Esoteric Order Gamers: Another Game Aid by
Esoteric Order Gamers: Another Game Aid by
Esoteric Order Gamers: Another Game Aid by
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
DREADFLEET
v1.1
Game:
Publisher: Games Workshop (2011)
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Enemies in base contact must resolve a boarding action. – they do not have facings or arcs of sight, and can fire Enemies in base contact must resolve a boarding action. – they do not have facings or arcs of sight, and can fire
Each player rolls D6 equal to his current Crew. broadsides in any direction. Warships cannot claim the Each player rolls D6 equal to his current Crew. broadsides in any direction. Warships cannot claim the
raking bonus against them. raking bonus against them.
1-4: no effect. 5-6: single victory each. 1-4: no effect. 5-6: single victory each.
– any Special Damage card they draw is discarded (draw – any Special Damage card they draw is discarded (draw
Subtract the least total victories from the most total another to replace it). Subtract the least total victories from the most total another to replace it).
victories. The warship with the least number of victories victories. The warship with the least number of victories
must draw Damage cards equal to the result. On a tie, each – trace model’s-eye view LOS from its highest part (this must draw Damage cards equal to the result. On a tie, each – trace model’s-eye view LOS from its highest part (this
warship must draw a single Damage card. also counts as the model’s ‘corners’ for the purposes of warship must draw a single Damage card. also counts as the model’s ‘corners’ for the purposes of
determining if the partial shot modifier applies). determining if the partial shot modifier applies).
Duelling Duelling
– they do not have the Handling characteristic and can – they do not have the Handling characteristic and can
At the beginning of each Boarding Action sub-phase, the turn freely. At the beginning of each Boarding Action sub-phase, the turn freely.
captains of each warship automatically fight a duel. captains of each warship automatically fight a duel.
Each player rolls D6 equal to their captain’s current Docking Auxiliaries Each player rolls D6 equal to their captain’s current Docking Auxiliaries
Swashbuckling. An auxiliary may dock with any warship from the same fleet Swashbuckling. An auxiliary may dock with any warship from the same fleet
in base contact, immediately repairing damage. in base contact, immediately repairing damage.
1-4: no effect. 5-6: single victory each. 1-4: no effect. 5-6: single victory each.
Any number of auxiliaries can be docked with a warship. Any number of auxiliaries can be docked with a warship.
The captain with the higher total victories wins and the Dwarf Dirigibles and Dragons may only dock with their The captain with the higher total victories wins and the Dwarf Dirigibles and Dragons may only dock with their
loser takes a wound. On a tie, each captain takes a wound. parent warships. loser takes a wound. On a tie, each captain takes a wound. parent warships.
A captain who suffers 4 wounds has suffered a mortal A captain who suffers 4 wounds has suffered a mortal
Flying Auxiliaries Flying Auxiliaries
wound and may no longer duel. The first mate may issue wound and may no longer duel. The first mate may issue
Dwarf Dirigibles and Dragons are flying auxiliaries. Dwarf Dirigibles and Dragons are flying auxiliaries.
orders in his place (Command of 6+). orders in his place (Command of 6+).
They do not take capsize tests, and may move freely over They do not take capsize tests, and may move freely over
AUXILIARIES other models, though they may never voluntarily end their AUXILIARIES other models, though they may never voluntarily end their
move over another model. move over another model.
Parent Warship Auxiliary Parent Warship Auxiliary
Heldenhammer Grand Alliance Cog Treasure Tokens Heldenhammer Grand Alliance Cog Treasure Tokens
Flaming Scimitar Grand Alliance Cog An auxiliary may collect one treasure token per turn by Flaming Scimitar Grand Alliance Cog An auxiliary may collect one treasure token per turn by
moving into base contact; the token then moves with the moving into base contact; the token then moves with the
Swordfysh Grand Alliance Cog auxiliary (they may carry multiple tokens). Swordfysh Grand Alliance Cog auxiliary (they may carry multiple tokens).
Seadrake 2 x Dragons Seadrake 2 x Dragons
An docked auxiliary ‘hands over’ any treasure tokens it has An docked auxiliary ‘hands over’ any treasure tokens it has
Grimnir’s Thunder 2 x Dwarf Dirigibles to that warship. The token(s) then move with that warship. Grimnir’s Thunder 2 x Dwarf Dirigibles to that warship. The token(s) then move with that warship.
Bloody Reaver Dreadfleet Cog Tokens can be handed between auxiliaries in base contact, Bloody Reaver Dreadfleet Cog Tokens can be handed between auxiliaries in base contact,
Shadewraith None or handed from a warship to an auxiliary it is deploying. Shadewraith None or handed from a warship to an auxiliary it is deploying.
Curse of Zandri Dreadfleet Cog If a warship carrying treasure tokens is removed from play, Curse of Zandri Dreadfleet Cog If a warship carrying treasure tokens is removed from play,
leave any tokens at the spot where the warship sank. leave any tokens at the spot where the warship sank.
Skabrus Dreadfleet Cog Skabrus Dreadfleet Cog
Blake Kraken Dreadfleet Cog Sea Monsters Blake Kraken Dreadfleet Cog Sea Monsters
Sea monsters are auxiliaries that enter play through Fate Sea monsters are auxiliaries that enter play through Fate
A warship may deploy its auxiliary before it moves in the A warship may deploy its auxiliary before it moves in the
cards. cards.
Movement sub-phase. Place the auxiliary within 1" of its Movement sub-phase. Place the auxiliary within 1" of its
parent warship, not in contact with another model or token. Unless a sea monster is controlled by Count Noctilus, it parent warship, not in contact with another model or token. Unless a sea monster is controlled by Count Noctilus, it
has its own Action phase after all other Action phases have has its own Action phase after all other Action phases have
If the warship is not at anchor or run aground, roll a D6 If the warship is not at anchor or run aground, roll a D6
been taken (randomly determine which goes first). been taken (randomly determine which goes first).
capsize test: 1-3, the cog is removed from play. capsize test: 1-3, the cog is removed from play.
At the beginning of its Action phase, determine which At the beginning of its Action phase, determine which
Auxiliaries follow all normal warship rules, with the Auxiliaries follow all normal warship rules, with the
player has the nearest warship—his opponent controls the player has the nearest warship—his opponent controls the
following exceptions: following exceptions:
sea monster. sea monster.
– they have no captains and cannot issue orders or duel. – they have no captains and cannot issue orders or duel.
Sea monsters cannot dock or be deployed. They may claim Sea monsters cannot dock or be deployed. They may claim
– they cannot escape jeopardy. treasure tokens (though they may not hand them over). – they cannot escape jeopardy. treasure tokens (though they may not hand them over).