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We are many claws, many fangs, many fists. But we are One roar, we are One Kingdom.

We Are ORC! King Perga, before the Battle of Blood River. Upon the foundation of the Kingdom by King Garda, the Grothgarda took One Roar, One Kingdom as their motto.

INTRODUCTION

The orcs of the Old World are a developing race that has been hampered throughout its entire history by one thing: its own basic feral nature. Orcs have always maintained a primitive lifestyle which revolved around hunting and, more often than anything else, the raiding of the lands of their neighbours. If they cannot grow it or make it - they will take it. They are a brutal race, easily angered and have relied on a vicious brand of cunning to defeat their enemies over the centuries. Thousands of years ago the orc tribes ruled the Old World. There was no system to this rulership and no kingdom to talk of, but hundreds of orc tribes roamed the lands following the once abundant herd animals of the plains. The other races of the lands were cornered into little city states and petty kingdoms, trying their best to survive the roaming orc menace. The orcs tried, but failed, to finish off the elves, dwarves and humans for good, but they lacked direction, or even a basic understanding of their place in the world. This proved to be their undoing, because the advantages that the other races had were much higher levels of intelligence, ingenuity and a willingness to learn new skills and crafts. The elves favoured magic, the dwarves looked to technology and the humans developed their strategies of war in order to first defeat the orc tribes, and then attempt to slaughter them all. The orc tribes were to become ragtag groups of savages, and were easy to disperse once the other races had the means to. As the orc tribes were destroyed, the elves settled the White Plains, the humans settled the south-western territories and the dwarves began to build the foundations of the Shandelfan Kingdom. The orcs were scattered to the wild lands of the Ice Wastes, Venvalder and Svanurgast, and pushed back into what was to become known as the Great East Spur, the massive land mass that extends into the Broken Seas. It was there that the orc retreat halted, and the lands of the Old World stabilised for a time. During their initial rout east the remaining orc tribes assembled into a group of much larger tribes, led by capable chieftains. When they reached the Great East Spur they were able to defend its borders from the Blood River in the north to the Hamatcha Swamps of the south. The leaders of these tribes were to elect a single chieftain, an orc warrior who had won them several battles with his tactics and

bravery. This Orc was called Perga, and in time he was to become King Perga the Vanquisher. After the death of King Perga, the tribes again fragmented. Fighting amongst themselves became the norm for the orcs, but they would always come together again when their enemies threatened their borders. This state of affairs guaranteed their safety, but meant that the orcs were never capable of invading Shandelfan in strength, or endangering the growth of the Imperial State or the recent expansion of the Thaniras elves. The enemies of the orcs realised, after several failed incursions into orc territory, that they could defeat one or two tribal alliances, but they could never conquer the Great East Spur.

Over time several of the orc tribes banded under a single leader, the mighty King Garda, who established a strong, unified nation of sorts that was to become known simply as The Kingdom. It had two capitals, one at Northmount, a port and military stronghold, and one at Giantmount, the seat of orc government. This time the orc nation was to be different, as Garda had assembled every orc he could find that had a skill or craft that would civilise his people, and even recruited orcs from the tribes of the spur that had learned something from their enemies. King Garda was from a powerful tribe called the Grothgarda, and his rise to power was to forever cement the future of this tribe over all of the orc tribes. The King died after two decades of incredible rulership and rapid tribal reforms. Gardas guiding principles were to forever change the orcs that walked the lands of the Old World. The Grothgarda stood out amongst their orc cousins like an elf at a dwarven drinking competition. Over the centuries this tribe has built fleets to command the seas, and massive land engines of war to strike fear into the hearts of their enemies. The Grothgarda even founded primitive schools of learning. It is this vehemence for development that has kept the tribe at the head of The Kingdom for centuries. The Grothgarda tribe is not proud of its past, and instead looks to the future and whatever technology or knowledge they can steal from their enemies. As the powerhouse of The Kingdom the three other powerful orc tribes swear fealty, of sorts, to the Grothgarda. These other tribes are the Wechtas, Hilmegga and Aslaug.

