Professional Documents
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Cartas Manowar Ocr
Cartas Manowar Ocr
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ELEMENTAL FORCE RAZOR CLAWS
The audible hum of barely controlled This ship has glittering, spiked claws
energies emanates from within this protruding from its sides. As it glides
vessel. Its hull ripples and cracks as it past enemy vessels, these claws rip
attempts to contain the raw power of and tear through wood and flesh
Chaos. When the time is right, the alike, maiming crew and wrecking
Captain of the ship may unleash timbers.
these forces in a bolt of energy. When this ship comes within 1" of an
This burst of power uses the normal opponent, the Chaos Player may
firing template and may be fired in a nominate a hull or crew strike:
90° arc to the front of the ship; any A hull strike is a 1 dice attack with a
targets caught in the template's area -1 save, aimed at a random low
of effect suffer a 3 · dice attack, location.
resolved as a 3 dice cannon attack.
A crew strike strikes at the ship's
sailors. Roll a dice; on a score of 6 an
POWER POWER
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VISION OF DESPAIR
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DEATH VENOM
The enemy crew's battle-lust is
replaced by an all-pervading feeling Crackling gobbets of fiery acid hurtle
of doom. towards the enemy, fusing flesh to
Nominate a target and roll a dice. wood and bones to timber.
If the score is lower than or equal to Death venom is a special attack; it
the number of crew counters may be fired from the Chaos
currently on the target ship, the spell Sorcerer's Tower as a 1 dice attack
has no discernible effect. with a range of four dice inches, as a 2
dice attack with a range of 2 dice
If the score is higher than the current inches, or as a 4 dice attack with a
number of crew counters on the range of 1 dice inches.
target ship, then its crew simply give
up all hope; the ship may do nothing First nominate your target, which
this tum, not even defend itself does not have to be in line of sight,
against any boarding actions. If the then roll an attack for each gobbet;
ship is boarded this turn the crew areas hit have a a -1 save modifier.
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VORTEX OF CHAOS CRAWLING FLESH
The Chaos Vortex is a spitting ball of ene The se~ ?round the target ship begins
that devours everything it touches Onrgy to solidify, taking on the form of
unleashed, the. Vortex of Chaos is .unco~ heaving, .bubbling flesh which grasps
trollable, affecting the Chaos Fleet and th
enemy fleet equally. e its. hull m a vice-like embrace. The
~i~~t state the dfrection the Vortex will m sh.1p can make no headway through
~rutially, then roll 4 dice; place the Vo~~= this sea of muscle and skin, and is
empl~te on the Chaos Sorcerer's shi and becalmed.
move 1t that many inches. P
After .the initiaJ move, the Vortex moves Place one of the crawling flesh
according to the following table· roll a d' t counters next to the target. The ship is
the end of each Magic Phase. ' ice a
tr.apped unti I the spell is either
1 The Vortex dissipates; remove it dispelled or the spell dissipates
2 The Vortex remains still
3 The Vortex moves north J-6" naturally; at the start of each magic
4 The Vortex moves east 1-6" phase roll a dice - the spell dissipates
S The Vortex moves south 1_6.. o~ a. score of 1, 2 or 3. The spell is also
6 The Vortex moves west 1-6"
dissipated if the Chaos Sorcerer dies.
Any ship touched by the template as it moves
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ABJECT TERROR HOWLING INSANITY
As the Chaos Fleet advances, icy The whirling forces of Chaos stab.out
fingers of terror reach out to grasp the towards the enemy fleet. An area of
hearts of those who are foolish the seascape turns pitch-black as a
enough to stand in its path. tangible shadow of congealed
This tum the enemy fleet cannot do darkness descends.
anything except defend itself against Place the Howling Insanity Template
boarding actions. They may not over the target ship; any ship
move, fire, or make any special partially or wholly covered by it
attacks at all. immediately opens fire with all its
weapons. Resolve damage for any
ships hit as usual. Ships inside the
template may not do anything but fire
their weapons this turn, and may not
be attacked (except by other ships
within the template's area).
