INTRODUCTION The BlOOD OaTh Naval MIghT

“Aye Sir, I’ve seen one. I’ve seen five. Taller than Orcs they were, and armoured in plate. I watched
them cut down the marines like children. Watched their eyes start to glow, like coals Sir, at the
bloodshed.”
Midshipman Joska Domot, one of three survivors of a Ralgard raid on a Tepes convoy.
INTRODUCTION
An elite warrior nation hailing from the jungle island of Traargant,
the Ralgard are feared by all races that share a border with them.
Their brutality and savagery is legendary amongst the folk of their
homeland, but in the ports of the Uncharted Seas they have, until
recent times, been nothing more than a dark legend of a warrior
race so brutal that they even steal a man’s soul as he dies.
Now the race has arrived in the Uncharted Seas, the sails of their
ornate fighting ships seen on the horizon weekly, and what was
once a legend is now a nightmare for ships and their crews across
the seas. With the arrival of the Ralgard fleets the fanciful tails
of this brutal foe have now turned into reality: a typical Ralgard
warrior stands between 6 and 7 feet tall.
They are much broader of chest than a man, with long arms
extending down to the knees from shoulders that are wide and
powerful. The most remarkable aspect of a Ralgard is its legs,
particularly its ankles. These are long and lean and powerful,
evolved to give a warrior speed and agility; a nimble hunter built
to run down its prey.
The overall colouring of a Ralgard is dark, with skin that feels like
leather to the touch, and is almost as tough. They are bald, though
most grow a set of spines near the back of their scalps. While one
race might beat a war drum before battle, or let loose the sound of a
horn, a Ralgard warrior menacingly rattles his spines, the inhuman
sound of which is said to strike fear into the hearts of their enemies.
Despite their multitude of terrifying features, it is upon their faces
that many fireside tales linger: earless, with a bestial nose or snout,
teeth like sharpened splinters arrayed in a strong-jawed mouth and
deep set eyes that gleam with a feral intelligence resting beneath
ridged brows.
The Blood Oath
In the year 3588 of the Old Calendar, following a crushing defeat
at the hands of the Dragon Lords, the Ancients fled to the lands
of Gamorria, in what has become known as ‘the Exodus’. Driven
by shame and a yearning for vengeance, the commanders of their
remaining forces began to raise a new empire from the lands they
had settled. Their goal was simple: forge an army the likes of which
the world had never seen, and grind their old foes from existence.
War became commonplace in Gamorria as the Ancients expanded
their domains inland from the coast; hunting down magical
Uncharted Seas Fantasy Naval Combat Rules
artefacts and resources to fuel their growing armies. It was during
this time of expansion that the leaders of the Ancients first heard
legends surrounding a feared warrior race; The Ralgard.
Known for their savagery and unrelenting pursuit of martial
pride, their code of war was simple: wherever they could march,
they attacked. Seeing their potential as shock troops, plans were
immediately put forward to integrate these warriors into Ancient
culture. With the aid of the Ralgard, the Ancients hoped that the
Dragon Lords would suffer terribly for humiliating them in the
past.
Throughout their history the Ralgard had had no concept of a
naval force, choosing instead to wage war on foot. Once a year, for
two weeks, there is a season called the Low Water, when the island
province of Traargant is linked to the lands of Hantook by a 48
mile long walkway. It was during this time that the Ralgard would
march to war, securing land and riches in the name of their king.
The armies would wage campaigns for several years, cut off from
their homeland, returning to the walkway once again only when
victorious. The Ancients used this time to launch an attack on
Traargant and commandeer this proud people as their vanguard
force.
The two races collided in battle for the first time in 3684. To
the Ralgard, the concept of diplomacy with another species
was alien, and they immediately fell upon the Ancients with
their characteristic savagery. Many lives were lost as both races
slaughtered each other for two days and two nights. At daybreak
on the third day, almost eight thousand warriors lay dead or dying
upon the bloodstained fields. Finally, the shamans from both sides
agreed to parley, and met at the centre of the battlefield to conduct
talks and prayers together.
