2. Ship Name: THE DEADNOUGHT
Faction or Race: The Bone Brigade
Powered by: OARS
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed AR/PI/PO/SL 1 LDR, 1 Standard
Reinforcements in Hold: 10 mixed AR/PI/PO/SL
SMs at Start: 3 Card?: Yes Guns: 1 SPC 4AD
Kegs (10 shots) :
2**
Notes: The Deadnought is powered by Oarsmen
who don’t feel fatigue. However, the ship cannot
maintain high speeds either, and has to move at a ½
stick speed. The LDR on board is Count Saliestro, a
Vampire who animates the dead. He will not engage
in boarding if he can help it. The SPC is the “Lobber”
catapult that lobs boulders directly ahead 2-3 sticks
distance (not less than 2). Upon hit the target rolls as
if hit by a 5AD artillery shot. . * Due to the worminess
of the hull Ram attempts get 1 extra RD versus the
Deadnought. ** Use 2 Kegs to represent supplies of rocks
for the Lobber, not cannon shot per se.
HP: 20
Damage : (Hull-- Wood*)
RPG Notes: will work in concert with the
Black Galley, usually as fire support while
Black Galley closes and boards. Player
must speak as if he is a Lich Lord or
Vampire.
RF: 2
3. Ship Name: THE BLACK GALLEY
Faction or Race: The Bone Brigade
Powered by: OARS
Initial Crew: 15
+ 2 SP
Crew Assigned: 15 mixed AR/PI/PO/SL 1 ST
Reinforcements in Hold: 10 mixed AR/PI/PO/SL
SMs at Start: 3 Card?: Yes Guns: none Kegs: N/A
Notes: The Black Galley is powered by
Oarsmen who don’t feel fatigue.
However, the ship cannot maintain high
speeds either, and has to move at a ½ stick
speed. The BB player can substitute a
Skeletal SL as a Ship Leader. RAM FACTOR is
3. Probably a good idea to have a line of
archers aboard (5+)
* Due to the worminess of the hull Ram
attempts get 1 extra RD versus the Black
Galley
HP: 20
Damage : (Hull-- Wood*)
RPG Notes: will work in concert with the
Deadnought, usually boarding while
Deadnought fires covering fire. Player
must act like Lich Lord or Vampire
RF: 3
4. Ship Name: THE GNOMISH SIEGE MACHINE
Faction or Race: The Gnomes of
Batenburg
Powered by: STEAM (SL)
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed AX/SW/SL 1 LDR, 3 STs
Reinforcements in Cheese Tunnels: 15 mixed AX/SW/SL
SMs at Start: 4 Card?: No
Guns: 1 SPC 1
SFrF
Kegs: 1 (5 shots)
Notes: The Siege Machine is the pride of
Batenburg’s Navy..and the only ship as well. Made of
wood and Iron Plating, this ship is powered by two
steam engines driving a paddlewheel. It is
SLOW, maxing out at 2 Sticks distance per turn.
Armored, it will be a difficult nut to crack. Oddly, the
Gnomes went for an enhanced RAM WEAPON called
the Grand Bopper instead of a Boom Powder
weapon. The Siege Machine must travel within ½
stick distance during Move, then conduct a 4 RD RAM
ATTACK to wield it. There is also a Sticky Fire Flinger
in the back with two shots, and 2 Sniper Guns
equivalent to Jingals. Reinforcements are 15 Gnome
Marines (green) kept in the tower who will defend or
attack.
HP: 25
Damage : (Hull–Armor*)
RPG Notes: Player must mumble and act
like a distracted, wizened mad scientist.
RF: 2
5. Ship Name: THE PRIMUS
Faction or Race: Rat Covens of
Ingoldsby
Powered by: STEAM (SL)
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed HG/PO/SL 1 LDR, 3 STs
Reinforcements in Cheese Tunnels: 15 mixed AR/PI/PO/SL
SMs at Start: 4 Card?: Yes Guns: 3 Lt 2 AD Kegs: 3 (15 shots)
Notes: The Primus is a giant cheese that is
partially armored in front with three cannon
mounts in the Notch, just above the ship’s
boarding platform. LDR is the Rat King, who
adds an additional AD in melee. TOP speed
movement is limited to 2 for being unwieldy.