POWER POWER
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VERMINTIDE PESTILENT BREATH WARP LIGHTNING
Clutching a rat claw talisman around
The Skaven Sorceror cackles in The Grey Seer opens his jaws and a his neck, the Skaven Grey Seer utters
delight as hordes of giant rats erupt foul black cloud spills forth. a shrill chittering noise. A bolt of
from the hold of the enemy ship and The Skaven Sorcerer sends the plume blood red lightning shoots forth from
swarm over its decks, burying the of pestilential breath towards a ship the talisman, striking its target with a
crew under a tide of vermin. of its choice. hideous crash.
This spell affects a single ship. Roll a Roll a dice for each crew counter on The target vessel takes a number of
dice and remove that many crew the target ship; on a 4, 5 or 6 it is random hits. Any location which fails
from the target ship. killed and removed. its saving throw is set ablaze. Roll a
dice to see how many hits the attack
causes.
1-2 The lightning causes 3 hits
3-4 The lightning causes 4 hits
5-6 The lightning causes 6 hits
Re-roll any attacks which miss.
POWER
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Hissing through tightly clenched
jaws, the Skaven Sorcerer searches the
enemy fleet for an unseen weakness.
With a sharp out-take of breath he
selects his victim.
The target ship or squadron falls
under the control of the Skaven
player for this tum. At the end of the
tum it returns to its proper side.
Note that this spell cannot be used to
deliberately scuttle a ship!
POWER POWER
@
This spell may be cast on any friendly
SKITIERLEAP
Skitterleap affects a ship of the Grey
ship or squadron, driving them into a Seer's. choice, causing it to vanish When dosing for boarding, the crew The decks of the ship are protected
mindless all-consuming rage. From with a thunderous roar and a flash of fire sturdy chain grapples to pull from assault by an impenetrable wall
.now on, the affected ship or ships glowing warp fire. It then re-appears their hapless victim towards them. If of shields, from behind which the
may move or attackI
twice each turn. anywhere on the table, at the whim of the defender wins the action, and defenders may launch missile attacks
During the End Phase, roll a dice for the Grey Seer. does not wish to counter-board, he and hurl boiling lead and oil onto
each affected ship; on a roll of 1 the The spell can be used to run a ship can only break the grapples on a roll their foes.
ship loses a crew counter, due to the aground, but not to place ships of a 6. If he doesn't, the attacker may
over exertion caused by the frenzy, The ship gains a +2 bonus in
inland! continue his assault! boarding actions, but only in
and the spell stops working. On a roll
of 2, the ship loses a crew counter but defence.
the spell continues to work. A result
of 3-6 means that the spell continues
and has no ill-effects this turn.
Place a Death Frenzy counter next to
the affected ship.
LOCATION: BOWS
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CURSE OF THE POISON WIND
HORNED ONE A stinking, foul fog spreads across .
the seascape. Anything touched by
Incensed to mindless berserking
fury, the warrior priests leap
Screeching with unholy glee, the Grey the decaying cloud are withered and screaming onto the enemy ship. Roll
Seer is enveloped by a swirling black perished. a dice:
cloud, which moves across the water Place the Poison Wind Template on
and engulfs the target ship. Roll a dice and add it to your
the table, centred over any ship. Roll opponent's boarding dice roll as
When the enemy player wishes to use a dice for every ship covered by the the priests run amok, killing
this ship, he must roll a dice. template, even if only partially; on a
score of 4, 5 or 6 the ship loses one
their own troops.
The spell dissipates and is removed 2-5 Add +2 to your boarding dice
2 The ship may not move or fire this
crew counter.
tum
roll.
3 The ship may not fire this turn 6 Roll a dice and add it to your
4 The ship may not move this turn. boarding dice roll.
5-6 The ship may move and fire as
normal
Place a Curse of the Homed One
counter next to the affected ship.
