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INTRODUCTION POLITICS

The Dragon Lords are tall, broad shouldered humanoids, which The Dragon Lords have a highly stratified social structure that has
have characteristically strong voices and commanding presences. very little room for advancement at its lower levels, but has every
Adventurers from the Old World have only ever seen them clad in opportunity for promotion at its highest ranks. The Uncharted Seas
ornate suits of ancient armour, a mixture of plate, chain and banded are ruled by four Houses, each of which is led by a Great Lord who rules
mail which gives them excellent protection and freedom of movement, over one of the four provinces of Kalath, Melkharn, Traal and Morgloth.
and full face helms. The Dragon Lords are usually seen wearing these
helmets, which are impressively decorated with detailed carvings, and These Houses are self sufficient kingdoms in their right and jockey for
are often shaped like the heads of beasts and dragons. power among themselves, but have occasionally elected a High Lord
to rule all four Houses, something they have been considering more
It is rumoured that the Dragon Lords have pointed ears, thus the seriously since the appearance of the dwarves.
dwarves assume that they are related to the elves. What is known
among the Old World races is that the Dragon Lords function as the The Houses are made up of the extended families of senior Dragon
ruling class of the Uncharted Seas and have dominion over all of the Lords, whose warriors are called Cadres, which in turn command the
lesser races of the region. The sailors and warriors that they have lowest rank of Dragon Lord troops, which are the Disciples. It is these
encountered on Dragon Lord ships therefore, have so far been human Cadres and Disciples that maintain and command Dragon Lord armies
vassals of the Dragon Lords from Principia, called ‘kin of drake’ or and fleets, while political factions within each House, called Cabals,
Kindrake by the dwarves. meddle in the affairs of state.

The Dragon Lords have a strict military tradition, honed primarily by Below these ranks are the vassal troops, the most powerful and
fighting each other for a thousand years since the Catastrophe, having respected of which are the Kindrake from Principia. They often hold a
no other opponents of note to spar with. They have also schooled the command position, sometimes in charge of thousands of warriors, but
Kindrake in their methods of fighting, making them their most loyal only ever command other vassal troops. There are tens of thousands
and effective vassal warriors, others of whom include human, saurian of these Subasha, which guard the four Dragon Lord provinces. At the
and avian peoples, known collectively as Subasha. bottom of the heap are the Saahdas, farmers, artisans and inn keepers,
the people that keep a kingdom running smoothly.
There are very few Dragon Lord nobles in proportion to their vassals,
so they rely on their reputation and the support of the Subasha to The Dragon Lords have ruled the Uncharted Seas now for centuries,
maintain power. This has led them to focus on individual combat to excluding the Voskian Wastes, and apart from the occasional rebellion
test their skills, and removed them from the lower levels of military by outlying provinces or ever present banditry it has done so
command, leaving that to the Kindrake. Over the centuries they have peacefully. They are considered to be competent rulers and effective
made an art of single combat, and ensured that any Dragon Lord guardians until now, and despite the threat of the Old World incursion
that aspires to greatness must possess martial prowess if he is not their people still grant the Dragon Lords a mythic quality, and speak of
otherwise a sorcerer. them with awe.