ONE KINGDOM

Uncharted Seas Fantasy Naval Combat Rules

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At the head of The Kingdom is its King, Lothar the Cunning, a huge orc with a foul temper and an even fouler smell. Lothar is of the Grothgarda tribe, and wields his power without thought, often causing all kinds of mayhem in not only the Old World, but in the Uncharted Seas as well. Lothar realises that the orc tribes have very little chance of conquering the Old World because the other tribes are too much of a liability, even if they do make excellent meat shields. He believes that the elf kingdom of Thaniras has become so strong that while his armies have no chance of defeating its cavalry hosts, the Thaniras will occupy the thoughts of his other enemies more than any raids that his warships make on their shores. This way he can fill the coffers of The Kingdom and pay for a massive ship building program, with which his warlords can settle The Darnak Cluster in the Uncharted Seas and use the islands as a base to conquer a new orc empire. However, his warlords have already run into problems in the Uncharted Seas. They had an easy enough time of quelling the many settlements of lizardmen in the Cluster, but as they pushed north-west to the Strait of Cerac and settled Trevesk, they found the islands infested with even more settlements of lizardmen. They also discovered that these lizardmen are regular allies of a crude nation that calls itself the Thousand Bandits, and claims to be the rulers of the region. The orcs are engaged in weekly skirmishes on land and sea with both factions, and currently run the risk of over extending their operations. There is also the ever present risk of meeting Dragon Lord raiding fleets from Mysonnia, who fortunately for the orcs are more concerned with the growth of dwarf and human settlements on Vyrdam. King Lothar is aware of these developments, and although he cannot control the movements of his fleets directly, he is sending more and more ships to the region.

it is their traditional weapon, and they outnumber the other tribal fleets by a ratio of four to one. The Aslauga are the only tribe that is even close to the Grothgarda in terms of development, and can only really be distinguished from their counterparts in The Kingdom by the simple cut of their clothes and their skin tone. They are much more aggressive in their strategies however, even foolhardy, with their warlords leading from the front on both land and at sea. It is common for an Aslauga assault to break down if it does not make gains fast, and for its troops to break if their leader is killed. Ships commanded by the Aslauga are most commonly black, although dark shades of any colour are used, while the sails are usually stained yellow or red. Their ships are well maintained, but their troll loaders are often badly fed, diseased and slow. The Aslauga use the symbol of a lion claw on their sails and have the largest tribal fleet of the spur, though it is no match for their neighbours the Grothgarda. The Hilmegga are secretive in nature and generally avoid contact with other races, and are known to even shun their own kind. They are aloof, arrogant and elusive, preferring to engage in their own private squabbles than get involved with the rest of the world. They supply auxiliary troops to The Kingdom, often under protest, and have only sent fleets to the Uncharted Seas through the curiosity of one Hilmegga chieftain, Valtar the Flatulent. Ships commanded by the Hilmegga are normally blue in color, although other cold colours such as purple and grey are used. The Hilmegga use the various symbols of a hut, a torch, a wheel and a sun on their sails, and have a very small fleet because of an adversity to water among most of their people. Their vessels are always poorly maintained and never last long in their service, because they lack the skills and discipline to keep them up to scratch. The Wechtas are despised by the other orc tribes, but feared in equal measure because their shaman are the most powerful among orc kind. They have twisted the ancient tribal magic of the orcs in new ways, which is seen as a heinous crime in the eyes of other shaman. The Wechtas were lucky to survive the exodus to the Great East Spur, but were also instrumental in halting the advance of the dwarf and human armies that could have finished off the orc tribes forever. Some of the Wechtas warlords have joined with the Dragon Lords and turned against their kin, hoping to return to The Darnak Cluster and conquer it for their new masters. The Dragon Lords have made a deal so that the Wechtas can settle the region if they kill any orcs from the other tribes, and attack any more orc fleets from the Old World that turn up. Ships commanded by the Wechtas are usually red in colour, although shades of orange and even yellow are common, sometimes with armour plates picked out in blue. This is due to their traditional affinity with fire, the patron elemental spirit of their shamans. The Wechtas use the symbol of a grinning orc face to frighten their enemies and have a strong raiding fleet, but very few specialised vessels.