The Primus has the ability to SPIN IN PLACE
90 degrees instead of moving.
*Hull is like Armor because it has a remarkable
ability to absorb shots.
HP: 25
Damage : (Hull– like Armor*)
RPG Notes: Player must speak like a
sly, cunning rat-king.
RF: 2
6. Ship Name: FOOT OF THE DEAD GOD
Faction or Race: Followers of F’Vah
Powered by: MAGIC 10
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed AR/SL/GN 1 LDR, 3 STs
Reinforcements : None
SMs at Start: 5 Card?: Yes Guns: 1 Hvy 4 AD Kegs: 2 (10 Shots)
Notes 1: The Foot of the Dead God is the
foot of an actual god, whose worshipers have
discovered that it is an object of tremendous
potential magic ability.
Card confers “Summon the Squid God!”
ability. E.g. the ability to Ram target ships
with squid tentacles. Otherwise, they have
one large gun and crew (very reluctant
hirelings) and a large contingent of Hyena-
men Archers.
Ship turns on the mark made on the big toe.
HP: 20
Damage : (Hull– Soft)
RPG Notes 2: Player must speak like a
squid-headed cultist.
RF: 2
7. Ship Name: THE HOLY FRENZY
Faction or Race: Brothers of St.
Brendan
Powered by: WIND
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed PO/MA/Spc 1 LDR, 3 STs
Reinforcements in hold: 15 mixed PO/SL
SMs at Start: 3 Card?: Yes
Guns: 2 Md 3
AD
Kegs: 2 (10 Shots)
Notes 1: The Holy Frenzy is full of War-
Monks and has two guns, giving it good
shooting and boarding power. The Brothers
can also pray for better weather using their
special cards, but this can backfire on them
too (see card text).
Coracles: Unlike other ships, the Holy Frenzy
can deploy coracles of 4 crew each that
paddle ½ stick a turn. These can board or
place a charge (using a keg) against another
ship for 6 AD shot, roll to place.
HP: 25
Damage : (Hull– Wood)
RPG Notes 2: Player must play “holier
than thou” and be generally insufferable
about it.
RF: 2
8. Ship Name: THE SCARLET CASTLE
Faction or Race: The Seng
Powered by: TOW
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed MU/PO/RK/Sp 1 LDR, 3 STs
Reinforcements in hold: 15 mixed PO/SL/MU/ Rocket Team
SMs at Start: 3 Card?: Yes Guns: 2 Jingal Kegs: 3 (15 Shots)
Notes 1: The Scarlet Castle is a War Barge
towed by the Seng Flagship Junk into a battle
area, whereupon it can move at a half stick a
turn from Sweep Oars. The mission of the
Scarlet Castle is to engage enemy targets at
long range with rocket fire and snipe at
enemy targets with Jingals when they come
close. Jingals act as Aimed Shot (sniping) but
with 2AD damage.
HP: 25
Damage : (Hull– Wood)
Notes 2: Ship operates in tandem with the
Seng Flagship Junk. Player must speak like
an inscrutable oriental, or his/her
interpretation of one.
RF: 2
9. Ship Name: SENG FLAGSHIP JUNK
Faction or Race: The Seng
Powered by: SAIL
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed MU/PO/RK/Sp 1 LDR, 3 STs
Reinforcements in hold: 15 mixed PO/SL/MU/ Rocket Team
SMs at Start: 3 Card?: Yes
Guns: 4 Md
3AD
Kegs: 3 (15 Shots)
Notes 1: The Seng Flagship is a large Junk
that is the chief Operation center of Seng
merchants in the Middle Sea. Won’t seek out
an armed confrontation but will respond with
broadside linked cannon 2 a side They also
have a rocket battery (see rockets) and two
jingals for sharpshooting. Jingals are aimed
shots with 2 AD.
HP: 20
Damage : (Hull– Wood)
Notes 2: Ship operates in tandem with the
Scarlet Castle War Barge. Player must
speak like an inscrutable oriental, or
his/her interpretation of one.
RF: 2
10. Ship Name: RED RAGNAROK
Faction or Race: The Ragnar Bros.