It was five days before an agreement was reached: the Ralgard
swearing an oath of allegiance, known to history as the Blood Oath.
Since then, the Ralgard have been the vanguard of the Ancients’
armies, loyal and fearless, an iron fist that crushes all who stand
against them.
Naval Might
Once the Blood Oath was sworn, the Ancients rapidly taught the
Ralgard the skill of shipbuilding, and within five years the Ralgard
were able to roam the seas off Gamorria, swiftly becoming a
scourge upon the races that lived there.
Copyright © 2008-2013 Spartan Games
Whilst the Ancient shipwrights began to redevelop their own
navy, the Ralgard continued their study of naval warfare and ship
design, making the ships given to them by the Ancients truly their
own. Ralgard culture places great emphasis on ornate armour, the
complexity of the design marking the prowess and standing of the
warrior wearing it, and so it is no surprise that this feature of their
identity has been carried over to their ships. Massive sails, denoting
tribal and clan markings, propel beautifully crafted warships to
battle, heavy with ornate plating that speaks of past glories and
numerous battle honours.
However these ships alone were not enough to subjugate Gamorria;
a continent of such size needed more than a navy and an army to
conquer it. The engineers of the Ancients sought out a solution
to this dilemma, looking to the skies for ways to aid their troops
in war. The solution they devised was to be a simple one: War
Balloons. Despite the simplicity of the idea, it still took four decades
to perfect the designs of these machines, as many early versions
were unable to fulfil the vision with which they were created.
By 3730 the Ancients and their Ralgard allies were masters of land,
sea and air. The nations of Gamorria would fall one by one over
the next several hundred years, the banners of the Ralgard rolling
across the lands like an avalanche.
The Code of war
Since the coming of the Ancients, Ralgard society has undergone
several changes, moving away from its tribal roots. Competition
between clans has dwindled as the Ancients continued to provide
them with other foes to fight, slowly unifying the proud race.
This culminated in the founding of the Council Of Elders; a
congress comprised of the heads of the most ancient Ralgard tribes,
under the guidance of the Ancients. This made the Ralgard even
more fearsome than before; as without the internal power struggles
to temper their expansion, they have flooded out of Traargant like a
wave, drowning all those who opposed them with steel and flame.
Under the influence of the Ancients, the Council has reformed
the Ralgard military into a rigid structure. Their armies are now
organised into battalions, called ‘Tek’Far’, composed of 5,000 troops.
This in turn is broken down into ten ‘Gak’Rar’ of 500 soldiers each,
and these are further divided into ten 50 strong ‘Kek’Rar’. Inspired
by the tribal ancestry of the Ralgard, each Gek’Rar can be likened
to the soldiers of one tribe, and the Kek’Rar denotes warriors of a
single clan within that tribe.
These Kek’Rar are almost like a family group. The 50 troops within
it are more than likely from the same area of Traargant; born
together, raised together and trained together in the arts of battle.
In command of every Kek’Rar is a Warlord, or Shar’Nak, beneath
whom are five sub-commanders, named Ar’Nak, each leading 10
warriors. The Kek’Rar is a tight tactical formation, each soldier
knowing and trusting every warrior they fight beside, willing to
give their lives for each one. The Shar’Nak is the holder of life and
death for warband.
At sea a Shar’Nak transports his troops aboard a Kalor Cruiser or a
Raknarl Heavy Cruiser. The commander of such a vessel, known as
a Shar’Nak Tor, controls not only his own crew and troops, but also
those of the Shar’Nak during the voyage. Absolute trust is placed in
the ability of a vessel’s commander and any orders he gives.
