed. Orcus CAN begin a game submerged, but a player MUST state they are doing this. An Orcus CANNOT be Prized and it CANNOT Prize another model. MARs: None

PHANTOM CLASS DESTROYER

Originally designed as sea borne siege weapons for the Long War against the Dragon Lords, the Phantoms have taken on a still more sinister aspect since returning to the Uncharted Seas. Now, the gargantuan catapult, its arm running nearly the length of the entire vessel, hurls putrefying missiles infected with an unnatural sickness. This deadly payload chokes the life from the crew of any vessel unfortunate enough not simply to shatter under the weapons impact. MARs: Lethal Strike (Fore), Oars

BANSHEE CRUISER

Equipped with powerful trebuchets, these galleys have been employed to suppress and demoralize the Bone Griffons foes since before the Withering. The constant pounding of huge boulders hurled from beyond the effective range of all but their most powerful guns, keeps the enemy preoccupied and unable to respond whilst the rest of the fleet brings its crippling broadsides to bear. MARs: Oars

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

SEA WRAITH CRUISER

A simple modification to the Banshee hull, the Sea Wraith replaces the trebuchet with a sail which, in addition to the standard banks of oars, gives the cruiser a surprising turn of speed; allowing it to outmaneuver the foe, bringing either its broadsides or its sharpened prow in to devastating effect. MARs: Oars

PLAGUE BATTLESHIP

Giant constructs of sea toughened wood, aged metal and blackest sorcery, the Plagues are fast earning a fearful reputation. The Bone Griffons have become infamous for their intolerance of intruders within their waters, and a devastating rain of boulders, hurled from the decks of these vessels, is often the first they know of their costly mistake. MARs: Oars, Plague Gun

Since their return from exile, the Pestilence has become an all too common sight in the waters surrounding the shifting shores. Naval Captains have learnt to rightly fear the powerful, prow mounted ballista of these galleys. Such is the size of its arms, the entire vessel can be seen to judder when the ballista unloads, hurling a mass of diseased, decaying matter into the midst of the foe. MARs: Lethal Strike (Fore), Oars

PESTILENCE CLASS CRUISER

REAPER BATTLESHIP

Equal to their sister ships, the Plagues, in size and durability; Reaper Battleships favor punishing fusillades from their broadsides over the formers trebuchets. This they follow with volleys from the vessels Plague Gun. Retro fitted to the ancient galleys after they were dredged from the oceans depths, these weapons pepper the decks of vessels with shot charged with virulent toxin. After the enemy crew has been weakened by this savage disease, a horde of vengeance fuelled warriors will swarm aboard to finish its grisly work. MARs: Oars, Plague Gun

REANIMATOR TROOP SHIP

A recent addition to the navies of the Bone Griffons, the bulk of the ships weaponry has been stripped away. Instead, the vessel houses an ornate temple, dedicated to the forbidden magics that sustain the Bone Griffon people. Their priests can reinvigorate any Bone Griffons incapacitated in battle, that they might hurl themselves into the fray once more. MARs: Oars, Reanimator

NIGHTMARE CLASS FLAGSHIP

Not only is this creature the nations namesake, but in many ways it epitomises the tragic nature of the Bone Griffon people. Traces of their pride and majesty linger in their shrivelled bearing and decayed plumage, but death has robbed them of none of their strength or ferocity. These monsters can tear smaller vessels apart with their claws, and their cry is a blood-curdling shriek that paralyses the nerves of lesser men. Swipe Attack: the Withered Griffon can make a Swipe Attack of 8AD against a model that is on the Surface OR Flying and within 1 of its flight stand in a fore facing, 180 degree arc. MARs: Death Shriek

WITHERED GRIFFON

A true terror of the high seas, the Nightmare is worthy of its name. A mighty floating fortress full of undead warriors and bristling with weaponry, the centrepiece of its construction is a temple. This sinister edifice is presided over by one of the nations high priests, and dedicated to their curse and saviour, the Abyssal Griffon. Few living have experienced the presence of one of these terror inspiring vessels, those that have report that the aura of the Bone Griffons foul deity gives a tangible feeling of dread and decay. Temple: When Activated, unless involved in a Boarding Action, this model may choose ONE of the following actions: 1) Repair 1 of its own HP on a D6 roll of 6, AND heal 1 of its own CP on a D6 roll of 4+. 2) Heal 1 CP to ANY model in its own Fleet, any part of which is within 6 of the centre of the Temple, on a D6 roll of 5+. Important Note: Only HP or CP that has been lost can be repaired or healed. MARs: Oars, Plague Gun