The Dragon Lords respect strength and sorcery equally and set those Despite this period of peace the Dragon Lords have continued to
qualities high in their society, but they regard shrewdness, wisdom engage in factional warfare, as trials by single combat or by mass melee
and flexibility as the most admirable of all qualities in their nobles. If have remained a proving ground for its warriors. When a powerful
they cannot temper their swordsmanship or spellcraft with prudence, noble dies, or is discredited, his Disciples elect champions among
Dragon Lord nobles quickly lose standing among their peers. If they their number to fight on behalf of any noble strong enough to take the
also cause injury or loss to their empire as a result of their hasty place of their dead liege. If two or more Houses come into diplomatic
decisions they can also lose rank and privileges. conflict that cannot be resolved any other way, they will assemble their
Cadres and skirmish with each other to determine whose policy is to
The Dragon Lords typically wield two handed weapons as a primary be followed.
weapon, favouring axes, maces and pole arms. Some of them also use a
powerful bow called a Salath, which is composite in design and around This factional warfare has not destabilised the Dragon Lords because
7 foot long. It is a ritual weapon used for hunting lesser dragons, by much of it occurs in the private palaces of the nobility, or a long way
using a slow acting paralytic poison that slows their prey so that it can from the inquisitive eyes of their vassals. The Kindrake know of the
be captured, harnessed and broken in. practice, but see it as a strength in their masters society and have been
known to emulate the practice.
Dragon Lords do not generally use ranged weapons in battle, but
sometimes use throwing axes or javelins, a practice they have adopted These ‘wars’ are rarely fought to a point where a great number of
from the Kindrake. They prefer to use auxiliary troops to soften enemy Dragon Lords might die, and are almost always fought by champions or
troops with ranged fire, before they rush in to close combat to fight sometimes by armies of Subasha led by Dragon Lord generals. This way
hand to hand, something they describe as ‘rending with fang and claw’. the Dragon Lords do not suffer the kind death count that their small
population cannot replace. The Uncharted Seas have therefore never
The Dragon Lords have imitated the dragons that they ride with the been split by serious civil war.
style of combat that they have perfected, and favour an attack from
ambush to reflect the surprise with which a dragon soars out of the sky
to slay its quarry.