Uncharted Seas Fantasy Naval Combat Rules
THE WAY OF THE WARRIOR
The armour of a Ralgard is an important status symbol that he
alone cares for. Every decoration is hand etched by the warrior
himself, a record of his accomplishments in battle. As a Ralgard is
promoted to higher and higher positions of authority their armour
grows more and more ornate, the commanders of the Ralgard
forces being bedecked in gleaming armour that is more impressive
than even the ceremonial armour crafted by other races.
However, that does not mean the armour is merely for show:
a culture of war forced the Ralgard to appreciate function over
aesthetic, and whilst beautiful to behold, their armour can
withstand a blow just as well as human plate mail. The mightiest
Ralgard may even run out of space for their battle honours on their
armour. These gifted individuals, obviously favoured by the Elders,
are presented with large banners. These they attach to their backs,
so they might continue to mark their deeds.
Hailing from a jungle land, the Ralgard had limited access to metals
for many centuries. That which they did find was almost exclusively
reserved for armour, limiting their weapons mostly to pole arms.
However, since the Blood Oath, the Ancients have provided them
with enough resources to allow the training of new warriors armed
with great swords. These have proven lethally effective, especially
in naval boarding actions where a few Ralgard can wade through a
horde of enemy crew.
There is yet a darker facet to the Ralgard way of battle. Whether
sprung from their enduring warrior culture, or simply a natural
trait honed by centuries of warfare, for the Ralgard the shedding
of blood is very much a spiritual experience. The majority simply
find the feel of flesh and bone parting before their blade’s edge an
invigorating experience; spurring them to greater feats of martial
prowess, focusing their reflexes to almost supernatural heights.
However, to a rare few the spilling of blood is a source of great
magical power. These shamans draw incredible energy from the
flow of life force from a fresh wound. Each carries a razor sharp
coil sword, or urumi, which in their skilled hands are perfect
for drawing blood from their foe. Scars will even lace their own
forearms, where a sacrificial knife has sprung fuel from their veins
to power arcane rites.
Observing the potential of the blood magi inspired the Ancients
to research this new form of magic, and although they could not
attune themselves to it, they did succeed in enhancing the power of
the Ralgard shamans. They discovered that the mixing of particular
solutions with freshly drawn blood could preserve its energy until
needed, and other powders made the concoction ever more potent
and volatile.
These are stored in glass vials which a mage will crush to absorb
the energy, or to even hurl into the massed ranks of their enemies.
At sea, Blood Mages ride the mightiest of Ralgard vessels, and
combine their considerable power to imbue the ship itself with a
hunter’s spirit. The craft will drink energy from the blood of foes
released into the Broad Blue by its cannons or its crew’s blades,
inciting it to pursue fresh prey with renewed vigor.
Copyright © 2008-2013 Spartan Games
THE MODELS
The Personification Of Savagery
HANTAK CLASS FRIGATE
Fashioned to the aesthetic of an alien continent, the ornate hulls and
distinctive banded sails distinguish the vessels of Gamorria. Crewed
by unrelenting Ralgard warriors, the Hantak bound hungrily towards
their prey before presenting their ranks of sinister, three barrelled
cannons.
MARs: None
DRALNAK CLASS BALLOONSHIP
Devised by the brilliant minds of Ancients engineers to allow their
vassals to dominate the vast continent of Gamorria, the Dralnak
have since made the perilous journey to the Uncharted Seas. Here
they have found fresh challenge in the advanced races that call it their
home. These veteran crews coordinate their attack runs with deadly
precision, relishing in the ruin wrought by their aerial assaults.
Dralnak Balloonships CANNOT Board other models, but CAN be
Boarded by other Flying models which are capable of Boarding.
MARs: Pack Hunter (Broadsides)
•
•
MARs: Cumbersome Flier, Free Floating, Radial Fire (Side Guns,
Small), Tether
KANTOS CLASS TUG
Lacking significant armament, the heavily armoured Kantos serve
purely to tow the Ralgard War Balloons to where they can best utilise
their devastating firepower.