The Aslauga Tribe

The Hilmegga Tribe

This kingdoms forges produce the majority of orc vessels, and are responsible for the individual design of orc warships. They are the only forges in the orc lands capable of casting the massive bronze cannons and iron armour plates, which they transport to The Darnak Cluster to supply the shipwrights there. The fleet captains of the tribes of the spur often cannibalise armour and rigging from vanquished foes because their supply lines are limited. King Lothar keeps a firm hand on the production of warships and their sale to his allies, and ensures that his fleet captains are at least adventurous and brave, even if he cannot appoint intelligent captains. The King technically has dominion over all orcs, but the tribes of the spur usually follow their own limited agendas, and the Uncharted Seas are so far away that even his warlords sometimes forget their directives. The capital of The Darnak Cluster is Darnak City, which is ruled by Chieftain Rognedda the Spiteful. Grothgarda ships are normally various shades of green, which typically whitens with age, a trait particular to the timber that is cut near Healerport. They are normally quite well maintained for orc ships, and can have grey or blue painted boards on the paddle wheels. The Grothgarda use the symbol of the axe on their sails, as

GROTHGARDA

The Wechtas Tribe

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

The Brutal Battle Barges Of War


WARCROC CLASS FRIGATE
Ramshackle constructs of wood and metal, with cannon occupying any space not filled by bloodthirsty Orc warriors, Warcrocs are invariably fashioned into the guise of a vicious crocodile. Paddle wheels spinning, they hurtle toward the prey, intent on ploughing their pointed prow into vulnerable vessels and disgorging their bands of frenzied Orcs amongst their panicked crews. MARs: None

THE MODELS

PILLAGER CLASS ASSAULT CRUISER

In the waters around the Darnak Cluster, the Pillagers infamy is spreading. Warriors, hand-picked from the clans elite, wait behind its thick iron plates, and its distinctive trident ram stirs the sea into a roiling foam. Merchant Captains and seasoned commanders alike tremble at their encroaching silhouette. MARs: None

IMPALER CLASS DESTROYER

CARNAGE CLASS HEAVY CRUISER

Crews of the Impaler squadrons see themselves as one band, conducting coordinated attacks in their pack, and salvaging warriors and useable materials from any destroyer too badly damaged to continue fighting after an assault. MARs: Reassignment, Recycle

Born in the Kingdoms growing shipyards, the Carnage shows Grothgarda ingenuity in its design. Trusted only to the most reliable of Captains, their crews are trained to turn and present punishing broadsides to the enemy. Although resistant at first, these ferocious warriors found almost as much delight in smashing apart ships with iron shot and hurled boulders as slaughtering their crews with blades and bludgeons. This model is equipped with TWO Troll Rock Throwers. MARs: Troll Rock Throwers

RAVAGER CLASS CRUISER

Flat and barge-like, with a row of huge bronze cannon that sit just behind its blade-sharp prow, the Ravager is well suited to its purpose. Knowing that their subordinates are liable to revert to base instinct in the fury of battle, Orc commanders keep their orders simple: batter the enemy with unending fire, until your ram breaks their hull, then murder the survivors and seize the spoils. MARs: None

PROWLER CLASS BATTLESHIP

CRUSHER CLASS WAR TOWER

Huge paddle wheels churn the waves to propel these floating towers through the water. More siege engine than ship, short range catapults supplement the brutal cannons, pitching flaming oil barrels onto the decks of any foe that draws too close. MARs: Burning Oil, Radial Fire (Side Guns, Small), Towering

