Thalassa
Thalassa
S T U D I O
CONTENTS
KEY CONCEPTS 3 2. Operations Phase 10 ASSEMBLING A FLEET 22
Dice 3 2.1 Manoeuvring Actions 10 The Flagship 22
Measurements 4 2.1.1 Moving 10 Ship Mastery Levels 23
Templates 4 2.1.2 Turning 10 Crew-stands 23
Ship Mastery 4 Collisions 11 Melting Pot of Alliances 24
Sails and the Mastery Flags 5 2.2 Captain’s Orders 11 Victory Points 25
Predominant Currents 5 2.2.1 Ramming 12 Ships 26
Drift 6 2.2.2 Away Boarders! 16 MAIN SHIPS 27
Miniature Stands 7 Boarding (sequence) 17 The Trireme 27
Structure Points 7 2.2.3 Unleash Fire 18
AUXILIARY SHIPS 28
Engines of War 7 Unleash Fire (sequence) 19
The Penteconter 28
Chaos Tokens 8 2.2.4 Rallying 20
FLEET LIST:
Activation Tokens 8 3. End Phase 20
THE FLEET OF HELLAS 29
Blessing Tokens 8 3.1 Broken, Unmmaned,
The Hellenic Fleets Special Rules 30
The Navarch 8 and Sunken Ships 20
3.1.1 Broken Ships PLAYING A SCENARIO:
ROUND SEQUENCE 9 20
OPEN ENGAGEMENT 31
3.1.2 Unmmaned Ships 21
1. Command Phase 9
3.1.3 Sunken Ships 21
1.1 Fleet Command Orders 9
3.2 Fleet Upkeep 21
1.2 Initiative 9
3.2.1 Resilience 21
1.2.1 Coordinated Manoeuvres 9
3.2.2 Put Out Fires 21
2
CREDITS
Game Design: Ricard Fortun-Martinez
Editing: Roger Gerrish and Daniel Molina
Sculpting: Daniel Molina (Dankai Miniatures)
Creative Direction and Technical Designs: Ricard Fortun-Martinez
Concept Art: Lanza Studio
Iconography and Tokens: Carlos Hernandez Ramiro
Cover Art: The Creative Studio - Malaysia
Thalassa Logo: Dai Nguyen
Playtesting: Roger Gerrish, Tim Baker, Daniel Molina, Ricard Fortun-Martinez, Anders Johanson, Charlie Monaghan,
Karl Oliver-Kyriacou, Richard Carlisle, Steve Cumming, Jose Carlos Barrios Juarez, Jose Diaz Coracho,
David Vicente Martinez Calvo, Carlos Federico Yrissarri Melgar.
Special Thanks to Boards and Swords (Derby), Christian Schlumpberger (Bruckenkopf - Fantasy In Germany),
Sarissa Precision Ltd., John Fielding (Vanguard Miniatures Ltd.), and NG Castings Ltd.
Copyright © Room 17 Studio Ltd. Published under license by Wargames Illustrated Ltd.
No part of this product may be reproduced without specific permission. Thalassa title design and
Thalassa logo are trademarks of Room 17 Studio Limited. All rights reserved. Designed and printed in the UK.
KEY CONCEPTS
DICE
Thalassa primarily uses two types of dice: regular ten- The fleet command dice results can be used as required in
sided dice and special six-sided fleet command dice. the operations phase during any of the players’ activation.
Any unused dice are discarded at the end of the round.
You can use regular six-sided dice (D6) to represent the
R e-Rolls fleet command dice.
Regardless of the type of dice, or the source of the The icons and their correlation with the D6 results are
re-roll, no dice in the game can be re-rolled twice. as follow:
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When a test using D10s is required, a natural result different way.
of 1 (this being the actual number scored on the dice
before applying any modifiers) is always a failure. /1-3 Manoeuvre: A player can use this order on
On the other hand, a natural result of 10 (or a ‘0’) one of their ships during its activation. This allows
is considered an automatic success even if the score it to make an additional move or turn following the
required was higher than a 10 because of certain normal rules for manoeuvring. This is a bonus action in
penalties or other circumstances. addition to the three manoeuvring actions a ship
normally has.
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mainmast.
Check the diagram below to identify the side of the ship
the current is pushing against.
DRIFT
During a game of Thalassa, players can both benefit and When resolving a Drift with the current pushing forward
suffer from the effects of the currents displacing the (from stern to bow) or astern (from bow to stern), the
position of their ships. This effect is called Drift. Drift template is placed against the stern or the bow of
Skillful players can take advantage of the Drift for the ship aligned with the main mast (following the white
beneficial manoeuvres, but they can also be affected by dashline as shown below).
involuntary Drifts (caused by the opposing player) that
can detrimentally affect their position.
Drift is resolved using a template the size of a poker card
with two lines crossing its centre as depicted here.
sideways, from port to starboard or starboard to port, or facing may be changed in any direction within 90° of its
lengthways, from bow to stern or stern to bow. This will original facing.
determine the positioning of the Drifting template and
When a player places a Drift dice ( ) on one of their
the side to use in each case.
own ships, it is they who decide the positioning of the
To resolve a side Drift, when the currents are pushing ship within the Drift template.
towards the port or the starboard of the ship, the Drift
If a ship receives a Drift dice ( ) from the opposing
template must be placed alongside the line of oars on the
player, that player positions the ship. In both cases, the
side of the ship opposite to the direction of the current.
following rules must be observed:
• The centre of the mainmast must be inside the
template area.