A Ralgard War Balloon begins a game tethered to TWO Kantos
class Tugs, placed against either side of the Flight Stand and facing
forward. These Tugs Activate and move with the War Balloon
as a single model, using the Balloon’s Move of 6 inches and the
Medium Turning Template.
•
KALOR CLASS CRUISER
While Ralgard warriors record their victories by etching ornate
patterns into their armour, most Shar’Nak Tor have taken to carving
battle honours into the plating bolted to their ships. Competition
is fierce between the crews of Kalor squadrons, driving them on to
greater feats of valour, that they might earn another symbol on their
hull.
MARs: None
RAKNARL Class HEAVY CRUISER
High ranking Shar’nak Tor will often be rewarded for their services
with the captaincy of a Raknarl. Here, from the fortified decks of their
hulking vessel, they can direct the maneuvers of accompanying Kalor,
crushing their prey with brutal, ruthless ease.
In heavy engagements, Raknarl will band into their own squadrons,
bringing massive firepower to bear on the foe. When the opportunity
presents, the Shar’nak Tor will use his vessel’s vicious prow to sunder
the hulls of even the largest vessels, allowing his eager warriors to
indulge their love of close quarter combat.
MARs: Armoured Forecastle
JARAK CLASS WAR BALLOON
Towed into position by the sturdy Kantos, the Jarak looms high
above the waves. From its vantage point, it can hurl fire and shot
over obstructing chaff to blast crucial targets apart, and, with cannon
protruding from every angle, it is dangerous even when surrounded.
This model CANNOT Ram non-Flying models.
Unless using the Tether MAR a War Balloon will always move
a minimum of 2” upon activation.
•
•
•
•
A Tug CAN separate from a War Balloon at the start the
Balloon’s movement (but ONLY after any unattached War
Balloons have moved) IF it then attaches to another War
Balloon in their squadron with ONE or FEWER attached
Tugs, by touching its Flight Stand.
A Tug CANNOT separate if it is the last Tug attached to a
War Balloon.
Tugs will automatically separate if a War Balloon is Destroyed.
A squadron with ONLY Tugs remaining DOES NOT count as
a Squadron for determining Hand Size..
Tugs CANNOT make Weaponry Attacks while towing.
RAMMING, COLLIDING AND BOARDING MODELS
If a Tug Rams/Collides with an opposing model, only ONE of
the Tugs contacts, the other Tug and the War Balloon stop with
no Collision. Use the Ram/Hull rating of the Tug that made the
contact, and only this Tug takes/causes damage from the contact.
If one or both Tugs are involved in Boarding Actions, ONLY the
War Balloon’s Crew take part, not the Crew of the Tugs. The War
Balloon’s Crew CAN be split as normal if both Tugs are in Boarding
Actions.
•
•
If the Boarding Action is lost, BOTH Tugs AND the War
Balloon are Captured.
If the Boarding Action is won, the model may ONLY drift 2”
and CANNOT fire during its next Activation.
MARs: None
Jarak War Balloons are deployed towed by TWO Kantos Tugs. If,
for ANY reason, the model is not being towed and is not Tethered,
it moves 5+D3 inches in the direction of the wind.
Jarak War Balloons CANNOT Board other models, but CAN be
Boarded by other Flying models which are capable of Boarding.
In these instances, ONLY the War Balloon’s Crew will fight, NOT
those of any towing Tugs.
Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
VANTAK CLASS BATTLESHIP
JORARL CLASS LIGHT BALLOON
MARs: None
Jorarl Light Balloons CANNOT Board other models, but CAN be
Boarded by other Flying models which are capable of Boarding.
In a culture built for war, whose people live as hunters and soldiers,
where martial honour is held paramount, there is no room for
weakness. It is unsurprising then that cannon jut from every face of
the Vantak.