The chariot of choice for many Orc fleet Captains, the Prowlers open deck allows their entire retinue of barbaric Orc warriors to sail at their side. Although accomplished sailors, and confident in the power of their massed cannons, even the most strategically minded Captain is ready to plunge into brutal melee alongside their tribesmen, and it is a foolish and short-lived opponent who does not respect the efficacy of this tactic. MARs: None

Uncharted Seas Fantasy Naval Combat Rules

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HUNTER CLASS BATTLECRUISER

During the reign of King Garda, the Orcs learned that, unless they embraced technology and engineering, their proud nation could never regain its former dominance. Since then, wise Chieftains have sought out those Orcs with a technical knack, supplied them with resources and plundered equipment, and observed the results. The mortar decks of the Hunter follow a devilishly simple, but undeniably effective design; a deafening thunder heralds each volley, sending shot hurtling into the sky to shower the distant enemy with a ravaging rain of iron. MARs: None

SLAUGHTER CLASS FLAGSHIP

We regret to inform my Lord that our gambit to oust the savages from Trevesk has foundered. The battle was progressing well, indeed the animals seemed in full rout, before an unknown vessel emerged from their midst. Little of it could be seen through the cloud of smoke streaming from its cannons, but the sheer weight of metal ejected from its batteries reduced an entire squadron of Shadows to kindling before their Captains could hope to evade. Then, with their archetypal single mindedness, the beasts flew headlong into the flank of Lord Haliks flagship. With its incalculable momentum focused to a narrow, metal prow, this machine ground through the Midnights hull without slowing. The remainder of the engagement proceeded predictably. While we await its official classification, our Disciples have taken to the name given the vessel by the Subasha, simply: Slaughter. Cadre Seyon Kuulan to Lord Goranen Tur of House Melkharn. Platform Guns: Platform Guns have a Fore arc. This Flagship CAN use Linked Fire with the Platform Guns and the Fore arc weapons, but if it does so roll 1D6 BEFORE firing. On a 4-6 calculate the Linked AD pool obeying the normal Linked Fire rules. On a 1-3 reduce the AD of the Platform Guns by HALF before calculating the pool. MARs: None

MASSACRE CLASS TROLL SHIP

Like its brutish cargo, the Massacre is an enduring, hulking monster. Piles of boulders line the decks, ready for the foul tempered trolls to hurl them astounding distances and crush smaller vessels to splinters. Though often undernourished and maltreated by their masters, the troll slaves make seizing a Massacre a daunting prospect; only the boldest and most determined of warriors can hope to topple these untiring beasts. This model is equipped with TWO Troll Rock Throwers. This model is classed as a Ship of the Line for Fleet Composition. MARs: Tough Crew, Troll Rock Throwers

POUNDER CLASS WAR TOWER

Where the Crusher is a floating siege engine, the Pounder is a waterborne fortress. Each terrace houses a bank of barrel-like bronze cannon, shielded by unyielding metal plates, and topping the towering construct is a mortar, whose bore is large enough to swallow livestock whole. MARs: Burning Oil (Side Guns), Radial Fire (Side Guns, Medium), Tough Crew, Towering

Uncharted Seas Fantasy Naval Combat Rules

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Warcroc Class Frigate


DR 3 2 CR 5 3 MOVE
RANGE BAND

Points: 30

Impaler Class Destroyer


DR 3 CR 5 4 MOVE
RANGE BAND

Points: 45

10 RAM RED 3

9 RAM RED 4

STARBOARD

HULL CREW

HULL CREW
PORT FORE

PORT

Small Class Standard model Template: SMALL This model IGNORES the wind direction Squadron Size: 3 to 6 Models MARs: None

Small Class Standard model Template: SMALL This model USES the wind direction Squadron Size: 2 to 4 Models MARs: Reassignment, Recycle