Copyright © Spartan Games 2010


DRAGONS AND MAGIC KALATH PROVINCE
Almost every aspect of Dragon Lord culture is tied to the dragons Kalath is known as the Land of Changing Winds because it territories
themselves. The dragons of the Uncharted Seas are smaller than border the Voskian Strait and the Strait of Usank, where sea conditions
the Old World’s dragons of legend, although they are still formidable are treacherous and the wind blows inland with both a fierce and
creatures. An average dragon from the region is roughly 20 feet unpredictable temperament. The province is made up of the north
in length, though some can reach 30 or 40 feet, which is nothing coast of Principia, Gorvania, and the islands of the Delf Channel, and
compared to an adult Ancestor Dragon which might be between one its capital is Usaank. Its mountains are rich in minerals and its waters
150 to 250 feet long. are abundant with fishing, but it is a harsh and uncompromising region
to live in.
The Dragon Lords believe that the dragons are physical conduits for
the spirits of nature and anchors to the flow of magic. The spiritual In the winter, an ice bridge forms between Gorvania and the Vostarian
connection they have for the dragons is reflected in art, stone carving wastes, allowing tribes of barbarians to invade Kalath. The House of
and carpentry, which often depicts them in a stylised manner. It is Kalath is ruled by Great Lord Mesmar Grukarren, whose Cadres have
also to be seen in the armour that the Dragon Lords wear, and in the become battle hardened from their seasonal war against the Voskians.
battle formations that their troops use. These dragons are not however Grukarren is in a sense isolated from the other Houses, as their capitals
worshipped, they are instead respected as physical representations of all border the Ossirian Sea and their Great Lords are in nearly constant
power. communication. Whereas Grukarren is several weeks sailing to the
north, out of touch with the political game that the Cabals play and
Dragon Lords have long known that the source of a dragon’s power is sometimes scornful of the other Great Lords and the soft life they live.
its magical hide, a material that is much prized by them. Dragon hide
absorbs the flow of magic and concentrates it, which can be used, Ships from Kalath Province have blue or purple sails, as their dragons
for instance, to power a ship. In combination with understanding the have adapted to the icy climates of the north. The further north that
magical qualities of timber that is cut within their lands, the Dragon these dragons are hunted, the paler their skins are. The living wood
Lords collect dragon hide that is shed during the Fire Season to sow harvested in Kalath has the unique property of changing colour through
onto the sails of their living ships, made from the magic timber. the seasons. In summer this timber can be all manner of colors, but in
winter, pale colors dominate.
All Dragon Lords are naturally attuned to the ebb and flow of magic,
although it is their mages that can harness its true power. The mages MELKHARN PROVINCE
can perceive their surroundings as if they were part of a magic vortex. Melkahrn is known as the Land of the Fire Dragons because there are
An apprentice mage can only perceive a small room with their eyes several breeding grounds within its territories. The House of Melkharn
closed, whereas an arch-mage can sense almost everything up to is the wealthiest province because of its trade in Fire Dragons, and also
several miles away, making them crucial to communication and because it has the most fertile soil and richest fish stocks. The province
navigation on Dragon Lord ships. Their use doesn’t stop here though, is made up of most of north and south Principia, Arbon, Vyrdam and
since they can siphon the nascent magical energy from the dragon sails Mysonnia, its capital is Lataria.
and cast a range of devastating magic spells.
The ruler of Melkharn is Great Lord Senan san Garran, who is trying his
LIVING SHIPS best to encourage a vote to elect a High Lord, for which he considers
The hulls of Dragon Lord ships are constructed from living wood. The himself the best candidate. It is his ships that saw off the Imperial Navy,
timber that they use continues to live even once it has been cut into and his ships that are engaged in naval blockades around Vyrdam, so
planks, so long as it is treated correctly with a liquid concentrated from he argues that he is best placed to lead the four Houses against the
a fungus called Shadow Coil. When built into the hull of a ship, the threat of the Old World adventurers. He also commands the largest
timber forms a strange magical organism, effectively a living ship with fleet of living ships in the Uncharted Seas, and the largest armies.
a limited form of awareness.
Ships from Melkharn are invariably red or yellow, since the Province
The planks will even re-grow themselves if damaged, which allows the contains a vast population of Fire Dragons. Some have a partial purple
ship to heal itself over time and gives it immunity to the general wear color, and are believed to have been inter-bred with those from Kalath.
and tear that most ships suffer from. A living ship has a lifespan of The living wood that is used is normally mid-brown, and occasionally a
several hundred years depending on the timber that is used, although deep red, though like in all the provinces living wood can be found in
it will eventually die through a curious form of decomposition. The almost any colour.
Dragon Lord sea captains are very aware of the health of their ships,
and although saddened by the act will burn the husk of an aged ship TRAAL PROVINCE
ceremonially at sea. Traal is known as the Land of Canopies because it is almost completely
shrouded in ancient forests. The Dragon Lords that inhabit Traal rely
This is not just a ritual however, because if a living ship is not burnt heavily on their ships for transportation, since it is very difficult for
it might live on in the depths of the sea where certain corals have a them to travel through the murky depths of the forests. Their towns
similar effect to Shadow Coil. It has been known for living ships to invariably sit on the coast, the centre of wild Traal being beyond even
return from the seas covered in coral, barnacles and weeds, sometimes their control. The province is made up of the west coast of Principia,
even crewed by hideous fishmen from the deeps. Occasionally they sail Traal and Sorylia, its capital is Lamoran.
into their home ports, seeking their masters or simply following their
natural magical instincts to return home. Traal is the last foothold of many ancient creatures that roamed
Principia in past centuries, and has the only Forest Dragon breeding
Where several living ships have been sunk in the same locality during grounds in the Uncharted Seas. These are stockier creatures than
a battle, there is a risk that they might combine. If wrecks are close to their brethren on Principia, many of which can barely fly, generally
each other and a coral grows across both of them, the ‘life’ of both preferring to live under the misty canopies of the forest.
ships sometimes join together through the medium of the coral. This
process can create a larger single creature out of two wrecks or for The House of Traal is ruled by Great Lord Vannos san Nar, an enigmatic
that matter any number of wrecks. These monstrosities are known as individual who rarely leaves his palace high in the Traal Mountains.
Volgothra and are considered by the Dragon Lords to be corrupted. He supervises the cultivation of magic powders and spices that are
They mourn the loss of the individual ships which make up the harvested in Traal, some of which are derived from Forest Dragons.
Volgothra because their ‘life force’ is twisted within it, though they are Some are used on the living ships of Traal, others are used by arch-
also in awe of the creatures for the impressive sight that they pose. mages to enhance their powers over the sea and the elements.
Copyright © Spartan Games 2010
Ships from Traal generally have green sails, some of which are a pale If we use the Nightshade Class Battleship as an example of the type of
opalescent green derived from the fabled Mist Stalker Dragon. The Dragon Lord vessel on offer you will see a capable ship indeed. With
timber that is cut from the forests of Traal is commonly light brown, a large crew it is one of the largest seafaring battleships available and
beige or grey. The House of Traal favours its own timber greatly, uses even at this size can move 6” every game turn. A Damage Rating (DR)
it in exclusion of all others in the construction of its living ships, and of 6 makes it hard to hit and a Critical Rating (CR) of 10 adds immensely
rarely trades it to the other Houses. to this toughness.