• The ship cannot be turned more than 90° from
its original facing.
ENGINES OF WAR
Stand slots can be used to house engines of war like
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catapults, ballistas, and defensive towers. The rules on
how to acquire these engines of war are explained in the
section on how to assemble the fleet.
Engines of war don’t have their own resilience value;
instead, their robust construction is represented by a
Structure point value, usually one.
A ship that resolves a Drif during the operations phase When a ship suffers the loss of a structure point, instead
counts as having moved, and any benefits for being of reducing the ship’s main hull (Structure), a player can
stationary are therefore lost. decide to remove an engine of war instead. Engines of
war and the ship they are mounted on always have the
MINIATURE STANDS same Armour save.
If more than one structure point is lost, the defending
A key element of Thalassa is the use of stands of models player can distribute them amongst engines of war and
to represent the sailors, marines, and other hands vital to the ship itself.
the running of the ship. This includes manning the oars,
steering the ship, repairing it, and of course, fighting the If a ship with no remaining crew stands suffers hits from
enemy. shooting or boarding actions, the controlling player
must remove one engine of war for every uncancelled
Stands can also represent the many varied engines of war hit received to represent the loss of the manning crew or
sometimes carried by these ships. the destruction of the machine at the hands of enemy
Each ship in Thalassa has a number of stand slots that assaulters.
can be filled with various crew and engines of war stands.
Some ship upgrades can also occupy these stand slots, as
explained in the rules for assembling a fleet on page 22.
CHAOS TOKENS
The stress and confusion suffered by a crew A Blessing token ( ) can be discarded at any time
during battle is represented in the game by an during the activation of a ship to:
accumulation of Chaos tokens ( ). A ship
• Remove one Chaos token ( ).
that carries one or more Chaos tokens ( )
during the game is said to be Disadvantaged. • Re-roll any one D10.
A Disadvantaged ship is affected by the following • Perform other actions that may require Blessing
penalties: tokens ( ).
• -1 Attack Dice (AD) for every , to a minimum
of 1D10.
• -1 to all Mastery tests.
Victory Points
• -1 to the results to hit a target when shooting.
At the end of each round, any unused Blessing tokens
( ) are automatically converted into Victory Points and
therefore can no longer be used during play unless a rule
Broken Morale or special ability indicates otherwise.
As soon as a ship accumulates
more Chaos tokens ( ) than its
Governance value (Gov), as shown
THE NAVARCH
on its profile, the morale of the ship is The Navarch (or Návarchos) is the ancient Greek name
Broken and the controlling player must remove all Chaos for the admiral of the fleet and this character must be
tokens ( ) and replace them with a Broken marker. clearly represented in one of the player’s ships.
While Broken, the controlling player cannot activate the Players must indicate to their opponent which one of
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ship nor play any fleet command dice on it. During each their main ships carries their Navarch, becoming the
end phase, the player can try to restore order and regain fleet’s flagship.
control of the ship as explained on page 20.
The Navarch cannot start the game on board a pirate ship.
The Navarch does not take up a crew or upgrade slot and
ACTIVATION TOKENS cannot be targeted by attacks of any kind.
After a ship has taken its turn during If the flagship sinks, the Navarch will suffer the same fate
the operations phase, and regardless unless they are rescued in time (as explained on page 16).
of the outcome of the mastery test, The flagship benefits from certain special rules explained
the ship must be marked with an in assembling the fleet (page 22).
activation token to avoid confusion
during the round. Losing the Navarch
The grey side of the activation token can be used to If the Navarch is destroyed or forced to leave the
indicate special orders or conditions on the ship that may tabletop, the controlling player must roll one less fleet
appear in future releases. command dice during the command phase for the
remainder of the game.
Additionally, every ship of the fleet must take a Mastery
BLESSING TOKENS test immediately. If the test fails, the ship receives one
Chaos token ( ). This could force a ship to Break.
The ancient nations believed strongly in the
favours of their gods and that their fates were
decided by divine intervention. To represent
this strong belief in supernatural phenomena,
players may receive Blessing tokens ( ) during the game.
ROUND SEQUENCE
1. Command Phase
2. Operations Phase
3. End Phase
1. COMMAND PHASE
During this phase, both players are preparing their overall 1.2 INITIATIVE
strategy for the coming round. The command phase is
split into two steps: During a round of Thalassa, both fleets alternate the
• Fleet Command Orders activation of their ships.
• Initiative After rolling the fleet command dice, the player that scored
At the beginning of the round, both players roll five more manoeuvring results ( ) may decide to be either
command dice (for a standard sized game) and keep the the first player and activate their first ship, or alternatively
results scored to one side, but visible to their opponent at they can declare their opponent as the first player.
all times.
In case of a draw in manoeuvring results ( ), the player
Any results must be discarded and the player receives who didn’t have the initiative on the previous turn counts
one Blessing token for each one, which can then be used as having scored one additional manoeuvring result ( ).
during the round.
If a tie occurs in turn one, both players roll-off on a D10
The results of the remaining fleet command dice can be
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with the higher-scoring player deciding whether to go first
allocated to the player’s ships in the fleet to receive their or second.
benefits, or against the opponent’s ships to inflict certain
penalties.
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A ship can always receive ONE order from the captain, either before or after any of the manoeuvring actions have been
performed. This is true even if the player fails the Mastery test to activate the ship. A captain’s order cannot interrupt an
action unless specified.
Ramming (page 12) While a ship is engaged in a boarding action, only the
Away Boarders! order is allowed.