HULL HULL HULL
FOG OF
LIMBO
The wizard begins to ring a large iron bell.
Due to the Master Gunner's skill and Goaded to even greater efforts in the Groaning aloud, he calls upon the spirits
accuracy in supervising the gun heat of the battle, the gunners of lost sailors to gather. about him.
crews you may re-roll any 1 shooting achieve an amazing rate of fire. A grey mist gathers around the wizard.
dice per turn from this ship. Fire twice in one single round during Soon he is obscured completely, and the
the battle. ringing of his bell sounds as a distant,
disembodied tolling. The fog rolls off the
deck towards the target vessel, swathing it
in an impenetrable fog.
Cast on: Any ship.
Effect: The fog gives +2 to all saving
throws against any form of attack made
against the target ship. The fog also
prevents any spellcasti ng from the
target vessel.
LIGHT LIGHT
a\ ILLUSION 14)
~ OFDEATH ~
The wizard opens a weighty tome whose
The ship is equipped with pages rustle with a life of their own. As he
The ship's batteries of guns have The ship's guncrews are skilled experimental extended range speaks them, the words of the chosen spell
been replaced by huge iron siege enough to fire red hot shot from spit and hiss in the air. The ship shimmers
cannon, aptly named Great weaponry, increasing the long range
their cannon. of all its guns from 9" to 12". and takes on the guise of a deathship,
Murderers for the immense damage Once in the battle, all the cannon crewed by skeletons, zombies and ghouls.
they wreak when fired upon their
attacks the ship makes in one turn Cast on: Any friendly ship.
foes.
cause blazes if the areas hit fail their
These great guns give a -1 to any Effect: Terrified enemy sailors will not
saving throws. Play and discard. attack the ship in any way this turn.
saving roll made against them.
CD WIND
MASI'ER
The wizard's staff begins to emit a
flickering glow, and eddies of wind flap
CD WIND
BLASI
The wizard braces himself against the
deck, and furrows his brow in
""CAUSEWAY f.:":\
~ OFLIGHT ®
The wizard holds up a piece of amber.
Within its core a small flame flickers.
AURA OF
GROWIH m
The wizard rummages around in his cloak
the folds of his cloak. Steadying himself concentration. After a few seconds he for a moment before producing an acorn.
Caressing the amber, he encourages the
on the deck against the rising storm, the begins to exhale, softly at first, but with Placing the acorn on the deck, he pours a
flame. Sweat breaks out on his brow, and
wizard bends the wind to his will, growing force, until a veritable gale is small quantity of water upon it whilst
the flame rapidly grows, breaking out of uttering words of power. In moments, the
sending it in a direction of his choosing. issuing from his gaping mouth. the stone itself, expanding and flowing as acorn starts to grow, binding damaged
Cast on: The whole seascape. Cast on: Any squadron moving under a dull orange mist towards the enemy bulwarks and planking together with new
sail. vessel.
wood. Smashed timbers suddenly become
Effect: The wind changes direction at living wood again, binding and growing
Effect: Roll a dice. The target squadron Cast on: Any ship.
your command, causing previously together.
limp sails to billow, and ships under sail may move that many extra inches this Effect: The amber mist hits the ship,
to be becalmed. turn. forming a glowing causeway that. Cast on: Any friendly ship.
enables you to make a boarding action Effect: This spell mends two damaged
You may now choose which direction
against it from up to 3" away. areas of your choice on the target ship.
the wind is blowing. The wind stays in
this direction until changed during the
Initiative Phase or by another spell.