MORGLOTH PROVINCE What the Dragon Lords have at their disposal is an arsenal of magically-
(OSSIRIA, GANESH AND TAKIA) enhanced weaponry and this means the Attack Dice (AD) for this vessel
Morgloth is known as the Fire Mountain’s Blanket because the island of are 13, 11, 9 and 7 at Range Bands 1 to 4 respectively. This makes this
Ossiria is a land of volcanoes and darkness, with long nights and short, vessel worth every one of its 115 Fleet Points.
murky days. Very few Dragon Lords live on Ossiria itself, and those that
do tend to be in self imposed exile or on a spiritual journey, or there to As stated the ships of the Dragon Lords use a magical sail, which
harvest Shadow Coil. Morgloth province is made up of Ossiria, Ganesh makes them unaffected by the wind, so a ship can sail in any direction
and Takia, its capital is Gan. unimpeded. This, coupled with the speed of the ships, allows for some
interesting tabletop tactics. But don’t be too overconfident – like all
Morgloth is the smallest of the four Provinces and has only a weak ships they have their weaknesses. You’ll just have to play the game to
political influence on the others. It is ruled by Great Lord Thulen Hallur, find them out!
who has only one bargaining chip, and that is the fact that Ossiria is
the only place where Shadow Coil can be grown reliably. It is the trade There are several ship types already defined for this race, including:
in this fungus that keeps his House from destitution. The other Houses
look down upon the Morgloth, whose Cabals do nothing to improve • Nightshade Class Battleship
the situation by conniving against Hallur. • Twilight Class Heavy Cruiser
• Celestial Heavy Cruiser
Shadow Coil is a keg sized fungus that produces a liquid known as • Shadow Class Cruiser
Mashosh, which is vital for the sustenance of living wood once it has • Sunset Class Frigate
been taken out of the earth. Dragon Lord vessels start to die without • Eyrie Class Dragon Carrier
occasional treatments of this substance. Bright sunlight is lethal to • Nogdra Dragons
Shadow Coil, so they flourish in the harsh landscape of Ossiria where • Elder Dragon
the land is covered by ash clouds. • Midnight Class Flagship
• Moonbeam Class Destroyer
Ships from Morgloth almost always have grey sails, since they get
their dragon hide from the local breeding grounds of Dark Serpents, These vessels form the core of the naval offering for this race, but as
a unique sightless creature believed to observe its world through the with all races the ship options will be expanded upon on a rolling basis.
perception of the flow of magic like Dragon Lord mages. The only living
wood native to Morgloth is a deep blue colour, but its shipwrights STANDARD FLEET COMPOSITION
often buy living wood from the other Houses. The normal building block of a naval formation is the Battlegroup and
a standard Dragon Lord offering consists of:
MARKINGS AND PATTERNS
The sails of living ships are made from leather with dragon hide sown 1 x Nightshade Class Battleship
onto it, so that the magical properties of the hide make up for the 3 x Shadow Class Cruiser
rigidity of the leather. The most powerful squadrons are those that 6 x Sunset Class Frigate (Split into 2 squadrons of 3 ships each)
have a higher proportion of dragon hide woven onto the sails. The
flagships of the House fleets have sails made entirely of dragon hide, Each ship has a Fleet Point Value and this is the number used to
making them faster, more maneuverable and more resistant to attack calculate how many ships can be deployed on a tabletop for a game.
from bolt, cannon, or fire. The abovementioned Dragon Lord Battlegroup would cost a player
475 Fleet Points and is calculated as follows:
Dragon Lords ships come in an almost infinite variety of colours, and
often have patterned sails. They are sometimes woven together to 115 Points for the Battleship
echo the markings on bodies of the local dragon species. Stripes and 60 Points per Cruiser
spots are the most common, although meshes and colour bands are 30 Point per Frigate
also prevalent.
Different scenarios will allow players to construct their fleets in various
A fleet owned by a single House will generally be made from the ways, with some forcing a player to have a preset number of ships and
same living wood and similarly pigmented dragon hide, since House classes and others simply allowing a player to buy ships based on a
huntsmen generally hunt local varieties of dragon. However, patterns fixed point value. Sometimes a scenario may call for a force of ships to
may vary between individual ships, as there is no prescribed coding break the normal ‘rules’ of a fleet composition.
in the House fleets. Squadrons may occasionally have a coloured
band across the prow, or use banners and even magical signals for TACTICS
identification. Some squadrons paint the masts and handrails in a This is always an interesting discussion and one that you as a Fleet
bright colour that is a contrast against the timber of the ship. Commander will heavily influence. The Dragon Lords are aggressive
warmongers, but they tend not to be foolhardy. As a result of this they
will use their superior speed and ability to ignore wind direction to
THE SHIPS
avoid a stand-up fight, tending to pick off enemy vessels and await the
As you will see from the models we have created a classic wooden
best moment to perform an almost surgical strike. That said, the ships
hull design that has been augmented by enchanted, living sails that
of a Dragon Lord Fleet are guarded by a number of elite warriors, so
literally draw in the wind from the heavens, speeding the ships along at
should a ship elect to board it the crew is in for a vicious fight – to the
a rapid pace. Dragon Lord vessels are amongst the fastest you will ever
death!
encounter in The Uncharted Seas, and it is this speed that commanders
will use to their advantage against enemies of this race.

