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2nd Edition To Hardback Errata and Clarifications Document June 2012 PDF

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0% found this document useful (0 votes)
115 views3 pages

2nd Edition To Hardback Errata and Clarifications Document June 2012 PDF

drhhdhrdrhrhdhrd

Uploaded by

2close2theflame
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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From Uncharted Seas Second Edition core rulebook to Hardback Edition Last Edited June 28th 2012

This document covers the errata, modifications and clarifications that have been made to the core Uncharted Seas rules from the Second Edition book to the Hardback Edition book. Where necessary you may want to download additional PDFs which contain sections of the Hardback Edition book that will aid in game play. Exploding Dice, together with 6 introduced Where the hit numbers of a D6 are listed as a 6, the Exploding Dice game mechanic is in effect, and a natural roll of 6 gives two successes and grants a second roll. Modifiers Certain rules, Game Cards and other effects may add Modifiers to dice rolls. These will add or subtract the given value from the number rolled on the dice. However, only a natural 6, before modifiers are applied, counts as 2 hits and grants a second roll, and only a natural 1 is always a miss. Height Levels As a general rule, all Flying models inhabit the Flying level, Diving models that have submerged occupy the Submerged level, and all other models inhabit the Surface level. Massive size class introduced Massive models are a size class larger than Large models, allowing them to draw Line of Sight over models of Medium Size Class or smaller. Unless stated otherwise, they use the Large Turning Template for moving and firing. Measuring to and from Flyers Measure from the front of a Flight Stand for Movement, and the appropriate front edge of the Flight Stand for Turning. When measuring for any Turrets, Broadsides or Side Guns on a Flying model, measure horizontally straight out from the model. When measuring TO a model, measure to the closest point of the model, base or Flight Stand. Activation Phase now divided into: Each Squadron Activation is further subdivided into the following sequence: 1. 2. a) b) Choose a Squadron. Movement Phase: Move a single model within the Squadron, performing all the movement for that model. If there are multiple models in the Squadron, select another model from within that Squadron that has yet to move and perform all movement for that model. Continue this process until all models in the Squadron have moved. Collision Phase: Work out any Ramming or Collisions that have occurred as a result of the movement of the Squadron. Combat Phase: Perform any firing from the Squadron using any models that ARE NOT in contact with an enemy model. Boarding Phase: Work out any Boarding Actions for models in the Squadron that ARE in contact with an enemy ship. End of Squadron Activation. Pass Activation to the next player. Game Cards Multiplayer Games section You CANNOT play cards on your allies models unless the card text specifically allows you to do so. In games where more than two players are involved on a side you may ONLY play cards to benefit your own models and hinder the enemys. Likewise you may only use Counter Spell cards to cancel the effects of a card used either against your own models or to benefit those of an enemy. The card may still affect other players even though you have cancelled its effects against your own! Important Note: Some cards, such as Changing Wind, have a global effect on the game. These cards can still be played in multiplayer games and will affect ALL models, as appropriate. Boarding friendly models If a model Collides with a non-Derelict model from the same Fleet, the models ARE NOT required to resolve a Boarding Action, and can fire normally during the Combat Phase of their Activation. Weaponry Weaponry refers to the various weapons/guns/orbs etc listed on a models statistic card. Line of Sight Obstructing a model/Terrain piece that interferes with the firing models Line of Sight because it is between it and the target model and is not TWO or more Size Classes smaller is Obstructing. BROADSIDE ARCS To determine if a model or piece of scenery is impacting the Broadsides effectiveness, draw a straight line from the centre of the Broadside baseline to the target model: If the line can cross the centre of the target WITHOUT crossing another Obstructing model/Terrain piece then the Broadside arc is Clear and eligible to use FULL AD. If the line CANNOT cross the centre, but can be drawn to ANY other part of the target models hull/frame WITHOUT crossing any other Obstructing model/Terrain piece, its Line of Sight is Partially Blocked, reducing the amount of available Attack Dice by HALF. A firing weapons Line of Sight is Blocked if it CANNOT draw this line to ANY part of the target models hull/frame WITHOUT crossing an Obstructing model/Terrain piece, it will NOT be able to fire at that target.

ERRATA AND CLARIFICATIONS

c) 3. a) 4. a) 5. a) 6. 7.