By giving this order, a player can use one of a ship’s
manoeuvring actions to perform a ramming attack (see Unleash Fire (page 18)
the rules for ramming). Any crew-stand armed with ranged missile weapons
Away Boarders! (page 16) (bows, javelins, slings, etc) can open fire against a target
as described in the rules for shooting.
A ship already engaged with an enemy ship or within 3"
of an enemy ship (measured between both ships’ hulls, Rally (page 20)
excluding the lines of oars, the ram, or other protruding One of the most important duties of a captain is to
elements), can make a boarding action against that ship. ensure that his crew maintains high morale and remains
The attacker places their ship so that the lines of oars or disciplined during battle. Failures in those areas can be
the sides of their hulls (if they have no oars), have the disastrous for a ship of war. This captain’s order represents
maximum contact surface with each other. This is called motivational, organisational, and command skills being
Grappling. used to rally the crew in the heat of battle.
If the attacker is boarding a ship already engaged by Special Orders
another ship, players must agree to accommodate them Other special orders can be given as indicated by any
so that the maximum number of ships are touching the special abilities or rules.
maximum contact surface with the minimum repositioning
of the affected ships. In this case, a ship can board an
enemy ship through an already engaged friendly ship.
2.1.1 RAMMING
A war galley knifing through the water at 10 knots To resolve the order, the controlling player must place
directly at an enemy ship with an intention to ram the ramming template to cover the ram just in front of
is probably the most popular image of classical naval the bow and project in a straight line (as shown in the
combat. Few things could be more terrifying for a sailor image below). The line between the main mast and the
of that period than the splintering crash as the enemy ram on the miniature should be a good reference to
galley’s imposing bronze ram smashes planks and beams trace the line correctly.
asunder. Dazed and thrown to the deck, they must To launch a successful ramming action, part of the
quickly prepare themselves for the enemy marines who template must reach the target vessel.
are sure to follow.
If the ramming action reaches an enemy ship, and the
During the operations phase, a player may replace one course and distance have been determined, the players
of his three manoeuvring actions with the Ramming must identify the point of impact on the target ship.
captain’s order.
A ship that fails its Mastery test to activate cannot execute a
ramming order using fleet command dice.
Dead ahead
This is the optimum course and offers
a +1 to the impact rolls on the D10s.
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Adjust starboard/port
A minimal course change that gives no bonus to impact.
Steer starboard/port
A more radical turn that generates a
-1 penalty to the results on the impact rolls.
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For example, a Dead Ahead impact benefits from +1 to
impact dice rolls, as explained on the previous page.
After the number of rolls scoring 6+ are calculated, the
Compare the attacking ship’s mass value against the
defending player will use their ship’s armour save value
target ship’s hull value in the impact zone, then refer
to try to cancel the damage by rolling a dice for every
to the table below to determine the number of dice
successful hit scored.
to be rolled to hit, adding a single dice if the ram is
Optimal, or discarding a dice if the ram is Predictable For every unsaved hit, the defending player reduces the
(as explained above). Structure of the ship by 1 point. If a ship’s structure is ever
reduced to 0, the vessel is wrecked and will start sinking.
Hull Value
Crippling ships
3 4 5 6 7 8 9 10+
Whilst a ram might result in the destruction of an enemy
3 4D 4D 3D 3D 2D 2D 1D 1D
ship, that may not be the ultimate goal of an attacking
4 5D 4D 4D 3D 3D 2D 2D 1D captain. The components and materials used in the
5 5D 5D 4D 4D 3D 3D 2D 2D construction of a fighting ship in the classical age were
Mass Value
TREMOR
The shock caused by an enemy ship ramming at full
speed may not only damage the target ship, but the
crew will most likely have trouble staying at their
stations. Some will be thrown to the deck, while the
unlucky ones may go overboard or even be killed by
the impact.
2.2.1.2 R amming Follow Up
To represent this disorder after being rammed, and
After calculating the effect of the impact on the ships
in addition to any structural loss, the defending ship
involved, and provided the target ship has not been sunk
receives 1 Chaos token ( ).
outright, the attacking player must resolve one of the
following effects:
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Boarding (Optional)
Splitting a ship
The ramming ship is rotated at the point of impact
When a ship is sunk as a consequence of a ramming
and placed alongside the defending ship, ensuring
action, it is defined as being split.
the maximum contact occurs between the two ships
The defending player removes the destroyed ship and (usually side by side). A boarding action is then resolved
the attacker may move the ramming ship, up to 3" in the between the two ships involved. The ships count as
direction of the ramming attack. Once the attacking ship is being grappled together.
in its final position, the defending player must then place 2
shipwreck tokens no more than 1" from either side of the Reverse (Optional)
attacking ship but without touching any part of the model. The ramming ship can immediately move directly
No further boarding or aggressive actions can be taken, backwards its normal movement distance (3" in the case
and the wreck of the destroyed ship must then follow the of a Trireme) finishing the ramming action. If a ship has
rules for Sinking Ships. any manoeuvres left, these can be resolved normally.
Bounce Off (Compulsory)
If a ramming action doesn’t cause the loss of any
structural points in the target ship, the ships involved
bounce off each other.
In these cases, the attacking ship will also receive 1
Chaos token ( ) and the players must resolve a
Drifting movement for both ships.