TERVAK’NAR CLASS FLAGSHIP
“Through my spyglass I saw the ranks of alien warriors, standing
proud on the monster ship’s many decks, pole arms and scimitars at
the ready. As one, they began to shake their heads, with those long
quills, and an eerie rattling echoed across the bay. Seconds later and
its cannons opened up, immediately drowning the noise of our own
guns in a roar of thunder. The harbour defences fell apart in moments,
I watched, speechless as the Ralgard gun crews fired unceasing volleys
in mechanical unison, their rate of fire building to a frenzy as the
destruction mounted.” – Fabian Kelem, on the sacking of Dornnia.
When this model Destroys, Captures or causes a Critical Hit against
an enemy model, it gains one Hunt token up to a maximum of
FIVE. Only ONE Hunt token may be gained per Attack.
These tokens can then be spent to gain the following boosts:
1 Token: +1 AD to a single Weaponry Attack (up to +3)
2 Tokens: +1” to the model’s Move for 1 Turn
5 Tokens: Gain the Tough Crew MAR rule for ONE round of
a Boarding Action
Packed to the rafters with trained warriors, the Jorarl provide fast
moving reserves in the heat of battle. Frequently, one of these balloons
will be tethered to the deck of a Tervak’Nar, bolstering its marine
compliment to a small army.
A single Light Balloon CAN be deployed attached to a Tervak’Nar
flagship, counting as part of the flagship’s squadron. The Light
Ballon CANNOT Link Fire with the flagship.
If involved in a Boarding Action, the player CAN contribute both
crews to the fight, or hold the Balloon Crew in reserve, neither
taking nor causing damage. The action is not lost until BOTH
crews are reduced to 0. If the flagship has no Crew remaining,
the Balloon crew must move its crew to the flagship, the Ballon is
Destroyed, and the Boarding Action continues as normal next time
one of the invloved ships is Activated.
MARs: Reserve Barracks, Radial Fire (Side Guns, Small)
JOKVAR CLASS ASSAULT CRUISER
Ornate cannon line the upper decks of the Jokvar, each loosing volleys
of barbed spears trailing streamers of sturdy chain. Used to snare the
vessel’s prey, drawing them in close so that its siege ramps can drop
to their decks, a host of armoured warriors descending upon the foe.
MARs: Harpoon Weapon, Siege Breaker
MARs: Hard Impact (Fore)
Uncharted Seas Fantasy Naval Combat Rules
Copyright © 2008-2013 Spartan Games
Points: 30
Dralnak Class Balloonship
MOVE
5
5
-
-
-
• Flying Special 2 model
1
5
5
3
-
-
• Template: SMALL
2
3
3
-
-
-
• Template: SMALL
2
3
3
-
-
-
2
2
• Small Class
HULL CREW
3
RAM
2
2
• Small Class
-
1
2
RAM
-
AFT
• Standard model
HULL CREW
STARBOARD
PORT
10”
-
5
-
CR
3
-
DR
10”
PORT
MOVE
5
STARBOARD
CR
3
RANGE BAND
DR
Points: 50
RANGE BAND
Hantak Class Frigate
• This model USES the wind direction
3
-
-
-
-
-
• This model USES the wind direction
3
-