FORE/AFT ARCS A Fore or Aft firing arc requires that NO Obstructing models/Terrain, enter ANY part of the channel between the firing model and its target to be Clear and use FULL AD. If an Obstructing model/Terrain piece DOES enter ANY part of the channel, but a straight line CAN be drawn from ANY point at the front/rear of the firing model to ANY point on the target model within the firing channel, its Line of Sight is Partially Blocked, reducing the amount of available Attack Dice by HALF. If a straight line CANNOT be drawn from ANY point at the front/ rear of the firing model to ANY point on the target model within the firing channel, its Line of Sight is Blocked and this Weapon will NOT be able to fire at that target.

TURRET ARCS The Line of Sight from a Turret is determined by drawing a line from the centre of the Turret to any point on the target; as long as no Obstructing models or Terrain interrupt this line, the Line of Sight is Clear, and the Turret may use FULL AD.

Copyright Spartan Games 2012

If such a line CANNOT be drawn, the Line of Sight is Blocked, and the Turret will NOT be able to fire at the target.

Through the Middle introduced (from A5 fleet guide) If BOTH ends of the target model are Blocked by Obstructing models/Terrain, but the Line of Sight to the targets centre is Clear, then the firing models Line of Sight is Impeded. Side Guns Weapons listed as Side Guns use a Broadside Arc, using the appropriate template for the size class of the model, unless stated otherwise. Firing Into Boarding Actions While models involved in a Boarding Action CANNOT fire, they are eligible targets for other models to fire upon, obeying all the Line of Sight and Arc of Fire rules. If an involved model is Destroyed, other models in a Boarding Action with it and nothing else are free to act normally in subsequent activations. NO Crew of the Destroyed model survives, and NO Crew of other models are killed as it sinks. 5-6 to hit table added If Line of Sight to the target is Impeded, the target is a Flying or Diving model or the Small Target rules applies, use the following table instead: Dice Roll 1-4 5 6 Result Miss 1 Hit 2 Hits and Roll Again!

Changing Winds During the End Phase of each Turn, the player with the highest Initiative will roll 2D6 to see if the wind direction changes. The roll of a DOUBLE will see the compass point move: if the two dice are ODD the wind moves CLOCKWISE one point, and if they are EVEN the wind moves ANTI-CLOCKWISE one point. Moving Flying/Diving models Models occupying different Height levels can freely move over/under one another. However, a model CANNOT end its move occupying the same space as another model or Flight Stand. If a model CANNOT move without ending its movement on top of/underneath another model, the model moves so that the other models can be repositioned clear of it with minimal displacement. Shooting at Flying models A non-Flying model only hits a Flying model on a 5 or 6 with Weaponry AND Defensive Fire All Hands Lost Unless a special rule states otherwise, a Flying model CANNOT become Derelict. Instead, a Flying model that loses ALL of its Crew will crash, and is Destroyed. Boarding Flying models Non-Flying models CANNOT Capture a Flying model, instead the Flying model is Derelict, or Destroyed under the All Hands Lost rule. Large/Massive Monster Critical Hit Table SEE DOWNLOAD SECTION at www.spartangames.co.uk Fortifications SEE DOWNLOAD SECTION at www.spartangames.co.uk Model Assigned Rules SEE DOWNLOAD SECTION at www.spartangames.co.uk The following Model Assigned Rules have changed: Arcane Blast Draconic Blessing Flame Weapon (weapon) Free Floating Lethal Strike (weapon) Panic Dive Radial Fire (weapon, template) Red Ram (removed as a MAR) Fleet Compostion SEE DOWNLOAD SECTION at www.spartangames.co.uk Flagship Table REMOVED

