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Aye Sir, Ive seen one. Ive 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.

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 mans 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.

INTRODUCTION

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.

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

The Blood Oath

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.

Naval Might

Uncharted Seas Fantasy Naval Combat Rules

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 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 blades 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 hunters spirit. The craft will drink energy from the blood of foes released into the Broad Blue by its cannons or its crews blades, inciting it to pursue fresh prey with renewed vigor.

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 TekFar, composed of 5,000 troops. This in turn is broken down into ten GakRar of 500 soldiers each, and these are further divided into ten 50 strong KekRar. Inspired by the tribal ancestry of the Ralgard, each GekRar can be likened to the soldiers of one tribe, and the KekRar denotes warriors of a single clan within that tribe. These KekRar 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 KekRar is a Warlord, or SharNak, beneath whom are five sub-commanders, named ArNak, each leading 10 warriors. The KekRar is a tight tactical formation, each soldier knowing and trusting every warrior they fight beside, willing to give their lives for each one. The SharNak is the holder of life and death for warband. At sea a SharNak transports his troops aboard a Kalor Cruiser or a Raknarl Heavy Cruiser. The commander of such a vessel, known as a SharNak Tor, controls not only his own crew and troops, but also those of the SharNak during the voyage. Absolute trust is placed in the ability of a vessels commander and any orders he gives.

The Code of war

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

The Personification Of Savagery


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

THE MODELS

HANTAK CLASS FRIGATE

This model CANNOT Ram non-Flying models. Unless using the Tether MAR a War Balloon will always move a minimum of 2 upon activation.

MARs: Cumbersome Flier, Free Floating, Radial Fire (Side Guns, Small), Tether

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)

DRALNAK CLASS BALLOONSHIP

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 Balloons Move of 6 inches and the Medium Turning Template. A Tug CAN separate from a War Balloon at the start the Balloons 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.

KANTOS CLASS TUG

While Ralgard warriors record their victories by etching ornate patterns into their armour, most SharNak 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

KALOR CLASS CRUISER

High ranking Sharnak 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 Sharnak Tor will use his vessels 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

RAKNARL Class HEAVY CRUISER

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 Balloons Crew take part, not the Crew of the Tugs. The War Balloons 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

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. 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 Balloons Crew will fight, NOT those of any towing Tugs.
Uncharted Seas Fantasy Naval Combat Rules

JARAK CLASS WAR BALLOON

Copyright 2008-2013 Spartan Games

VANTAK CLASS BATTLESHIP

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. MARs: None

JORARL CLASS LIGHT BALLOON

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 TervakNar, bolstering its marine compliment to a small army. Jorarl Light Balloons CANNOT Board other models, but CAN be Boarded by other Flying models which are capable of Boarding. A single Light Balloon CAN be deployed attached to a TervakNar flagship, counting as part of the flagships 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)

TERVAKNAR CLASS FLAGSHIP

Through my spyglass I saw the ranks of alien warriors, standing proud on the monster ships 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 models Move for 1 Turn 5 Tokens: Gain the Tough Crew MAR rule for ONE round of a Boarding Action MARs: Hard Impact (Fore)

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 vessels 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

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Hantak Class Frigate


DR 3 2 CR 5 2 MOVE
RANGE BAND

Points: 30

Dralnak Class Balloonship


DR 3 CR 5 2 MOVE
RANGE BAND

Points: 50

10 RAM 2

10 RAM 2

STARBOARD

HULL CREW

HULL CREW
PORT

PORT

3
-

STARBOARD

Small Class Standard model Template: SMALL This model USES the wind direction Squadron Size: 2 to 4 Models MARs: None

Small Class Flying Special 2 model Template: SMALL This model USES the wind direction Squadron Size: 2 to 3 Models MARs: Pack Hunter (Broadsides)

AFT

1 2 3 4

5 3 -

5 3 -

1 2 3 4

5 3 -

5 3 -

3 -

Kalor Class Cruiser


DR 4 4 CR 6 6 MOVE
RANGE BAND

Points: 60

Raknarl Class Heavy Cruiser


DR 5 CR 7 7 MOVE
RANGE BAND

Points: 80

8 RAM 4

7 RAM RED 6

STARBOARD

HULL CREW

HULL CREW
PORT FORE

PORT

Medium Capital Class Standard model Template: MEDIUM This model USES the wind direction Squadron Size: 2 to 3 Models MARs: None

Medium Capital Class Variant model Template: MEDIUM This model USES the wind direction Squadron Size: 2 to 3 Models MARs: Armoured Forecastle

FORE

5
-

STARBOARD

1 2 3 4

7 6 3 -

7 6 3 -

5 3 -

1 2 3 4

8 7 4 -

8 7 4 -

5 3 -

Jarak Class War Balloon


DR 5 4 CR 7 6 MOVE
RANGE BAND

Points: 80

Kantos Class Balloon Tug


DR 3 CR 6 1 MOVE
RANGE BAND

Points: N/A

6 RAM 2

8 RAM 2

SIDE GUN 1

SIDE GUN 2

SIDE GUN 3

SIDE GUN 4

HULL CREW

HULL CREW 2
-

STARBOARD

Large Capital Class Flying Special 2 model Template: MEDIUM This model USES the wind direction Squadron Size: 1 to 2 Models

Small Class Standard model Template: SMALL This model USES the wind direction Squadron Size: 2 Models MARs: None

PORT

1 2 3 4

7 6 4 -

7 6 4 -

7 6 4 -

7 6 4 -

1 2 3 4

2 -

2 -

MARs: Cumbersome Flier, Free Floating, Radial Fire (Side Guns, Small), Tether

Vantak Class Battleship


DR 6 8 CR 11 9 MOVE
RANGE BAND

Points: 115

TervakNar Class Flagship


DR 7 CR 11 10 MOVE
RANGE BAND

Points: 155

6 RAM 8

6 RAM 9

STARBOARD

HULL CREW

HULL CREW
PORT FORE

PORT

FORE

9
AFT -

STARBOARD

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

Massive Capital Class Special 1 model Template: LARGE This model USES the wind direction Squadron Size: 1 Model MARs: Hard Impact (Fore)

AFT

1 2 3 4

15 13 9 4

15 13 9 4

7 6 5 -

4 3 -

1 2 3 4

15 13 9 4

15 13 9 4

10 8 6 5

4 3 -

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

Jorarl Class Light Balloon


DR 3 2 CR 5 5 MOVE
RANGE BAND

Points: 40

Jokvar Class Assault Cruiser


DR 5 CR 8 8 MOVE RAM 6
RANGE BAND

Points: 80
FORE HARPOON

10 RAM 2

SIDE GUN 1

SIDE GUN 2

SIDE GUN 3

SIDE GUN 4

HULL CREW

HULL CREW 5
-

Small Class Flying Standard model Template: SMALL This model USES the wind direction Squadron Size: 1 to 3 Models

Medium Capital Class Variant model Template: MEDIUM This model USES the wind direction Squadron Size: 2 Models MARs: Harpoon Weapon, Siege Breaker

FORE

1 2 3 4

4 2 -

4 2 -

4 2 -

4 2 -

1 2 3 4

5 3 -

MARs: Reserve Barracks, Radial Fire (Side Guns, Small)

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

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