TEXT: Another boardgame player aid by
  Game:  MAN O’ WAR
  Pub:  
  Games Workshop (1993)
   
  Shipcards series
   
  DARK ELF
  v1
  Sept 2007
  Download a huge range of popular boardgame rules summaries, 
  reference sheets and player aids at www.headlesshollow.com
  Universal Head • Design That Works • www.universalhead.com
  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. 
  For best results, print on card, laminate and trim to size.
  
  MOVE
  SAIL 9"
  WIND BEHIND 9"
  ANY DIRECTION, ANY FACING
  MAGIC 6"
  2-6
  2-6
  2-6
  2-6
  WEAPONS
  FORE MAST
  Reaper Batteries: 1 firing ahead, 1 rear, 1 broadside. 
  Roll d6 to find number of shots (1= jammed this turn).
  No effect
  4
  Mast destroyed
  Speed reduced by 3"
  Further hits no criticals
  FWD BATTLE TOWERS
  Fore reaper battery lost
  BOWS
  BEAST-PORTAL
  BELOW WATERLINE
  Lose 1" of magical 
  movement per hit
  MAIN MAST
  No effect
  Mast destroyed
  Speed reduced by 3"
  Further hits no criticals
  AFT MAST
  5
  6
  2
  4
  3
  5
  6
  Broadside 
  reaper battery 
  lost
  Roll d6 for each
  Squadron inside:
  On 4-6 they escape
  LOW
  HIGH
  SPECIAL RULES
  Any attacks on Ark fail on d6: 1-2. Boarding actions roll d6 
  for each crew counter: on 1 it is lost. May push aside foes.
  BLACK ARK
  CREW
  DARK ELF MAN O'WAR
  OF NAGGAROTH
  MOVE
  No effect
  Mast destroyed
  Speed reduced by 3"
  Further hits no criticals
  AFT BATTLE TOWERS
  Aft reaper battery lost
  BATTLE
  PLATFORMS
  WEAPONS
  May fight using a value of d6 plus remaining wounds
  when attacked in boarding action.
  SPECIAL RULES
  Reaper Battery Turret: 1 Roll d6 for # of shots, 1=jammed.
  HEAD
  4
  WOUND TRACK  Save vs Rams:
  DEATH FORTRESS
  5
  Sea Dragon goes out 
  of control and dives 
  (remove model)
  Sea Dragon
  takes 1 wound
  BODY
  3
  Sea Dragon
  takes 1 wound
  TAIL
  6
  DEATH FORTRESS
  WOUNDS
  DARK ELF INDEPENDENT MONSTER
  MOVE
  MONSTER 6"
  MAY TURN FREELY
  Sea Dragon
  takes 1 wound
  2-6
  SPECIAL RULES
  When Helldrake moves into contact with enemy it may 
  make a boarding attack (d6+remaining wounds) or a 
  frenzy attack (roll d6): 1: opponent may move Helldrake 
  up to 6" and attack with this table; 2: refuses to attack; 
  3: attacks chosen location; 4: attacks 2 different chosen 
  locations; 5: attacks chosen location twice; 6: d6+1 
  attacks, roll for locations, saves at -1, then on a roll of 1 
  Helldrake removed from game.
  Any time Helldrake hits location on fire it takes 1 wound.
  HELLDRAKE
  4,5
  WOUND TRACK  Save vs Rams:
  Helldrake
  takes 1 wound
  DOOMREAVER
  6
  DOOMREAVER
  WOUNDS
  DARK ELF INDEPENDENT MONSTER
  MOVE
  MONSTER 6"
  MAY TURN FREELY
  Helldrake goes out of control and dives 
  (remove model)
  No Ranged
  Weapons
  4+
  4+
  4+
  4+
  4+
  5+
  5+
  4+
  3+
  4+
  4+
  4+
  4+
  4+
  Lose 1" of movement 
  per wound
  Lose 2" of movement 
  per wound
  4+
  HONOURS
  10
  4+
  HONOURS
  4
  5+
  HONOURS
  2
  CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’.
  CREW Crew cannot board, but crew of 1 may be destroyed by spells, destroying ‘ship’.
  
SOURCE: textdata/thevault/Man O'War/Universal Head/MOWshipcards_DarkElf.pdf