CD BLOOD
CD IDRRENT @ PLAGUE flt\ SERPENTS f4-\
SILVER VERMIN ~OFDOOM~
The wizard clenches his fist tight around a The wizard screams an invocation to the The wizard takes a necklace of yellowing The wizard grimaces as he plunges his
delicate mirror-glass ball. As the pressure sky, forcing the storm clouds to take heed rats fangs from around his neck. Cutting hand mto a basket of writhing venomous
of his grip increases, the glass shatters, the and do his b idding. From nowhere a his forearm with a small dagger, the snakes. Screaming in pain, he withdraws
shards flying across the deck of the ship sudden rainstorm of violent proportions wizard places a drop of blood on each his hand, serpentine fangs digging deep
and into the sea. Still the wizard clenches sweeps over the ships in the fleet, . . tooth, before snapping the twine which into his flesh, and hurls the snakes at the
his fist, muttering words of protection. drenching their crews and extingu1shmg binds the teeth to the necklace and hurling enemy. The ropes and rigging on the
Blood drips from his hand, mingling with any blazing areas. the fangs into the sea. The target ship is target ship twist and writhe, entangling
the glittering fragments on the deck. quickly overrun by ferocious starved rats crewmen m a hvmg, constricting mass of
Cast on: Your fleet. that erupt in a heaving mass from the heaving rope.
Cast on: Your fleet.
Effect: All blaze counters on all ships in bilges.
Cast on: Any enemy ship.
Effect: This spell deflects any spell cast the fleet are removed and replaced with Cast on: Any enemy ship.
on your fleet this turn - the spell affects damage markers. Effect: The target ship cannot move this
the enemy ship carrying the Wizard Effect: The target ship loses 1 crew turn as the crewmen struggle to cut
instead. counter and may not fire, board or ram themselves free.
this turn.
LIGHT LIGHT
SI'ORM SEA OF
@ ICEBERG @ FORCE CLASS
HEAL
Leaning far over the bows of the ship, the The wizard demands that all aboard the The wizard walks amongst the wounded
The wizard's breath chills the air, and mage calls upon his powers to bend the ship be silent as he invokes the Ritual of touching them with a glowing golden
frost forms on his lips as he reads aloud will of the elements and bnng down a Calm and Serenity upon the elements. dagger. Deep wounds close, and flesh
the Invocation of Ice from a leather bound storm upon his foes. The skies blacken wounds are healed completely.
tome. With a loud crack, a vast iceberg and thunder rolls as stormclouds gather An eerie quiet emanates almost palpably
appears moving relentlessly towards the over the battlescape. As the wind rises a from the wizard, quickly enveloping the Cast on: Any friendly ship.
enemy. violent storm breaks. The torrents of rain ship and spreading to encompass the
and crashing waves reduce visibility to Effect: The target ship may replace 1
whole battlezone. All ships on the
Cast on: Any enemy ship lost crew counter.
point blank range, quenching all fires on tabletop moving under sail find
Effect: Nominate a target ship and place any ships. themselves becalmed on a glassy sea.
the iceberg marker anywhere on the Cast on: The whole seascape. Cast on: The whole seascape:
wizard's table edge. Roll a dice at the
start of each tum; it drifts that many Effects: Visibility is reduced to close Effect: All ships moving under sails find
inches towards the nominated ship. It range. Ramming and boarding is themselves becalmed for this turn.
vanishes if the distance rolled is 1". If it impossible until the storm abates at the
contacts its target, the ship takes 1-6 end of the turn. All blazes on all ships
points of below the waterline damage. are put out.
Normal saves apply.
GOLD
LIGHT LIGHT D'i BLADES ~
ROTIINC ·Q BLIZZARD STORM ~OFBAITLE ~
TIMBERS ~ STRIKE The wizard mi t
The wizard stands in the' forecastle, Gesturing to the skies, the wizard begins b~w in a large::sulJ;.~~e~~o~~:melling
After consulting a dust encrusted scroll, whispering words of magic to the powers to chant a· monotonous litany of binding. mixture IS bubbling and an evil sm II
the wizard mutters the words of an of the air . The atmosphere around him Dark clouds gather around his intended perme?tes t~e ship. After addin th: fi
ancient and long forgotten spell. grows icy cold, and snow crystals form on victim, and distant thunderclaps sound. mgred1ents, the wizard calls the~h. , nal
his cloak. As he continues to whisper to crew to dip their swords a d Ip s
The timbers of the target vessel begin to the wind , gathering eddies of snow sweep As the wizard's chant continues, white the murky liquid Th n armour mto
shrivel and wither, shrinking and lightning bolts smash into the enemy ship, h . . e crew do so a d
around him, obscuring him from view . t e1r armament emerges from th ' n
splintering as if with age. As water pours His voice can be heard , rising to a shout as killing crew and causing great panic. cauldron glinting a shining gold.e
in through the gaping holes in the ship's he hurls the blizzard towards an enemy
hull, the crew frenziedly struggle to keep Cast on: Any enemy ship. Cast on: Any friendly ship.
