T RIATH FLEET


Rising from the depths of the Great Western Ocean, strange new enemies to every fleet in the world begin to appear. These creatures rise up from the sea, taking to the air as well as they swam in the deep. Completed in form as a reptilian creature, they have two sets of wings, one larger pair at their shoulders and a second, smaller pair near their end to be used to control their descent. In their hindquarters are a pair of powerful legs and a long, slender tail ending in cruel barbs laced with venom. Their fore legs are long, ending in four fingered claws and deadly talons. Their heads are heavily armored with a large, bony protrusion, much harder than some forms of steel, that they use as an effective shield to guard their bodies. They are mostly known for their incredible strength in their jaws, their mouths lined with deadly canines. Every one of these creatures looks alike, with no varying features or unique appearance, just the same faceless being that each and every one possesses. Soon after these being emerged, they became known throughout the seafaring world as the Triath.
The Triath (Tree-ath) siege onto the seas with strange ships built from their own crustacean-like structure, becoming floating fortresses. Each is propelled by a threshing blade in their aft turned by Triath within. The blades move quickly, pushing the fortress along the waves. Each is heavily armored, being able to take severe punishment in almost every section. However, each fortress has a weakness. The Triath have a desperate phobia and extreme hatred for fire, as their own oily body secretions are flammable. These secretions saturate the lining of each ship, making them accessible to fire. In addition, each fortress has one section that will completely immobilize the ship and shut down all methods of firing. This is the main chamber, where one Triath becomes one with the whole of the ship, controlling the weaponry and movement of the vessel. This section holds little value to the structure of the ship, but it takes time for another Triath to get to the main chamber.
Even with these weaknesses, the Triath have extremely powerful weaponry and heavily armored defenses. They are armed with Sky Blades, deadly batteries that fling double-edged razors into the air that travel across the sea and cut through sails and superstructure. Each can be fired an extremely long distance, making them even more devastating. More powerful ships are armed with huge cannons that fire ballista called Rapiers capable of pinning even the largest ships and impaling them heavily.
The defenses of each vessel varies, but all have the same control over water that their race has. This magical ability allows them to call up waters from the sea to drench their ships, extinguishing all fires.
In boarding, the Triath leap from their ships, flying over the sea some distance to land upon their enemy’s vessels and take them over from within. Their boarding abilities allow them to launch an attack while keeping their hive at a safe distance.

MEN O’ WAR

HIVE
Each Triath fleet is led by a Hive, a dreadful towering mass composed of powerful shell-like superstructure. From within, all the Triath are born and fly onto their prey, eliminating the beings within.
The Hives are floating fortresses unlike any other, being the fact that they are actually living beings themselves. Every Triath is born from within a Hive, bursting from its shell coating and immediately leaping into battle. Each deadly flying terror can easily become a horrendous threat to everything it is sent to kill, and all directions come from the towering Hive.

SHIPS OF THE LINE

SEEKER
The backbone of the Triath’s existence, Seekers are deadly, streamline ships that are propelled through the water at a rate faster than that of all but the swiftest ships. They move through the water as if they were a living being, swift and silent. Their armor is lighter than the Hive so as to not slow them down, but each still can take enough damage to remain intact for as long as needed. While their Sky Blades cut through the air to tear apart those in their path, the Seekers close in for a deadly ram to send their brood on board.

INDEPENDENTS

CRELL
Each Triath has an affinity for water, so they choose to spend as much time possible in it. While the ships that lead the fleet are usually enough for the Triath, some choose to trade safety and strength for comfort. The Crell are submersible ships that are crewed by single Triath warriors who choose not to leave their native environment. They cut through the water quickly, nearly all of their bulk unseen. The Triath’s ability to breathe water gives them a great advantage as the Crell can remain submerged as long as it chooses, but when above the water they are an easy target.