Copyright © Spartan Games 2010


MIDNIGHT CLASS FLAGSHIP: Sleek and fast this Midnight Class exceed the CR rating you kill/remove TWO models. You DO NOT roll on
Flagship is designed to transport the most powerful Mages in the the Critical Hit Table and you CANNOT score multiple Critical Hits on a
Dragon Lord Empire to war. A mighty tower rises above the deck; the Wing of Dragons.
mage at its top casting spells about the battlefield.
SPECIAL RULE: Flame Weapon (Breath Weapon)
Mage Tower: when this Flagship uses a Magic card that requires Line
of Sight (LoS), its LoS is NOT blocked by Cruisers, Medium class models ELDER DRAGON: The Elder Dragon is the greatest and most cunning
or anything smaller – but it is still blocked by an island or landmass. species of beast that the Dragon Lords can summon to war. There are
some dragons that are larger and tougher, but the Elder Dragons are
A Dragon Lord Flagship can use 2 Magic cards when it is activated, and considered to be the embodiment of the long lost Ancestor Dragons,
an opponent can ONLY use 1 Counter card to cancel ONE of them. and treated with utmost respect.
The cards are played and resolved separately, so the opponent does
NOT see both cards and choose which to cancel. Also, this Flagship can They are also one of the very few intelligent species of dragon, able
repair 1 of its own HP on a roll of 6 when it is activated. However, it can to form their own battle strategies and act as emissaries for the Great
ONLY repair lost HP, and it CANNOT repair HP while it is involved in a Lords of the four Houses.
Boarding Action.
Breath Weapon: Attacks in the Fore arc with a 180 degree arc
DRAGON CARRIER: The Dragon Lord Dragon Carrier is a majestic
machine of war. With its six stands of Nogdra Dragons ensconced inside Swipe Attack: the Elder Dragon can make a Swipe Attack of 10AD
its hanger the ship’s glass top allows the Dragons absorb the rays of the against a model that is on the surface OR flying and within 1” of its
twin suns, while at the same time ready themselves for battle. flight stand in a Fore 180 degree arc. It swings its mast with brute
strength across the decks of the model knocking crew overboard, or
Commanders of Dragon Lord Fleets will be careful in their use of the across the flanks of a Creature tearing its flesh off.
Dragon Carriers and their stands of majestic animals. The speed of
these beasts can be used to assault enemy vessels, harassing smaller • If the Swipe/Tail Attack causes ANY damage, the model that suffers
ships and being used to finish off larger vessels that have already been the damage loses an additional Crew Point
damaged by the weapons fire of other Dragon Lord ships. • The AD of a Swipe/Tail Attack IS reduced by damage or crew-killed
The following rules apply to a Dragon Carrier: tokens
• An Elder Dragon CANNOT perform a Breath Attack and a Swipe/Tail
• Dragon Wings are launched before the carrier moves, the stands are Attack in the same Activation
simply placed at the rear of the model as it moves off. • An Elder Dragon CANNOT perform a Swipe/Tail Attack while it is
• A Dragon Carrier can carry 6 Nogdra Dragon stands, formed into one involved in a Boarding Action
Wing of 6 or two Wings of 3. • If an Elder Dragon sinks or destroys a model with a Ram or Collision, it
• If a ship launches ALL 6 stands simultaneously the vessel can perform CAN perform a Swipe/Tail Attack in the same Activation, but it CANNOT
no other action that turn. It CANNOT fire its main weapons, and the perform a Breath Attack
ship drifts forwards 2” as per the normal ship rules.
• If a ship launches ONLY 3 stands at a time it CAN still move and fire Tail Attack: the Elder Dragon can make a Tail Attack of 10AD against a
normally. model that is on the surface OR flying and within 1” of its flight stand
• The just deployed Dragons are now available for the player to activate in an Aft firing channel. It uses the same rules as the Swipe Attack, an
separately when they are next able to activate a squadron. Elder Dragon CAN make a Swipe Attack AND a Tail Attack in the same
• If the Dragon Carrier is destroyed or prized and the Dragon Wings are activation, but both targets MUST be at the same level (both flying OR
onboard, the Dragon Wings are also destroyed or prized. both on the surface).
• Two wings CANNOT combine into one larger Wing. To get a Wing
of 6, you must launch all the Dragons AT THE SAME TIME. You CAN CELESTIAL HEAVY CRUISER: This ship is a new design sent from
however, land on the Carrier and re-launch. the Dragon Lord homelands to deal with the new enemies that are
• The Wings may land on the Carrier simply by moving into contact invading the Uncharted Seas. Much sturdier than its predecessor, the
with it. Twilight Heavy Cruiser, the Celestial has new weapons and is majestic
• As a Wing takes damage the number of Dragons diminishes. A smaller in its design.
Wing of all remaining Dragons CAN be launched if there are less than
3 left on the Carrier. SPECIAL RULES: Draconic Blessing