Powered by: SAIL & OAR
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs
Reinforcements in hold: None
SMs at Start: 5 Card?: Yes
Guns: 2 Swivels
1AD ea
Kegs: 1 (5 Shots)
Notes 1: The Red Ragnarok will attempt to
close and board at the slightest provocation
and demonstrate the valor of the fighting
men of the North. Big and blustery, the
Ragnar Brothers will prefer a close fight over
standing off and firing artillery. Red
Ragnarok did add a couple of swivel guns for
a little extra support but this is really just a
pop gun.
HP: 25
Damage : (Hull– Wood)
Notes 2: Ship operates in tandem with the
Freya. Player must speak like a big
boisterous Brian Blessed type– with a
Viking flavor
RF: 3
11. Ship Name: FREYA
Faction or Race: The Ragnar Bros.
Powered by: SAIL & OAR
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs
Reinforcements in hold: None
SMs at Start: 5 Card?: Yes Guns: None Kegs: N/A
Notes 1: The Freya will attempt to close
and board at the slightest provocation and
demonstrate the valor of the fighting men of
the North. Big and blustery, the Ragnar
Brothers will prefer a close fight over
standing off and firing artillery.
HP: 25
Damage : (Hull– Wood)
Notes 2: Ship operates in tandem with the
Red Ragnarok. Player must speak like a
big boisterous Brian Blessed type– with a
Viking flavor
RF: 3
12. Ship Name: STINKWATER
Faction or Race: Dredd Rot Pirates
Powered by: SAIL
Initial Crew:
15 + 2 SP
Crew Assigned: 15 mixed SW/AX/HA/SL/Sp 1 LDR, 1 STs
Reinforcements in hold: None
SMs at Start: 5 Card?: Yes Guns: 3 Kegs: 3 (15 shots)
Notes 1: The Stinkwater’s crew are the
Dredd Rot Pirates, who operate under similar
conditions as the Bone Brigade, only they are
zombies, not skeletons. Possessed of a large
ship with plenty of fighting room and plenty
of stand off fighting power, the Stinkwater
will fire from a distance and then attempt to
blaze away with pistol and musket when the
enemy is in range before attempting
boarding.
HP: 25
Damage : (Hull– Wood)
Notes 2: Player must speak like a pirate.
RF: 3
13. Ship Name: THE SYLVAN TERROR
Faction or Race: Elves of the Mystic
Wood
Powered by: Oars
Initial Crew:
15 + GNR
Crew Assigned: 15 mixed AR/GN/Sp 1 LDR
Reinforcements in hold: None
SMs at Start: 4 Card?: Yes
Guns: 1 Md.
(possible) 3 AD
Kegs: 2 (10 Shots)
Notes 1: The Sylvan Terror is the War
Galley of the Elves of the Mystic Wood. It has
a small complement of Elf Archers and a
potential Mercenary Gun Crew– firing
forward. Wood Elves are not adverse to
Boom Powder. The Ram factor is high on
the Sylvan Terror– the ram has been
augmented by a single strip of bark from the
Father tree, which can cause an extra RD of
attack on WOODEN hulls.
Prefers to fire volley fire in Archer
range, then closing and ramming.
HP: 20
Damage : (Hull– Wood)
RPG Notes 2: Ship operates in tandem
with the Wind Rider, but not as allies. Play
as RIVALS with the High Elves.
RF: 3/4
14. Ship Name: THE PLUNGER
Faction or Race: The Sea Dwarves
Powered by: Oar-like
Initial Crew:
15 + GNR
Crew Assigned: 15 mixed AR/GN/Sp 1 LDR
Reinforcements in hold: None
SMs at Start: 3 Card?: No
Guns: Torpedo 3
3AD
Kegs: N/A
Notes 1: The Plunger is an advanced
submersible built by the Sea Dwarves. It has
3 Spar torpedoes and operates by a hand
cranked propeller, so Oar Fatigue rules apply.
See rules for submersibles, spar torpedoes.
Sea Dwarf Ships have TINY crews, but will not
shy from a fight. The plunger prefers to
torpedo from submerged but can’t stay down
longer than one turn or the air goes stale and
forces a resurface. Dummy tokens: the
Plunger uses 2 dummy tokens when it is
submerged
HP: 20
Damage : (Hull– Armored)
RPG Notes 2: Ship operates in tandem
with the other Dwarf Ships. RPG: Think
Gimli the Dwarf, only at sea.
