Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
By Gavin Thorpe
Continuing our series of Man 0' War expansions, this issue we deal with the
mighty fleets of Ulthuan.
Few of these items remain and of these Ihe most sought &fter
are the Crystals of Power created by the mighty Elven Mage
Lord Rethalain and his beautiful sister Mistrellia. who was
known as the Enchantress of Tor Elyr. They produced twenty
crystals in all, though nearly half of them have been tragically
lost during calastophic accidents or in battle. while others have
been siez.ed by the jealous Dark Elves. They are wondrous
items that can help the wielder by striking at his enemies or
protccting his ship, and performing other deeds that would be
impossible to achieve without magic. Each crystal is named
after the Captain or Admiral who was 01iginally given the
crystal, though they all belong to new owners now.
ELVEN MAGIC.
Like Chaos Sorcerers, Elven Mages arc not restricted 10
casting magic separated into colours. High Magic uses the
power of Chaos in its purest form and is very powerful but
often subtle so it is not unusual for an ElvcnMage to use spells
available 10 other races when he needs to be more direct and
has less time to complete his preparations. An ElvcnMage has
to direct pure power thIough his body when he utilises a spell.
and it is sometimes the case !hat dirccling and controlling the
forces involved is too much for theMage and the power raging
through him consumes his body and soul.
Elves are the worlds best sailors and their ship designs arc the
most elegant and manoeuvrable on the high seas. While lhe
10
CRYSTALS OF POWER.
Elves arc the greatest seafarers in the world, their ships having
traversed the oceans long before other races had even
mastered the rudiments of ship building. There are few far
flung realms that have not been seen by the glittering eyes of
an Elven captain slnick with a wandering spirit. Many Elvc:n
GAME RULES.
Crystals or Power.
You may purchase Crystals of Power to equip any Men 0'
War in your fleet, for the price shown on the cards that follow
this article. Each Cryst.a1 also adds to the Battle Honours Ihe
ship is wonh to your opponent, as detailed on the card. There is
only one of each Crystal so you may not have more than onc of
a single Crystal in a game.
Elven Mages and High magic,
An ElvenMage may be bought and used instead of an ordinary
Wizard. The Mage is represented by his own counter and is
treated like a Wizard in all respects unless otherwise detailed
within this article. TheMage counter is placed on the Admirals
Flagship template like a normal Wilard.
LEVEL
1:Mage
POWER POINTS
DISPEL
SPELL
Per Turn
Ma ximum
COST
CARDS
103+1
2:MageMaster
2D3
3M
:
ageLord
106+1
4:HighMage
106+2
11
42
Failed spells.
If the Mage fails in his attempt to cast a High Magic spell (not
if it was dispelled) roll on the table below, add the Wizards
level and deduct the number of Power points that he used to
augment his casting roll.
06 Roll
Apply result
+ level
- Power used.
immediately.
o or less
1-2
Power points.
High Magic spells often have a casting number that is greater
3-4
5+
on
their choice of powers. The Mage may cast and dispel as usual.
Casting
Power points to his dice roll 10 help him improve his chances.
Each Power point expended adds +1 to his dice roll, and the
number used must be declared before the casting roll is made.
The M age may choose to augment High magic or ordinary
deducts 2 (the
so
he rolls a D6 and
spells, the rules are the same no matter which deck the spell is
from. Power points used in this way are deducted from the
Mage's total, whether he successfully casts the spell or not.
Power points may be kept over from turn to turn. keep a record
of the number with the Mage Power counters.
43
Dispels.
High Magic can be dispelled by any other [ype of Magic and
all the normal rules apply. though it is harder to disperse the
encrgy than with simpler spells. The dispel roll of an enemy
Wi7.ard is modified according to how successful the Mage was
in casting the spell. For each additional point that the casting
roll was made by ilie enemy suffers a -1 modifier on his dispel
roll. e.g. If a spell needs a 7+ to cast and ilic Mage rolls 9 the
enemy would have to subtract two from the resuil of the dice
roll if he attempted to dispel it. This means lhat the Mage can
push a lot of Power into a spell so that he will exceed the
casting roll by a large amount, thereby making it very difficult
dispel. This rule also applies if a Mage uses Power points to
increase his casting roll of an ordinary spell.
[0
ELF FLEET
the spell into himself. To dispel magic Ihe Mage has simply to
expend a number of Power points shown on the Mage table
and roll the casting number of the spell he is attcmpting to
dispel. This dice roll may be modified by expending additional
Power points. For each extra Power point expended the Mage
receives a +1 to his dice roll. If the Mage successfully rolls the
spells casting number the spell is dispellcd as normal. If he
fails the spell works as normal. He may only attempt to dispel
Crystal of Power; 0+
Each Man 0' War in the Aeetmay have a single Crystal of
Power bought for it. No more than onc of a single Crystal
must be present in a battle.
Cost; As on cards.
a single spell once. If he fails the first time he may not expend
more Power points in another attempt.
44
Cost
Level 1: 50 points.
Level 2: 75 points.
Level 3: 100 points.
Leve14; 150 Points.
.2 BA'lTLE HONOURS
SOPOM'S
CRYSTAL OF
Stone of hurd!
04110 l/Iowll <IS IIw Hr;wigtIJoTSI.1his CrylltJl
gi,," eh. ow,.., "" wi,'" iIIlo Ih, lius "nd
may
SI POINI'S
CRYSTAL OF
Orb of Paerennir
Ptu"lIIIi, -.. lite C<ipl<lill 0{lite Or"golllhip
IndrtIMg",r, IIw WSSI:110 ,iM 4 /)(ut. ElfBI<id
M. The fAgk CI4w bolt 11rr"""1TI ofItis lhip
.2 BATILE HO'OURS
be
POWER
POWER
,
.2 BATILE HONOURS
SI POL'o'TS
CRYSTAL OF
ils OWllt'.
2S POINTS
Ddianuth's Arch
CRYSTAL OF
.1 BATTLE HONOUR
[t
POWER
,
,
,
,
,
,
,
,
,
,
v
POWER
CASfON:8+
CASfON:8+
HIGH
DRAIN MAGIC
wtdblood.
The Dagger may only be boughl for an
Admiral', vessel arid permiuihe Admiral to
CAST ON: 9+
MAGIC
HIGH
the ne w ship.
+1 BATILE HONOUR
POWER
15 POINTS
Salithis' Hart
CRYSTAL OF
CASfON :9+
CRYSTAL OF
" POINTS
+1 BATILE H01'OUR
immediately.
MAGIC
POWER
'"
()
0
CASf: 8t
l
"
"
0
;;
,.
>
10 avoid lheirfate.
CAST: 7t
CAST: 7t
MIND STEAL
HIGH
.g
:g
HIGH
FATE WALK
,,-
Cl
CAST:8t
</J: "-
MAGIC
,
n
MAGIC
?-
CAST: 8t
CASf: 8t
HIGH
LANGUOROUS BREEZE
10Wl:lrds Ihe target ship and slowly ululln a
long, deep bruuh. The sigh S"Wirls towards the
HIGH
MAGIC
"
"
L-
"
CAST: 7t
CASf: 7t
-'
________________________
MAGIC