-
-
-
-
• Squadron Size: 2 to 4 Models
4
-
-
-
-
-
• Squadron Size: 2 to 3 Models
4
-
-
-
-
-
MARs: Pack Hunter (Broadsides)
Kalor Class Cruiser
Points: 60
Raknarl Class Heavy Cruiser
MOVE
7”
5
-
-
• Variant model
1
8
8
5
-
-
• Template: MEDIUM
2
6
6
3
-
-
• Template: MEDIUM
2
7
7
3
-
-
• This model USES the wind direction
3
3
3
-
-
-
• This model USES the wind direction
3
4
4
-
-
-
• Squadron Size: 2 to 3 Models
4
-
-
-
-
-
• Squadron Size: 2 to 3 Models
4
-
-
-
-
-
• Medium Capital Class
5
MARs: None
7
RED 6
• Medium Capital Class
-
7
4
RAM
-
7
6
HULL CREW
FORE
1
4
RAM
PORT
• Standard model
HULL CREW
STARBOARD
-
7
-
CR
5
FORE
DR
8”
PORT
MOVE
6
STARBOARD
CR
4
Points: 80
RANGE BAND
DR
RANGE BAND
MARs: None
MARs: Armoured Forecastle
Jarak Class War Balloon
Points: 80
Kantos Class Balloon Tug
MOVE
7
7
7
7
-
• Standard model
1
2
2
-
-
-
• Template: MEDIUM
2
6
6
6
6
-
• Template: SMALL
2
-
-
-
-
-
• This model USES the wind direction
3
4
4
4
4
-
• This model USES the wind direction
3
-
-
-
-
-
• Squadron Size: 1 to 2 Models
4
-
-
-
-
-
• Squadron Size: 2 Models
4
-
-
-
-
-
2
• Large Capital Class
2
MARs: Cumbersome Flier, Free Floating, Radial Fire (Side Guns, Small), Tether
Vantak Class Battleship
RAM
1
2
• Small Class
MARs: None
Points: 115
Tervak’Nar Class Flagship
MOVE
15
15
7
4
-
• Special 1 model
1
15
15
10
4
-
• Template: LARGE
2
13
13
6
3
-
• Template: LARGE
2
13
13
8
3
-
9
8
• Large Capital Class
HULL CREW
9
RAM
10
9
• Massive Capital Class
-
1
8
RAM
AFT
FORE
• Standard model
HULL CREW
STARBOARD
PORT
6”
-
11
AFT
CR
7
FORE
DR
6”
PORT
MOVE
11
STARBOARD
CR
6
RANGE BAND
DR
Points: 155
RANGE BAND
6
HULL CREW
-
PORT
1
4
RAM
-
STARBOARD
• Flying Special 2 model
HULL CREW
-
RANGE BAND
8”
-
6
SIDE GUN 4
CR
3
SIDE GUN 3
DR
6”
SIDE GUN 2
MOVE
7
SIDE GUN 1
CR
5
RANGE BAND
DR
Points: N/A
• This model USES the wind direction
3
9
9
5
-
-
• This model USES the wind direction
3
9
9
6
-
-
• Squadron Size: 1 Model
4
4
4
-
-
-
• Squadron Size: 1 Model
4
4
4
5
-
-
MARs: None
Uncharted Seas Fantasy Naval Combat Rules
MARs: Hard Impact (Fore)
Copyright © 2008-2013 Spartan Games
Jokvar Class Assault Cruiser
MOVE
7”
4
4
4
-
• Variant model
1
5
-
-
-
• Template: SMALL
2
2
2
2
2
-
• Template: MEDIUM
2
3
-
-
-
• This model USES the wind direction
3
-
-
-
-
-
• This model USES the wind direction
3
-
• Squadron Size: 1 to 3 Models
4
-
-
-
-
-
• Squadron Size: 2 Models
4
-
2
• Small Class
MARs: Reserve Barracks, Radial Fire (Side Guns, Small)
Uncharted Seas Fantasy Naval Combat Rules
5
8
RAM
6
• Medium Capital Class
-
-
4
5
HULL CREW
-
1
2
RAM
-
• Flying Standard model
HULL CREW
FORE
-
8
SIDE GUN 4
CR
5
SIDE GUN 3
DR
10”
SIDE GUN 2
MOVE
5
SIDE GUN 1
CR
3
RANGE BAND
DR
Points: 80
FORE HARPOON
Points: 40
RANGE BAND
Jorarl Class Light Balloon
-
-
-
-
-
-
MARs: Harpoon Weapon, Siege Breaker
Copyright © 2008-2013 Spartan Games