DESPOILER CLASS HEAVY CRUISER

Larger and sturdier than the other cruisers, the Despoiler is used as a battering ram by Bone Griffon commanders. Often towed into position by a pack of Orcus, it will break through the opposing lines with its reinforced prow, before laying down punishing close range broadsides on either flank. MARs: Iron Ram, Oars

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Orcus Class Frigate


DR 4 3 CR 5 2 MOVE
RANGE BAND

Points: 30

Phantom Class Destroyer


DR 3 3 CR 5 3 MOVE RAM 3
RANGE BAND

Points: 45

9/7 RAM RED 3

HULL CREW

HULL CREW

Small Class Standard Diving model Template: SMALL This model IGNORES the wind direction Squadron Size: 3 to 4 Models MARs: None

Small Class Standard model Template: SMALL This model IGNORES the wind direction Squadron Size: 2 to 3 Models MARs: Lethal Strike (Fore), Oars

FORE

1 2 3 4

1 2 3 4

5 6 -

Banshee Class Cruiser


DR 4 4 CR 6 7 MOVE
RANGE BAND

Points: 60

Sea Wraith Class Cruiser


DR 4 CR 6 7 MOVE
RANGE BAND

Points: 60

6 RAM RED 5

9 RAM RED 5

STARBOARD

TREBUCHET

HULL CREW

HULL CREW 4
-

STARBOARD

PORT

Medium Capital Class Special model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Oars

Medium Capital Class Standard model Template: MEDIUM This model USES the wind direction Squadron Size: 2 to 4 Models MARs: Oars

PORT

1 2 3 4

7 6 3 -

7 6 3 -

3 4 5

1 2 3 4

7 6 3 -

7 6 3 -

Pestilence Class Cruiser


DR 4 4 CR 6 6 MOVE
RANGE BAND

Points: 65

Reanimator Class Troop Transport


DR 4 CR 6 7 MOVE RAM 4
RANGE BAND

Points: 45

7 RAM RED 5

HULL CREW

STARBOARD

HULL CREW
PORT FORE

Medium Capital Class Standard model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Lethal Strike (Fore), Oars

Medium Capital Class Special 3 model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 Models MARs: Oars, Reanimator

FORE

4
-

1 2 3 4

6 5 3 -

6 5 3 -

7 5 2 -

1 2 3 4

5 3 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Withered Griffon
DR 4 4 CR 6 4 MOVE
SWIPE ATTACK RANGE BAND

Points: 65

Despoiler Class Heavy Cruiser


DR 5 5 CR 7 8 MOVE
RANGE BAND

Points: 75

11 RAM RED 4

6 RAM RED 5

HULL CREW

HULL CREW

STARBOARD

PORT

Medium Class Flying Special 2 model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 1 to 2 Models MARs: Death Shriek

Medium Capital Class Variant model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Iron Ram, Oars

FORE

1 2 3 4 8

1 2 3 4

9 6 3 -

9 6 3 -

4 2 -

Plague Class Battleship


DR 6 8 CR 12 10 MOVE
RANGE BAND PLAGUE GUN

Points: 110

Reaper Class Battleship


DR 6 8 CR 12 10 MOVE
RANGE BAND

Points: 110

Large Capital Class Special model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Oars, Plague Gun

Large Capital Class Standard model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Oars, Plague Gun

PORT

TREBUCHET

HULL CREW

RAM

HULL CREW

RAM 8

PLAGUE GUN

STARBOARD

1 2 3 4

9 12 14

5 1 -

1 2 3 4

15 12 9 4

15 12 9 4

5 1 -

Nightmare Class Flagship


DR 6 9 CR 12 11 MOVE
RANGE BAND

Points: 155

HULL CREW

RAM 8

Large Capital Class Special 1 model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Oars, Plague Gun

PLAGUE GUN

STARBOARD

PORT

1 2 3 4

16 13 9 4

16 13 9 4

6 3 1 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

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