Nogdra Dragons: This small and fast Dragon has been bred MOONBEAM CLASS DESTROYER: Designed to take on special
by the Dragon Lords for the sole purpose of harrying the enemy. Wings missions for the Dragon Lords, the Moonbeam class Destroyers stress
of these creatures swoop towards and enemy target, spitting a fiery joint tactics. Their standard tactics are to soften up enemies from range
breathe at them. Sharp talons tear at sails and rend flesh... you get before ramming and overwhelming the survivors using combined
the picture! boarding actions.

• All shooting against Dragons is made against the entire Wing and SPECIAL RULES: Iron Ram, Coordinated Assault
NOT individual stands.
• A Wing of Nogdra Dragons is mounted on a 40mm round base that
holds 3 Dragons. It is this base that is moved to attack models, and all
measurements are made to, and from, the centre of this base.
• Defensive Fire against Nogdra Dragons ONLY hits on a 6, and not the
normal 5/6.
• Nogdra Dragons do not roll on the Critical Hit Table when damaging
other models, and cannot cause multiple Criticals
• These Wings DO NOT count towards a Game Card total. The Dragon
Carrier DOES count towards Game Cards.
• You CANNOT play Game Cards on Wings of Nogdra Dragons.
• When shooting at a Wing of Nogdra Dragons if you match/exceed
the DR rating you will kill/remove ONE Dragon model. If you match/
Copyright © Spartan Games 2010
DRAGON
DRAGON DRAGON
DRAGON

Range Band

Range Band
Starboard

Starboard
LORDS LORDS

Turrets

Turrets
LORDS LORDS

Fore

Fore
Port

Port
Aft

Aft
SUNSET CLASS FRIGATE SHADOW CLASS CRUISER
DR CR MOVE HULL CREW RAM 1 4 4 - - - DR CR MOVE HULL CREW RAM 1 6 6 - - -

3 5 12” 2 2 2 2 3 3 - - - 4 6 9” 4 6 4 2 5 5 - - -

3 1 1 - - - 3 4 4 - - -
This is a Small Class Standard ship This is a Medium Capital Class Standard ship
Uses the Small template for moving and firing 4 - - - - - Uses the Medium template for moving and firing 4 1 1 - - -
Magical Sails mean the ship IGNORES the wind direction Magical Sails mean the ship IGNORES the wind direction
Deployed in Squadrons of 3 to 4 Models Points Cost: 30 Deployed in Squadrons of 2 to 4 Models Points Cost: 60