FLYERS

TRIATH SHOCK TROOPER
While all Triath brood hold the ability to fly, the limited distance they can achieve with their flight forbids them for full on assaults on enemy ships from their Hive at any distance. Hatchlings, Warriors, and the great Overseers, even the common breed that mans other ships are all gifted with flight, but few can keep up their bulk in the air for an extended amount of time. While the normal Triath can all dangerous beyond comparison, they always strive to gain enough power and strength to carry themselves across the seas.
Some Triath have pushed their strength to the maximum and forced their bodies to evolve so they can gain the ability of true flight. In doing so, they also became stronger in all other attributes. These warriors became exalted by the Overseers and given breaks from the magical chains that bind all other Triath to their commands. These dangerous lone raiders take to wing and swoop down to attack their enemies, whether their alone or in small groups. Other races have come to know these terrors as the Shock Troops.
These flying sea creatures are brave enough to attack ships alone without caring for their own safety, but losses among these Triath do not distract others from gaining the same powers.
Triath streak across the sea heading for their prey with blazing speed. Because of their speed, the saving throw Shock Troops get is higher than most other flyers. While Triath have no special attacks, they get a highly effective boarding action. Each Triath Shock Troop has 1 die plus 2 as they have two wounds, including an additional +2 because of their armored carapace and deadly killing claws and fangs.

TRIATH SPECIAL RULES

TRIATH AND MAGIC
The Triath have no real need for magic like that of normal races, as their natural ability to control water provides them with all the power they need. All Triath have magical power, so there is no distinguishing between wizards and normal Triath. Instead of choosing a type of magic, all Triath join their powers together to cause extreme effects of nature. During the Magic phase, the Triath fleet may roll a die. On a roll of 6, the water begins to swell and rise, forming a barrier of liquid around one target ship within 12 inches. The targeted ship cannot move, cannot be boarded, and cannot fire or be fired at.
In addition, Triath can also, during the End phase, summon up a wave to wash over one Triath ship in an attempt to put out any fire onboard. When choosing to do this, roll a die. On a roll of 5 or 6, all fires onboard the ship are extinguished.

TRIATH AND FIRE
Because of the oily residue left from the secretions of Triath flesh, all ships in their fleets are constantly coated in a slippery film of flammable oil. If a Triath ship catches on fire, it is an all out panic onboard the ship as the fire spreads quickly. At the End phase when rolling to see the fire’s effect, a second roll must be made for the same location if it does not go out. If the fire spreads to the same place for the second roll, then the fire is considered to have not had any additional effect. Any new fires set by spreading do not get a roll the turn they spread.
In the case of the Triath Shock Troopers, if they are caused to catch fire, the Shock Troop will be ignited from the effect, the flames coursing all over the flyer’s body. The Shock Trooper suffers one wound, then dives into the water in complete agony from the flames in an attempt to soothe its burning flesh. At the End phase, roll a die for each Shock Trooper underwater, if any. On a roll of 1, 2 or 3, the Shock Trooper is too badly injured to continue combat and is removed from the game. On a roll of 4, 5 or 6, the flyer can then emerge and take wing again, though injured severely.

BEACON
With the Hive as the flagship of the Triath fleet, Seekers cannot go to their full use if they have to stay within a given distance to the flagship. To remedy this, the Triath have created a beacon that it mounted on the forecastle of a Hive, shining brightly in the sky. As long as the beacon shines, all Seekers know where their flagship is, and the magic streaming from the light exudes the Overseers’ control over their fleet. This allows all the ships in the Triath fleet to be spread out without any trouble.

TURNING BLADES
The way Triath ships are pushed through the water is one unique to their race in particular. Triath ships are made from ice and their own armored flesh, turning them into living machines. The propulsion of Triath ships is a version of the paddle wheel taken under many hours of work by Triath Overseers to create a powerful form of movement. The Turning Blades are a propeller of ice turned to the back of a Triath ship. The sea creatures’ flesh is wrapped around the blades, turning the propeller the way needed to give them the proper boost. This movement doesn’t allow the Triath battleships to turn on the spot, however, and must use the turning template. Each Triath ship powered by Turning Blades can get up to 6 inches of movement through the water, except for the dangerous Seeker, which can achieve additional distance if they cruse in a strait line.

BOARDING
Because of their wings, Triath board differently than normal races. Instead of getting their ships close to then grapple the enemy ship and raid it from its position, Triath launch themselves across the sea and fly the distance to the enemy ship, landing and then attacking the crew.
To board, the Triath ship must be no more than 3 inches from the ship it intends to board. If boarding by flight, the Triath player chooses how many are sent to board and then defense goes on as normal, except for the modifier from the threat of grapeshot because Triath boarders dive from above the cannon’s reach. However, because the Triath are now aboard an enemy ship, they cannot retreat from the boarding actions and must continue to press on until the enemies let them escape or their task is completed. Boarding actions cannot end when Triath leap to attack, so the actions go on for as long as needed before either all the Triath are wiped out or they take over the enemy ship.
At the end of boarding actions, if the Triath take over the enemy ship, they can fly across the waters to get onboard their own ship. If all the Triath onboard one ship fly to attack an enemy, the ship is considered abandoned until the raiders return.