FORE

3
-

STARBOARD

1 2 3 4

2 -

2 -

5 3 -

1 2 3 4

3 1 -

3 1 -

6 4 1 -

Ravager Class Cruiser


DR 4 4 CR 6 7 MOVE
RANGE BAND

Points: 60

Crusher Class War Tower


DR 4 CR 6 5 MOVE
SIDE GUN 1 SIDE GUN 2

Points: 55

SIDE GUN 3

PORT

Medium Capital Class Standard model Template: MEDIUM This model USES the wind direction Squadron Size: 2 to 4 Models MARs: None

FORE

RED 5

4
-

Medium Capital Class Standard model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 3 Models

SIDE GUN 4

HULL CREW

RAM

HULL CREW

RAM

RANGE BAND

STARBOARD

1 2 3 4

3 1 -

3 1 -

7 5 3 1

1 2 3 4

7 5 4 -

7 5 4 -

7 5 4 -

7 5 4 -

MARs: Burning Oil, Radial Fire (Side Guns, Small), Towering

Pillager Class Assault Cruiser


DR 5 5 CR 8 8 MOVE
RANGE BAND

Points: 75

Carnage Class Heavy Cruiser


DR 5 CR 7 8 MOVE
RANGE BAND

Points: 80
ROCK THROWERS

7 RAM RED 7

6 RAM 5

STARBOARD

HULL CREW

HULL CREW
PORT FORE

Medium Capital Class Variant model Template: MEDIUM This model USES the wind direction Squadron Size: 2 to 4 Models MARs: None

Medium Capital Class Variant model Template: MEDIUM This model IGNORES the wind direction Squadron Size: 2 to 4 Models MARs: Troll Rock Throwers

PORT

5
AFT -

STARBOARD

1 2 3 4

4 2 -

4 2 -

9 4 -

3 1 -

1 2 3 4

8 6 4 -

8 6 4 -

5 3 -

Prowler Class Battleship


DR 6 8 CR 12 12 MOVE
RANGE BAND

Points: 110

Hunter Class Battlecruiser


DR 6 CR 12 12 MOVE
RANGE BAND

Points: 110

6 RAM RED 9

5 RAM RED 5

STARBOARD

PORT

PORT

FORE

FORE

9
AFT -

Large Capital Class Standard model Template: LARGE This model USES the wind direction Squadron Size: 1 Model MARs: None

Large Capital Class Special 2 model Template: LARGE This model USES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

6 3 -

6 3 -

16 14 9 6

6 3 -

1 2 3 4

4 2 -

4 2 -

14 10 6 2

4 2 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

MORTAR 4 6 8

HULL CREW

HULL CREW

STARBOARD

AFT

Massacre Class Troll Ship


DR 6 9 CR 12 9 MOVE
RANGE BAND

Points: 100
ROCK THROWERS

Pounder Class War Tower


DR 6 9 CR 12 12 MOVE
SIDE GUN 1 SIDE GUN 2

Points: 120

SIDE GUN 3

SIDE GUN 4 8 6 4 -

Large Capital Class Standard model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model MARs: Tough Crew, Troll Rock Throwers

PORT

RED 8

Large Capital Class Special 1 model Template: LARGE This model IGNORES the wind direction Squadron Size: 1 Model

1 2 3 4

8 6 4 -

8 6 4 -

6 3 -

1 2 3 4

8 6 4 -

8 6 4 -

8 6 4 -

MARs: Burning Oil (Side Guns), Radial Fire (Side Guns, Medium), Tough Crew, Towering

Slaughter Class Flagship


DR 6 10 CR 12 12 MOVE
RANGE BAND

Points: 140
PLATFORM GUNS

6 RAM RED 10

HULL CREW

STARBOARD

PORT

FORE

Large Capital Class Special 1 model Template: LARGE This model USES the wind direction Squadron Size: 1 Model MARs: None

1 2 3 4

6 3 -

6 3 -

16 14 9 6

AFT

6 3 -

8 6 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

MORTAR 4 8 10

HULL CREW

RAM

HULL CREW

RAM

RANGE BAND

STARBOARD

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