Critical Hit Table Magazine Explosion: Models within a 4 radius of the centre of the exploding ship are Attacked with a number of D6 equal to DOUBLE the initial Hull Points of the exploding model. Affects ALL models, friend or foe, and hits on a 4, 5 or 6. Boarding Actions Each model in a Squadron initiating a Boarding Action allocates its ENTIRE current Crew Points value against the target model, or models. Any target model MAY allocate any amount of its current Crew Point value to one or more of the models initiating the Boarding Action, but the total amount allocated MUST NOT exceed the total amount of Crew Points available. The total number of Crew Points allocated to each involved model is the number of Melee Dice (MD) rolled against it. Multiple Boarding Actions If a model engaged in an ongoing Boarding Action is the target of a new Boarding Action, by a different Squadron, it will fight against that Squadron as usual. However, it may NOT re-allocate Crew Points that are currently allocated to a different model. Only Crew Points that have been allocated to models in the new Boarding Action can fight in the current Activation. When a model that is involved in multiple Boarding Actions next Activates, all of its allocated Crew Points will fight and be fought back against. Models that are not directly involved in the Boarding Action of the Squadron currently Activating, even if they are involved in a Boarding Action against the same model, DO NOT fight. Additionally, any Crew Points that have been returned from a previously successful Boarding Action can be re-allocated. If models in a Squadron are contacting models in different Squadrons, each MUST fight their OWN Boarding Action.

Copyright Spartan Games 2012

Model Changes by Race


Dragon Lords Elder Dragon If this model suffers a Critical Hit, roll on the Large/Massive Monster Critical Hit Table, instead of the standard Critical Hit Table. Nogdra Dragon Tokens These can be taken separately from an Eyrie Carrier, at a cost of 10 points per token You DO NOT roll on the Critical Hit Table for an Attack made by these tokens. Instead they cause 2 points of HULL damage if the Attack matches/equals the targets CR.

Any Martyr not within 4 of the Lead is free to act normally, or declare its own Martyr Attack, but DOES take damage if in Range of the explosion. If a Martyr is involved in a Ram or Collision, or is Destroyed by an opposing players Attack, it will immediately explode on a D6 roll of 5-6. This is resolved before any Ram/Collision damage.

Albatross Class Troop Transport Gains the Crack Marines MAR Condor Class Flagship Gains the Mage Quarters MAR

Iron Dwarves Belcher Class Submarine - You DO NOT roll on the Critical Hit Table for an Attack made by this model. Instead it causes 2 points of HULL damage if the Attack matches/equals the targets CR. Kraken Class Submarine When making a surface move, this model may increase movement by D3 inches

Midnight Class Flagship - Gains the Mage Quarters and Mage Tower MARs Invoker Class Heavy Cruiser New Content

Bone Griffons Orcus - Up to 2 Orcus can be harnessed to the front of a Large/ Massive Bone Griffons Capital Class ship and 1 Orcus may be harnessed to the front of a Medium Bone Griffons Capital Class ship. 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 controlling player if more than one are in contact with it).

Bellows Class Airship - Bomb Attack: ONCE per game this model can make a Bomb Attack. ALL non-Flying models within a 4 radius of the airships Flight peg receive a 10AD Attack when this bomb is dropped.

Orc Raiders Crusher Class War Tower New Content, gains the Radial Fire (side guns, small) MAR Pounder Class War Tower New Content, gains the Radial Fire (side guns, medium) MAR Pillager Class Assault Cruiser - Removed Elite Crew MAR now has 8 Crew Points Massacre Class Troll Ship This model is classed as a Ship of the Line for Fleet Composition. Hunter Class Battlecruiser Changes Platform Guns to Mortar Platform

Despoiler Class Heavy Cruiser - This model Capital Class

Imperial Humans Martyr Class Frigate - replace its special rules with the following: Martyr Frigates may make the following Martyr Attack: Declare one Martyr to be the Lead. Roll a D6 for each other Martyr within 4 of the Lead. On a 3-6 it may contribute to the explosion, on a 1-2 it does NOT. Every model (friend or foe) within 4 of a Martyr that has successfully contributed to the explosion, suffers an Attack of 4 Attack Dice per contributing Martyr, plus an additional D3 for the Attack. For example, 3 exploding Martyrs would Attack every model in Range with (4+4+4+D3) 12+D3 AD. All Martyrs within 4 of the Lead are then removed from the Game Board, whether they contributed to the Attack or not.

Ralgard Tervak Nar Class Flagship This is a Massive Capital Class model

Sky Pirates Khopesh Class Battleship - While Ranges and other measurements are made from the model as normal, when resolving Rams, Collisions and Boarding, this model is in contact with another if its Flight Stand touches their hull. Additionally, this model may move freely over models or Terrain of a smaller Size Class, if it has enough movement to do so completely and counts as Massive Capital Class model when determining Line of Sight.

Copyright Spartan Games 2012

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