HIVES
The Triath Hives are floating breeding grounds for the denizens of the deep, holding their eggs and hatchling brood, and deadly guardians of the young brood. Hives are populated by a huge number of Triath, giving them extraordinary boarding abilities. The population of Hives range from the ferocious Warrior brood to the commanding Triath Overseers to the young Hatchlings that live completely by their animal instinct. During the End phase, if there are no fires to be extinguished, the Triath player may roll a die. On a roll of 6, the Hive of the Triath fleet may add 1 Hatchling if the crew is not completely full.

CRELL SUBMARINES
The Triath’s version of the submarine proves to be just as deadly as the Dwarven Nautilus. The Crells, living ships composed of Triath flesh and the same bony superstructure as the Hive, prove to be just as agile as any sea creature. They are powered by a unique form of propulsion composed of 8 tentacles made of Triath magic and flesh that coil around one another and then swiftly push outward, spinning around in a small circle and giving the ships a boost of speed. This gives the Crells a strange movement, because each burst of speed can be exchanged for a quick turn thanks to the agile form of the ship. The Crell moves 6 inches in total, but can be in a very erratic method. The movement of a submarine is separated into three movements of 2 inches. While moving each 2 inches, the Crell cannot turn in any way. At the end of one 2-inch turn, the Crell may then turn on the spot taking up none of its movement and then continue with the next burst of speed.
Crell submarines are effective weapons, but like all ships, it has its weaknesses. While the Crell can remain submerged for as long as desired, it can still be fired upon as normal, though only one target is visible. While submerged, the Ballast Pump is the only visible location and, when hit, the Crell is automatically surfaced. When surfaced, the ship may not move, but it may turn itself as long as it has the tentacles still while the ship pushes itself from the rear in an effort to turn slightly. Shards may still be fired while surfaced at no penalty as the Shard Launcher hurls the spear into the air, which it then dives under the water.

WARRIORS
Warrior brood fly onto enemy ships in the front lines, savagely shredding their prey with a form of warfare unlike any other. They leap onto their enemies, tearing them apart with their claws and jaws, moving swiftly and lashing their enemies apart. When Warrior brood lead the attack, roll a die.
1 Warriors let their own fury get away from them and become blinded to their own doings, attacking each other. Boarding round automatically lost.
2-3 Warriors are overpowered by gunfire from enemy ships. Injured, but unwilling to stop, they press on. Subtract 1 from boarding roll.
4-5 Warriors siege onto the enemy ship, sweeping over the crew before the prey can react. Add 1 to boarding roll.
6 Warriors grow uncontrollable by the Overseers, going into a bloodthirsty frenzy. Add 2 to boarding roll.

OVERSEERS
Triath veterans are dominating beings, capable of crushing enemy forces beneith them. These elders have grown larger than warriors or young brood, and thus become a deadly addition to a boarding raid. However, because of their power hungry desires, they see themselves as higher than going into an attack with other Triath. Because Overseers will not commit to battle with other Triath, they will go into battle alone if no other Overseers will battle.
Overseers can only go into a boarding action alone. All other Triath on board are ordered to stay where they are or combat without the Overseers if they go into battle. Because of Overseers’ size and strength, each adds 2 to the boarding attack roll, but one Overseer must be left on board the Hive to control the other Triath in the absence of the others. Overseers will commit to defense of their Hive, but at a lower moral, subtracting 1 from their defense roll.