First, the defending ship Drifts as if the attacking ship Shipwreck & Debris Markers
was the direction of the predominant current. After
Shipwreck markers represent the bow and stern of a ship
that Drift is resolved, the attacking ship always Drifts
that is sinking after losing all its structure points.
forwards in the direction of the attack, placing the Drift
template against the bow of the ship. A shipwreck marker is treated exactly as any other
obstacle or ship during the game, and that means that
Ships that bounce off can end up colliding with other
any ships that enter into contact with it must stop on its
ships or other scenery elements on the board. In this case,
edge and resolve a collision (see page 11).
resolve as a collision (see page 11).
A shipwreck marker interferes when tracing lines of sight
Sinking ships like any other piece of terrain on the tabletop.
A ship sinking to the depths is a dramatic part of
Thalassa; terrified sailors and marines yelling out trying to
save themselves, holding onto anything that floats, whilst
around them the groan and crack of splintering wood
Shipwreck marker
mixes with the gurgling of the water as the hungry sea
steadily devours the vessel.
When a ship loses all its Structure points, it is considered
to be sinking. As soon as this happens, the controlling The opposite side of the shipwreck markers represent
player replaces the miniature of the ship with a shipwreck the debris left after the main mass of the wreck has
token. been engulfed by the waters. During the end phase, all
shipwreck markers should be flipped over to be turned
The shipwreck token is made of two halves representing into debris markers.
the sinking bow and stern of the ship. To place the token
correctly, the two halves must be separated by a 2" gap as
shown in the example below.
All the ship’s crew and engines of war are automatically Debris marker
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lost except for any crew-stand with a hero and the
Navarch if they were aboard.
When a ship sinks, the opposing player receives the VP A debris marker can be ignored when shooting or
rewarded by that ship regardless of the reason the ship declaring manoeuvres. However, a ship that enters into
lost its last structure point. contact with a debris marker must pass a Mastery test to
avoid the flotsam of the wreck. If the test fails, the player
must resolve a collision (as explained on page 11).
Once the contact with the debris has been resolved, the
controlling player must remove the debris counter and
continue its activation normally.
If after declaring a ramming action, the selected course
on the ramming template crosses a feature of debris,
the attacking player must first determine the effect of
the debris before continuing with the resolution of the
ramming movement.
If the Mastery test to avoid the debris succeeds, no bonus
for the course or length is received, although penalties
still apply normally.
If a collision occurs, the ramming stalls immediately at
that point.
Shipwrecked characters 2.2.2 AWAY BOARDERS!
During the battle, opposing ships come together and the
When a Hero or the Navarch are present crews begin engaging in bloody battles on their decks.
on a ship that sinks, place the corresponding character
crew-stand and/or the Navarch token anywhere within 1" Generally, a ship’s fighting force is fairly standard, with
of any of the shipwreck or debris tokens. This represents a handful of hoplites or marines ready to defend the
those individuals hoping to be rescued. rowers with the support of any of the sailors on deck.
The best commanders, however, can exploit the options
If a friendly ship ends its operations phase within 2" of a to man the ships of their fleets in the most effective way.
shipwrecked character, they can be rescued and included They can add toxotai (archers), peltasts (mercenaries), or
as part of the ship’s crew, displacing a lesser crew-stand of other effective shock infantry. Crew complements can be
the player’s choice if there are no free crew slots aboard. customised to fit the Navarch’s battle plan.
The Navarch replaces the captain of the rescuing ship,
which becomes the new flagship. During the game, a captain’s manoeuvres and orders can
bring two opposing ships into a close quarters battle.
These boarding actions must be resolved immediately
after the closing manoeuvre is completed, be it a
ramming action or an approach that leads to throwing
Designer’s Notes
grapples and jamming enemy ships.
Historical references suggest that in many cases,
Regardless of the cause of the engagement, we assume
the crews of attacking ships often calculated their
that the crew of both ships are hurling themselves
ram attacks to damage but not sink the targets.
at each other, defending their ships, and battling the
Whilst we wanted to keep the tabletop relatively
enemy across decks, swinging from line to line in a most
clear of unnecessary debris by removing ships
cinematic and brutal display.
after they lost all their structure points, we wanted
to reward multiple precision strikes rather than To resolve such desperate confrontations, both players
all out brutal ramming. In a way, this encourages must follow the steps explained next.
the ‛milking of Victory Pointsʼ at the expense of
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score hits with better or worse results, or crew may
produce modifiers to the enemy armour save
they hit. Roll these separately or use diffe when
rent coloured dice to avoid confusion.
4. ROLL AR MOUR SAV ES
Each side then makes Armour Saves (AS)
to try and cancel enemy hits. Players can choo
use their crew’s best remaining AS value agai se to
nst all hits suffered during a boarding actio
excludes any engine of war as it is not cons n. This
idered crew but an integral part of the ship
’s structure.
Any hit that is not cancelled reduces the
Resilience of a crew-stand by 1 point. Wh
Resilience value of a crew-stand reaches 0, en the
that base must be removed as a casualty. If
is more than 1 crew-stand eligible to be rem there
oved, the controlling player can choose whi
remove first. ch to
Any excess of uncancelled hits that don’t
remove a full crew-stand must be marked
Wound tokens ( ), keeping them next to using
the ship until the next end phase since subs
boarding or firing actions against the sam equent
e ship can continue to accumulate injury
crew stands are eliminated. until new
5. DE TERMINE THE WI NN ER
Compare the uncancelled hits produced by
both sides (don’t forget those accrued on
crew stands) to determine the overall winn removed
er of the boarding action.