RF: 0 (notes)
15. Ship Name: THE VON RIPPER
Faction or Race: The Sea Dwarves
Powered by: Steam
Initial Crew:
15
Crew Assigned: 15 mixed XB/GN/Sp 1 LDR, 1 STD
Reinforcements in hold: None
SMs at Start: 3 Card?: No
Guns: 1 Hvy
4AD, 1 Lt 2AD*
Kegs: N/A
Notes 1: The Von Ripper is quite different
from the Plunger in that it has two guns– a
light mortar forard and a heavy gun aft on
platforms. The Von Ripper has a small crew
of gunners and about 5 gulley dwarves as
archer cover. The VR has a sawtoothed ram
“the Ripper” attachment for damaging
wooden hulls, which adds 1RD (hence “3/4”).
The Ripper is good for one ram and then
sticks in a target. * Can switch a mortar out
for the light gun.
HP: 20
Damage : (Hull– Armored)
RPG Notes 2: Ship operates in tandem
with the other Dwarf Ships. RPG: Think
Gimli the Dwarf, only at sea.
RF: 3/4
16. Ship Name: THE RED MENACE
Faction or Race: The Sea Dwarves
Powered by: Steam
Initial Crew:
10 + LDR
Crew Assigned: 10 mixed MU/Sp 1 LDR, 1 STD
Reinforcements in hold: None
SMs at Start: 3 Card?: No Guns: 1 Lt. 2AD Kegs: 2 (ten shots)
Notes 1: The Red Menace is the only ship
of the diminutive Stealth Fleet that has a
boarding party of any size. It has a small gun
pointing forward and the ability to launch
two gliders with Gully Dwarf pilots (one a
sharpshooter, the other a Sticky Fire flinger).
See flying rules for gliders. Note that there is
no exposed crew unless
boarding, defending, or launching a flyer from
the rear platform.
HP: 20
Damage : (Hull– Armored)
RPG Notes 2: Ship operates in tandem
with the other Dwarf Ships. RPG: Think
Gimli the Dwarf, only at sea.
RF: 3
17. Ship Name: THE WIND RIDER
Faction or Race: High Elves
Powered by: Oars
Initial Crew:
15 + GNR
Crew Assigned: 15 mixed AR/GN/Sp 1 LDR
Reinforcements in hold: None
SMs at Start: 4 Card?: Yes
Guns: 1 Lt. 2 AD
or 1 Md. 3 AD
Kegs: 2 (10 Shots)
Notes 1: The Wind Dancer is a small Galley
With a smaller than average sized crew. The
High elves consider themselves superior to
just about everyone but might deign to hire a
cannon. (1 Lt without crowding, 1 Md., but
lose an archer) Possibly will have a giant
eagle to fly at enemies (natural flight, good
for three flights before it tires, causes 3 AD
against exposed crew).
HP: 20
Damage : (Hull– Wood)
RPG Notes 2: Ship operates in tandem
with the Sylvan Terror, but not as allies.
Play as RIVALS with the Wood Elves. And
VERY SNOOTY ABOUT IT.
RF: 3/4
18. Ship Name: THE FURY OF LACADEMON
Faction or Race: Spartan Health Club
and CosPlay Society
Powered by: Oars
Initial Crew:
10 + GNR
Crew Assigned: 5 mixed SPR/Sp 1 LDR
Reinforcements in hold: None
SMs at Start: 4 Card?: Yes
Guns: 1 Md.
3 AD(possible)
Kegs: 2 (10 Shots)
Notes 1: The Fury of Lacademon is a small
Galley With a smaller than average sized
crew. The Spartan Health Club believes in
training and dressing in the old Spartan style.
They feel they are superior to any other race
in a fight and do have a melee bonus of +2 AD
in melee which indicates there might be
some truth in that. The Captain isn’t stupid
and will use mercenary gunners if he can.
HP: 20
Damage : (Hull– Wood)
RPG Notes 2: (ever see the movie 300?
These are those guys.. The cartoon
version)
RF: 3