vessel.
the ship afloat.
Cast on: Any enemy ship.
Effect: The target ship loses 1 crew ~ffect: The !arget ship may count +2 to
Cast on: Any enemy ship.
Effect: Roll a dice; the target ship is
counter.
;~~1~: ~~II many boarding action this
Effect: This spell inflicts 1 point of ' eir armour and swords are
pushed that many inches in a direction extra tough and extra sharp.
below the waterline damage on the of your choosing.
target vessel.
©suNBLAZE@
HELL
SfORM
LIVING
MIRE
~VOLCANO@
The wizard dances frenziedly around the Ll!aning out from the stem of the ship, the Black smoke issue:; from the wizard's lips,
The wizard pours a phial of iridescent ship's capstan, shou ting aloud the name of wizard 1mb1bes a foul-smelling liquid, and the sea around his intended victim
dust into a small golden bowl. Adding a his intended victim. made m equal measure of fetid seawater begins to churn and boil as a volcano
small quantity of an almost coagulated ' and seaweed. erupts directly under the ship and engulfs
The sea begins to boil around the target it inflame.
liquid, he plunges a golden dart into the vessel, sending violent currents surging Within seconds the wizard's eyes glaze
bowl. The mixture bursts into a white all around it. Cast on: Any enemy ship.
over and from his mouth issues a
gold flame, blinding all who look upon it.
s.eemingly endless stream of frothing, Effect: The target vessel takes a number
Holding the burning dart aloft, he throws Cast on: Any enemy ship
hvmg vegetation, which quickly engulfs of firestrikes. Roll a dice:
it towards the enemy ship. the target vessel.
Effed: The target ship is caught in a
Cut on: Any enemy ship. whirlpool. Place the whirlpool marker I One firestrike
Cast on: Any enemy ship. 2-4 Two firesbikes
under it. The ship must roll a 5 or 6 at
Effect: The fireball sets a location alight. 5-6 Three firesbikes
the start of its Movement Phase each Effect: The target vessel may not move
Place a blaze counter on the ship's tum from now on to escape. Any other this turn. Roll a dice for each firestrike as if it were
template. Roll to hit as normal, a 1 is a ships even partially covered by the a normal shot; place a blaze counter on
miss as usual. There is no save. whirlpool counter are also affected, and any areas hit. There is no saving roll.
must roll in the same way.
Wizard
Level 0 College
Colour
SOARING
DISC SPECTRE
The wizard produces a metallic purple Staring hard at his intended victim, the
amulet on a chain which gleams dully in wizard's eyes begin to shine with a purple
the sunlight. Gasping, as if in surprise, the light'. Moving his hand as if controlling an
wizard releases the amulet, which flies invisible marionette, he beckons to the
towards its target as a blazing purple disc, figurehead on the enemy vessel. With a
growing rapidly as it flies. The disc flies groaning of stiff timbers, the figurehead
straight towards the chosen wizard, climbs from the prow into the ship,
sweeping him off his feet and carrying attacking the crew and causing havoc.
him away from his ship.
Cast on: Any enemy ship.
Cast on: Any ship carrying a wizard .
Effect: The animated figurehead kills 1
Effect: This spell allows you to move crew counter on the ship.
either wizard to another ship in their
fleet.
Wizard College
Level Colour