BOARDING ACTION OUTCOME
DRAW
Both sides score the same uncancelled hits
Both ships receive 1 Chaos token ( ). The defending ship (the one that received the boarding action)
may choose to continue fighting or to cut grapples and disengage, as explained below, unless the
ship’s paths to disengage are blocked, in which case the combat must continue.
WIN
One side scores more uncancelled hits
The losing ship receives 1 Chaos token ( ). The winner of the boarding action may choose to
continue fighting or to cut grapples and disengage unless the ship’s paths to disengage are blocked, in
which case the combat must continue.
movement possible.
multiple ships by assigning individual ranged crew-stands
In case of a draw, the defending player is considered the or engines of war to target each ship. For example, a ship
winning side when it comes to rearranging the ships. with two ranged crew-stands and one engine of war may
engage up to three ships if they are eligible targets.
Once the ships are grappled together, the boarding action
will continue in the next round following the regular To resolve a shooting action, check that the target is in
cycle of initiative and activation. the arc of fire of the weapons used. Unless they have any
restrictions in their profile, most ranged weapons have an
2.2.2.2 Cutting Grapples
arc of fire of 360°.
When a ship cuts grapples with another ship, the crew parts
After ensuring that the target is in the arc, the attacking
the ropes, frees the hooks, and uses long poles to break free
player measures the distance between the firing crew-
from the enemy ship and end the boarding action.
stand or engine of war and the closest point on the target
To cut grapples, the controlling player (the player that model’s hull. This should ignore the line of oars, masts,
declared they wanted to cut grapples) can move either ship and any other protruding parts such as the ram or flags.
to create up to a 3" gap between them. Ships being moved
The player then checks to confirm that the target is
when cutting grapples cannot change their facing at all.
within the maximum range of the weapon being fired, as
The movement that occurs when cutting grapples is too shown on their game profile. If the target is within range,
slow to create a collision even if the ship comes into the shooting can proceed.
contact with an obstacle as a result of this manoeuvre. In
To resolve the shooting order, the attacking player rolls a
this case, the ship simply stops at the edge of the obstacle.
number of dice equal to the Shooting Dice (SD) value of
In contrast, a ship that is pushed into a current or water all ranged crew-stands or engines of war participating in
elements that define riffs, banks, or shallow waters, that single shooting action.
continues to suffer the consequences of these, and they
must be resolved imediately.
2.2.3.1 Obscured Targets
When the target of a shooting action is not perfectly It may be necessary to lower your head to the table and
visible to the attacking ship (being partially covered by sight over the firing ship’s hull to see if there is anything
another ship, any shipwreck markers, or terrain features, obscuring the target.
for example), a -1 penalty applies to the result of any
Players are advised to use common sense in determining
Shooting Dice rolls.
whether a target is partially or fully covered when
If the target has more than half of its silhouette covered, declaring ranged attacks and must agree before rolling
the line of sight is considered blocked, and the shot the dice.
cannot be resolved.
If there are still doubts about a shooting attack, the most
Ships involved in boarding actions are considered to sensible thing is to look for a clearer target and not hinder
be blocked targets, and shooting actions against them the game unnecessarily. As a last resort, roll a dice-off to
cannot be declared. determine if the target is obscured or blocked with the
winner making the final call.
U N LE A SH F IR E
1. PR EPA R E T H
E SHOOT ING D
IC E POOL
The attacking player
creates a Shooting D
(SD) value from th ice pool by summin
e profile of each crew g together the Shoo
-stand participating ting Dice
2. ROLL T HE SH in each separate shootin
OOT ING DICE g attack.
(SD)
The attacking player
then rolls their chos
attack in turn, need en number of dice fro
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ing 6+ for a success. m the pool for each
to these dice rolls. C onsider any penalties shooting
or bonuses that may
be applied
3. ROLL A R MOU
R SAV ES
The defending play
er makes armour sa
upgrades may increa ves to cancel enemy
se the chances of ca hits. Remember that
ncelling hits scored certain
Players may always by the enemy.
use the best saving
roll aboard the ship
Any uncancelled hi for all the hits receive
t is classed as a woun d.
1 point. W hen the d an d re du ce s th e re
resilience value of a silience of a crew-sta
choice is removed fro stand reaches 0, a cr nd by
m play. ew-stand of the cont
rolling player’s
Players must allocat
e wounds to the sam
removed. A second e stand until its resil
stand cannot receive ience is reduced to
wounds if a previous 0 and it is
Leftover hits are ca one still has wounds
rried over until the remaining.
same ship can contin end phase as boarding
ue depleting crew-s or shooting actions
tands. against the
4. R ECEIV E CH
AOS TOK ENS (
After resolving the )
shooting action, if at
1 Chaos token ( least one hit was scor
) to represent the eff ed, the target ship re
1 Chaos token ( ects of being under ceives
) for ever y enemy sh fire. A ship can only ev
attacks received durin ip shooting at it rega er receive
g that shooting actio rdless of the numbe
n. r of shooting
2.2.4 RALLYING
BLAZE TOKENS
A disciplined crew with good morale is essential in combat. However,
some elements of the crew may not be as enthusiastic about fighting when To represent the effect
things aren’t going according to plan. Fear and fatigue may take a toll, the of fire aboard the ship,
crew may hesitate, squabble, or even mutiny. Good captains know how and players may place Blaze
when to intervene to rally their crew through personal charisma, stirring tokens on top of or
actions, or an iron fist. next to the ship’s model. A Blaze
In the game, the effects of combat fatigue, stress, or fear are represented by token has the same effect as a
the accumulation of Chaos tokens ( ). Chaos token ( ) and indicates
When the ship receives the Rally captain’s order, the controlling player can that the ship is Disadvantaged for
remove 1 Chaos token ( ) or 1 Blaze token ( ) immediately. all Mastery tests and any other
additional effects.