HATCHLINGS
Young brood of the Triath are born no matter the time, even in battle. When they attack, however, they move with a form of deadly precision that can match, if not exceed, that of the Warrior brood. As Hatchlings leap onboard ships, tearing at them with pure animal rage, they can terrify even the most hardened of soldiers. Each attack, the young will ravage an enemy’s ship only if the Overseers do not command them otherwise. With Hatchlings leading the battle, roll a die.
1 Hatchlings become confused as to which side they are fighting for and against. If the boarding round is lost, the Tritach boarders lose an additional counter.
2-3 Hatchlings are overwhelmed with the heat of battle and are unable to make a difference in battle.
4-5 Hatchlings charge into battle before the other Triath can beat them to it. Subtract 1 from the Tritach boarding roll. If boarding is won, two crew counters are lost from the enemy ship.
6 Hatchlings go into a frenzied rage, rushing over the enemies with a fury unlike any other. Subtract 2 from the Triath boarding roll. If boarding is won, three crew counters are lost from the enemy ship.

SKY BLADES
Triath can form cold waters into a frozen blade of ice, sharpened into a dangerous spinning weapon that cuts through the air and rips though sails, wood and metal alike. Every ship in the Triath aside from the Crell holds a Sky Blade launcher and forge on board.
Sky Blades are formed by a forge that absorbs water from the sea and has one Triath form the water into a blade of ice to be used in the projectile weaponry. This process takes time, however, and after firing a Sky Blade battery the Triath must form new ammunition for their weaponry.
When firing, the Triath use the Elf range ruler. The Sky Blades are shot off two at a time from each battery. As the blades sail across the sky, they may take different paths, forcing an erratic attack that the attacker must roll for. One roll is made, and on a 1, 2 or 3, the blades take separate paths, making them head for different targets. On a 4, 5 or 6, the blades stay together, causing two attacks on the same point. The defending ship makes a save roll at +1 because of the structure of each blade: they are made from ice, and can shatter easier than a cannon ball.
The turn after a Sky Blade attack, the Triath ship that launched the attack cannot fire Sky Blades that turn as the forge must refill and the crew must shape the blades again.

RAPIERS
Held only by the awesome Hive, Rapiers are the Triath’s most admirable form of attack. Shorter distance can be gained than by a Sky Blade attack, but each Rapier is many times larger than a single Sky Blade and can cause an extreme amount of damage if it’s on target.
Rapiers are huge bars of ice that hold a jagged point on the end pointed at its target. When fired, the giant spear rockets toward the enemy, aiming strait to impale the enemy vessel. With an attack from the great Rapier cannon, the spear of ice drives itself deep into the heart of the ship where it stays lodged for a moment before shattering apart. Each Rapier is so large that it takes a much longer amount of time to forge a new one than with Sky Blades.
The Rapiers use the normal range ruler, but with no modifiers. On an attack roll of 1, the propulsion force from Triath magic backfires, shattering the Rapier within the launcher. When shattered, the Triath Hive must make a saving throw for the launcher location. If the saving throw is not made, then the launcher is destroyed.
When hit, the target must make three saving throws for the same spot, as the large dagger of ice causes damage more than that of the Sky Blades. However, because of the force from the impact, the Rapier can shatter much easier than a Sky Blade. Before the target makes any saving throws, the Triath player must roll a die. On a roll of 1, 2 or 3, the Rapier shatters and is considered to have not done any damage to the enemy. On a roll of 4, 5 or 6, the shot is right on target. Even so, with the second saving throw, the target gets a +1 modifier because the Rapier can still break without causing any further damage. If the second saving throw is made, then the ship makes another saving throw again at +1.
After firing a Rapier, the Triath must wait 2 turns while another spear is forged from the icy waters.

SHARD LAUNCHERS
The Crell, the submersible ship for the Triath, are armed with no normal weaponry for the race. Instead, they hold the Shard Launchers, smaller underwater versions of the Rapier. Each is roughly six feet in length and cruses through the water with speed matching that of any above waterline weaponry.
As the Crell moves in, it may launch a Shard toward any ship within range. The Shards speed through the water with propulsion from the Shard Launcher, which is quickly diminished. Therefore, Shards can only hit targets within 6 inches of the Crell.
When firing a Shard, place the torpedo template at the Crell’s prow. Roll the die to get the direction the Shard takes, then measure out in that direction 6 inches. Anything in the line is considered hit. If the Shard makes no contact, it simply gives out of speed and harmlessly falls to the bottom of the ocean. Each Shard does 1 point of below waterline damage. The target makes a save at normal because the icy waters keep the Shard intact and less prone to shattering.
After firing a Shard, the Triath must wait one full turn before they can fire again while another Shard is formed and reloaded.


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