DRAGON
DRAGON DRAGON
DRAGON

Breath Weapon
Range Band

Range Band
Starboard

LORDS LORDS
Turrets
LORDS LORDS
Fore
Port

Aft

-
TWILIGHT HEAVY CRUISER ELDER DRAGON
DR CR MOVE HULL CREW RAM 1 6 6 6 - - DR CR MOVE HULL CREW RAM 1 9 - - - -

5 7 8” 5 7 5 2 5 5 5 - - 5 8 10” 6 8 Red 6 2 5 - - - -

3 4 4 4 - - 3 2 - - - -
This is a Medium Capital Class Variant ship This is a Large Capital Class Flying Special creature
Uses the Medium template for moving and firing 4 1 1 3 - - Uses the Large template for moving and firing 4 - - - - -
Magical Sails mean the ship IGNORES the wind direction This model IGNORES the wind direction
Deployed in squadrons of 2 to 4 Models Points Cost: 75 Deployed in squadrons of 1 Model Points Cost: 100

DRAGON
DRAGON DRAGON
DRAGON

Breath Weapon
Range Band

Range Band
Starboard

LORDS LORDS
Turrets

LORDS LORDS
Fore
Port

Aft

-
EYRIE DRAGON CARRIER NOGDRA DRAGON

DR CR MOVE HULL CREW RAM 1 9 9 - - - DR CR MOVE HULL CREW RAM 1 3 - - - -

6 10 6” 8 7 6 2 7 7 - - - 3 5 18” 1 1 0 2 - - - - -

3 5 5 - - - This is a Tiny Class Flying Special creature 3 - - - - -


This is a Large Capital Class Special ship This model DOES NOT use a template
Uses the Large template for moving and firing 4 - - - - - This model IGNORES the wind direction 4 - - - - -
Magical Sails mean the ship IGNORES the wind direction 360 degree arc of fire
Deployed in Squadrons of 1 Model Points Cost: 160 Special Rule: Flame Weapon (Breath Weapon) 10 Points per Stand

DRAGON
DRAGON DRAGON
DRAGON
Defensive Fire
Range Band

Range Band
Starboard

Starboard

LORDS LORDS
Turrets

Turrets
LORDS LORDS
Fore

Fore
Port

Port
Aft

NIGHTSHADE CLASS BATTLESHIP MIDNIGHT CLASS FLAGSHIP


DR CR MOVE HULL CREW RAM 1 13 13 6 - - DR CR MOVE HULL CREW RAM 1 13 13 7 - -

6 10 6” 9 8 8 2 11 11 5 - - 6 12 8” 9 10 8 2 11 11 6 - -

3 9 9 4 - - 3 9 9 5 - -
This is a Large Capital Class Standard ship This is a Large Capital Class Special ship
Uses the Large template for moving and firing 4 7 7 3 - - Uses the Large template for moving and firing 4 7 7 4 - -
Magical Sails mean the ship IGNORES the wind direction Magical Sails mean the ship IGNORES the wind direction
Deployed in Squadrons of 1 Model Points Cost: 115 Deployed in Squadrons of 1 Model Points Cost: 140

DRAGON
DRAGON DRAGON
DRAGON
Defensive Fire
Range Band

Range Band
Starboard

Starboard

LORDS LORDS
Turrets

Turrets

LORDS LORDS
Fore

Fore
Port

Port

Aft

MOONBEAM DESTROYER CELESTIAL HEAVY CRUISER


DR CR MOVE HULL CREW RAM 1 5 5 - - - DR CR MOVE HULL CREW RAM 1 8 8 - - -

3 5 11” 3 3 Red 3 2 4 4 - - - 5 8 8” 5 7 5 2 7 7 - - -

This is a Small Class Standard ship 3 2 2 - - - This is a Medium Capital Class Variant ship 3 5 5 - - -
Uses the Small template for moving and firing Uses the Medium template for moving and firing
Magical Sails mean the ship IGNORES the wind direction 4 - - - - - Magical Sails mean the ship IGNORES the wind direction 4 2 2 - - -
Deployed in Squadrons of 2 to 4 Models Deployed in squadrons of 2 to 4 Models
Special Rules: Iron Ram and Coordinated Assault Points Cost: 45 Special Rules: Draconic Blessing Points Cost: 85

Copyright © Spartan Games 2010

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