Additionally, the player can discard any fleet command dice to remove 1
additional Chaos token ( ) or 1 additional Blaze token ( ) for every
fleet command dice spent while rallying.
3. END PHASE
Once all ships on both sides have been activated, the end phase begins. Here the players attend to the status of their
ships. Both players can perform these tasks simultaneously unless something requires a particular sequence. In such
cases, these are carried out in the order of the player with the highest initiative first.
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with a basic Mastery level of 4+ from then on.
• If the test is passed, the ship discards 1 Blaze
If the ship is resupplied with enemy crew, the ship
token ( ).
is captured, and the enemy player takes control of it,
activating the ship during the following operations phase • If the test fails, the Blaze token/s ( ) remain, and
with a basic Mastery level of 6+. effects are now resolved.
A captured ship must remove any engines of war left, • If the Mastery test fails with a natural 1, the ship
except any built-in towers. receives 1 additional Blaze token ( ) as the
fire spreads.
If a captured ship fails its Mastery test, it must complete
a Drift immediately and misses its operations phase. The The penalty for being Disadvantaged does not affect the
ship can still defend during boarding actions if attacked, Mastery test for putting out the fire.
including the repelling of boarders if applicable. A ship with any Blaze tokens ( ) remaining at the
During a campaign: if at the end of the game a player completion of the end phase will lose 1 structure point
holds any captured ships, they receive a reward in coin as that cannot be cancelled with an armour save. This can, of
shown on the captured ship’s profile. course, cause the ship to sink normally.
Blaze tokens ( ) also count as Chaos tokens ( ) and
must be considered for the effects of ship morale and
rallying (see page 20).
ASSEMBLING A FLEET
Before assembling a fleet, players must decide on its size. Games of Thalassa are played in increments of recruitment
points; these reflect the worth of ships of different classes - generally war galleys.
When recruiting the fleet, players must use the Fleet One of a Kind
of Hellas list in this rulebook and chose their core
The Navarch has received their rank through being a
nation’s ‘Ship Nationality Rule’ from Athens, Sparta,
great strategist, a great warrior, or a great leader. At the
Corinth, or Crete.
beginning of the game, players must declare the type of
Each player must spend at least 75% of their total Navarch they have selected, and that choice will determine
recruitment points on ships and upgrades from that certain advantages for the flagship or even the fleet.
state’s fleet list.
It is very common for other states to offer support in Strategist
the form of ships and patronage, sometimes creating With a perfect grasp of strategy and understanding of
truly eclectic fleets made up of ships and resources the strengths and weaknesses of the forces under their
from many states. command, the Navarch always knows what the best
Players can spend up to 25% of their recruitment course of action is to follow. The controlling player can
points on ships of different city states. When doing change one of the command dice results rolled in the
this, those ships will benefit from their own Ship Command phase to the result of their choice. Where
Nationality Rule. both players have a strategist Navarch, the player that
scored less Manoeuvring results ( ) must change their
Every ship selected already includes a crew of sailors at dice first.
no cost to sail and fight with it.
Legendary Warrior
This is no ordinary mortal, possessing almost godlike
THE FLAGSHIP martial skills. Easily able to defeat even the most talented
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Basic crew is included in the ship’s base recruitment cost. construction. This is the only way a regular crew-stand
More combat capable crew-stands will cost additional can target an engine of war.
recruitment points. All engines of war are considered to have the same
CREW-STAND UPGRADES Resilience as Structure value when involved in a
boarding action.
Unless special restrictions apply, a player can acquire as
many crew-stands as there are crew slots to fill in the HERO UPGRADES
fleet’s ships. The types recruited and assigned to a ship Heroes of the classical period are often described as
should be clearly identified on the ship’s deck by using playing pivotal roles in battles and deciding the fate of
different crew-stand models, tokens, or some other nation states. The stories of their actions and gallant deeds
convenient method to identify them. often became the root of myths and legends through
Some crew-stands can receive upgrades in the form of continued retelling.
special equipment (for example, incendiary projectiles or When a named hero is available to be included as part of
siege equipment) or the addition of champions, heroes, their fleet, players should represent them with their own
and leaders. impressive crew-stand, taking up one of the crew slots
While a generic crew upgrade can be applied to either available to the ship.
melee or ranged weapon crew-stands, some upgrades are The restriction on heroes present in a fleet will be
specific to melee or ranged weapon crew types, and they indicated by the hero himself, but only one hero can be
cannot be mixed. All crew special abilities apply so long recruited on a ship.
as that upgraded stand is present on the ship. A crew-
stand can only ever receive one upgrade.
For example, a player choosing their fleet to be Corinthian
could recruit ships from Crete to add their excellent archery
skills. However, the Corinthian ships cannot have Cretan
Designer’s Notes archers aboard and nor can the Cretan ship host Corinthian
Legendary heroes are unique, and only one of the Epibatai (marines).
same named characters can be on the same side in
If a ship’s crew slots are refilled with crew from an allied
a battle. If, however, two fleets fighting against each
ship of a different nation, it is treated as a captured ship.
other include the same heroic crew-stand, you can
For the game effects of captured ships, see page 21.
interpret that perhaps none of them are the actual
hero but an equally heroic warrior that was often When a special rule, upgrade, or character refers to a
mistaken for the named hero. particular state or nation, only the ships from that state
are affected by them.
CLASH OF ALLIES
MELTING POT OF ALLIANCES Due to the idiosyncrasies of shifting alliances when
assembling the fleet, a player might face an enemy fleet
One of the most interesting and eccentric characteristics with allied ships that come from the first player’s nation
of the Hellenistic period is that of its alliances. The state. For example, a player fields a Corinthian fleet with
Mediterranean and Aegean Sea region, known in Athenian allies, and the opposing player fields a Spartan
this period collectively as the Hellas, was made up of fleet with Corinthian allies. To handle this players must
myriad independent Greek nation states of all sizes and follow Nations & Pirates, Allies & Pirates, and Civil War
power called poleis. These and other local powers, such rules (see below).
as the Macedonian, Egyptian, Carthaginian, Sicilian,
and Achaemenid Persian empires, continually formed Nations & Pirates
and broke alliances among themselves with the goal of
The core nation of a fleet always takes precedence over
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state has simply broken into bloody civil war. When this sinks, the player sinking it will
happens, both players keep the nationality of their ships receive +3 VP.
as normal. Of course, the rules for pirates when allied Additionally, the Trireme
nations clash still apply. generates 50 coins if captured at the end of the game.
SHIPS
Perhaps the key achievement of the war galley evolution
Without doubt the most important element in Thalassa was their clever design that allowed a progressive increase
is the ships and their crews. Thalassa is designed to be in size, which allowed more soldiers, marines, and
played with 6mm miniatures (1:285 scale). engines of war to be carried along with increased cargo
During the naval wars of the classical period, between capacity for an invading force. All this without losing
the 5th and 2nd Centuries BC, battles were resolved the flexibility and speed that made the war galleys the
using war vessels with relatively low profiles propelled ultimate weapon at sea.
by lines of oarsmen. In smaller ship classes like the In this first release of Thalassa, we concentrate on two
triēris (or triaconteres) and the pentēris (or penteconters), very distinctive war galleys: the Penteconter (or pentēre)
the oarsmen also doubled as the combat force aboard and the Trireme (or triēre).
the ship. Contrary to popular belief, and with some
exceptions, oarsmen were citizens who served the ship for
a salary. Some nations, such as Sparta, employed Helots
or other subjugated or lower-caste citizens in exchange
for privileges or citizenship.
RESTRICTIONS
As warships became larger and more specialised, rows of When a type of crew-stand, an engine of war, or an
dedicated oarsmen would serve as the engine of the ship upgrade is limited to a certain amount per ship, this
while the Epibatai - armed marines - and other soldier is indicated with a 0-X ,where X is the maximum
types like Toxotai - archers - and hoplites - regular army amount of that crew-stand, engine of war, or upgrade
soldiers - would defend the ship, and if the chance arose, allowed to a ship.
board the enemy ships after impact.
Following the same principle, sometimes a type of
The main role of all war galleys changed very little troop, especially characters, may be a compulsory
throughout the period; to cripple or sink the enemy ships requirement. In this case, the entry will be indicated
with their heavy bow mounted and extremely expensive with a 1-X, where 1 is the minimum of that troop
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bronze rams (embolon). Row after row of oarsmen turned type allowed and X the maximum allowed.
the ship into a projectile to smash its ram into the enemy
ship, often with catastrophic results. It was not until the In both cases, X might be replaced by ANY, in
clash for dominance in the Mediterranean between Rome which case there is no limit to the number of units
and Carthage that the war galley evolved from a simple of that type.
ramming vessel to a fighting platform where hoplites and
legionnaires would clash en-masse after impact.
MAIN SHIPS
Most of the fleets from the different states described in this book charter ships of similar characteristics, seamanship,
and performance. Although the presence of these varies in ratio according to the state, the conflict, or the historical
moment, for the purposes of the game, the fleets presented in this rulebook are composed of two main types of war
galleys: the Trireme and the Penteconter.
THE TRIREME
The greatest naval revolution during the ancient era was the development of a new war galley design, the Trireme
(or triēre). It incorporated a larger deck, deeper draft, and heavier ram whilst still maintaining the speed and
manoeuvrability of its predecessors. With around 150 oarsmen arranged three to an oar, the trireme was fast enough
and heavy enough to perform its role as a ramming vessel. Being a larger ship, it also had a greater capacity to carry
troops and war supplies to support a seaborne invasion.
At its height, the Trireme was the battleship of the ancient world.
HULL
ARMOUR
DENOMINATION MOVEMENT MASS STRUCTURE GOV
SAVE
Front Side Back
Ram - Add +1 to the Mass when ramming (already included on the profile). Benefit from +1 Armour saves against impacts received on the Front Hull.
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Crew Slots (3) - The Hellenic Trireme is manned by 3 armed Oarsmen crew stands that can be upgraded with any of the options available on the
fleet selector list of their corresponding city state.
Foredeck Slots (1) - Can select up to one foredeck upgrade from those available on the Ship Upgrades list.
CREW* RESILIENCE
ARMOUR
SAVE
AD/MOD SD/MOD RANGE
2VP
3VP
Armed
Oarsmen
3 8+ 3/- -/- -
NOTES
50
Mastery Level (Novice)
The starting Mastery level of the crew of a Hellenic Trireme is Novice (4+). This can be
upgraded when assembling the fleet at the cost in points indicated in the rules.
COST 75
AUXILIARY SHIPS
As the larger war galleys became more effective, smaller ships of the line were relegated to auxiliary and support duties.
Also, in times of total war, even merchant ships were taken up and repurposed as troop transport, artillery, and siege
platforms, and even incendiary battle rams!
All auxiliary ships follow the combined tasks rule below. An auxiliary ship cannot start the game carrying the Navarch.
However, this character can normally be transferred to an auxiliary ship during gameplay as usual.
COMBINED TASKS
Most auxiliary ships are manned by a crew that conducts the duties of controlling and handling the ship as well
as defending it during combat. To represent this multi-tasking role, the ships have their own integral crew and
war machine stats instead of crew slots.
Auxiliary ships cannot capture other vessels as they have no men to act as prize crew. If captured by the enemy,
these auxiliary vessels continue to use their basic crew stat line, and the capturing ship simply discards one of
their crew-stands instead of transferring it to the captured ship.
THE PENTECONTER
Before the Persian wars, the Penteconter was the warhorse of the Hellenic fleets. It was a fast and agile war galley
propelled by two rows of 25 oarsmen. However, the development and introduction of the powerful Trireme during the
Persian invasion displaced the Penteconter and other similar smaller ships from the front line to the role of skirmishing
and outflanking as part of a larger fleet.
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HULL
ARMOUR
DENOMINATION MOVEMENT MASS STRUCTURE GOV
SAVE
Front Side Back
Hellenic
Penteconter 3" 4 (5) 2 5 5 5 7+ 2
Ram - Add +1 to the Mass when ramming (already included on the profile). Benefit from +1 Armour saves against impacts received on the Front Hull.
Swift - Instead of a captain’s order, a Penteconter can resolve an additional manoeuvre action during the operations phase.
Small - When a Penteconter sinks, it only produces one of the two halves of the sink token to represent its smaller size.
Ship Upgrades - A Penteconter cannot receive ship upgrades with the ‘Trireme’ keyword in their description title.
CREW* RESILIENCE
ARMOUR
SAVE
AD/MOD SD/MOD RANGE
1VP
2VP
Oarsmen 3 8+ 3/- -/- -
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ships. These, although under the command of the Navarchs (the admiral of the fleet), operate in slightly different ways
according to their traditions, abilities, and resources.
INDEPENDENT STATES
Ship Nationality Rule
To represent the particularities of each Polis when assembling their fleets, the players must decide to which nation
they belong. Ships from that polis benefit accordingly from the following Ship Nationality Rule:
Athens -Profesional Fleet: All Athenian ships in the fleet can re-roll any roll of 1 when making their
Mastery tests.
Sparta - Death before Defeat: All Spartan ships in the fleet may re-roll any roll to hit result of 1 during
the first round of combat after declaring a boarding action.
Crete - The Honour of Artemis: All Cretan ships in the fleet can re-roll any result of 1 when rolling to
hit with range weapons during a Shooting action.
Corinth - No Coin without Corinth: All Corinthian ships, crew, and ship upgrades in the fleet cost 10% less
recruitment points, rounding all fractions up. For example, a Trireme costs 68 recruitment points instead of 75.
Corinthian Hoplites will still cost 4 points (4 - 0.4 = 3.6, rounding up = 4).
Note that, as usual, up to 25% of the recruitment cost can be spent on ships of a different nationality from that of
the main body of the fleet (as explained on page 24 - Melting Pot of Alliances).
A PANTHEON OF GODS
Fleet Command Dice Rule
While each polis of Hellas prides itself on being an independent nation, they all share the worship of
their pantheon of Olympian gods to whom they pay obeisance and trust to bring them luck in battle.
Any ship belonging to a Hellas fleet can change the result on the command dice to any other result.
Epibatai
(marines)
6 melee crew 3 7+ 3/- N/A - Repel Boarders (2)
Peltast
(mercenaries)
2 range crew 3 7+ 2/- 2/- 6” Mercenary
Oxibeles Structure
(ballista)
6 engine of war
(1)
8+ 1/- 3/-1 18” Incendiary (+6 pts)
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destroyed. TABLE SET UP
PRIZE SHIPS Create a coastline along the short edge as shown on the
map. The coastline shouldn’t be wider than 8”.
At the end of the game, any captured ship counts as
sunk, scoring their relevant VP for being sunk outright You may keep your tokens, dice, and other gaming
in addition to any Coin rewarded on a campaign game. elements on the coastline to keep the gaming area neat
If any side has captured the enemy flagship, they score an and tidy.
additional 5VP.
DEPLOYMENT ZONES
BREAKING THE ENEMY BATTLELINE
The deployment zones for both sides are defined by
At the end of the game, any friendly ship that is not an area on each opposing table edge up to 12" deep, as
Broken or immobilised, and is occupying the enemy’s marked on the scenario map.
deployment zone, scores a number of Victory Points Players roll off on 1D10 for each board quarter (sector);
equal to its listed Victory Point value. This also applies to the winner can choose to place an element of terrain in it:
any captured enemy ships.
• In scenarios where there is a defender and an attacker,
the defender may add +1 to their D10 score.
GAME LENGTH
• If the dice roll of a player is double that of their
The duration of the game is determined by either opponent, two elements can be placed in that sector
the completion of a number of rounds or by fulfilling instead of one.
certain conditions that can grant a sudden death victory
regardless of the number of rounds played.
6' x 4' AND 5' x 4' TABLETOP
This size of table is recommended for fleets of 300 to 500 recruitment points.
If required, you can omit the coastlines to increase playing area.