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Battle for the Depths

An Aquanautica Imperialis Game

Battle for the Depths


Submarine combat set in the grim darkness
of the
Warhammer 40K Universe

Rules and Background


Eric Farrington
Chapter Page
• The Planet Ammoriss 5

• Introduction 8

•Core Rules 11
• Unit Types 12
• Turn Sequence 15
• Movement 17
• Shooting 18
• Weapons 27
• End Phase 30

• Advanced Rules 33
• Advanced Rules 33

• Line of Battle 42
• North Ammoriss Naval PDF 44
• Congregation of the Unfaith 53
Chapter Page
• Ork Kill Fleets 62
• Tau Auxiliary Fleet 69
• Pirate Fleets 79
• Tyranid Sea Swarm 85

• Missions 94
• The Hunt 96
• Ambush 97
• Raiders 98
• Bombardment 99
• Blockade Run 100
• Convoy 101
• Surprise Attack 102
• Escalating Engagement 103
• Run the Gauntlet 104
• Assault 105
• General Action 106

•Merchant Ship 107


The worlds of the Imperium of Man number in the thousands. The
different environments and types of planets are incomprehensible to the
average human mind. In this vast array of worlds, many are
completely alien to that which human life sprang.

The Lex Imperialis is a set of laws dictated by the God-Emperor


himself. These laws require all those who claim to rule in his name to
protect that which belongs to Him-On-Terra. The Lex Imperialis
makes no difference between worlds inhabited by primitive barbarians,
and those covered in factories. It makes no difference between worlds
that are rock, those that are gas, or those that are water. The
Imperial Governors who are given the right to rule, are also given
charged to protect his realms from the heretic, the xeno, and the wyrd.

In a galaxy wracked by war, the duty laid out in the Lex-Imperialis


is not just an idle command. It is a divine imperative. The future of
the human race lies in the balance.

Amongst this vast array of worlds, are those that are made up
primarily of liquids. The most common is water, but some are
composed of liquid methane, molten metal, or worse. In such an
environment, the only true way to provide protection is with a navy.

Only a navy can allow the Imperial Governor to show the Aquilla
wherever the inhabitants of his world go. Only a navy can project the
Emperor’s will to all corners of his liquefied planet. Only a navy can
interdict and stop invaders that try to thwart the will of the God-
Emperor of Mankind on such worlds.

May his divine Majesty rule the


waves across the galaxy.

-Attributed to the
Tactica Imperialis
Planetary survey: Ammoriss System
brief summary.
Prepared by adept Octavius on behalf of Master

Summary
Records on the planet Ammoriss date back to the great crusade though information
is limited. What is available suggests a history which pre-dates the imperium
of man. Evidence of ancient artifacts of Eldar and other origin were found
when the planet was first colonized, these have largely been destroyed over
the millennia and information suppressed from the planets population which
numbers some 26 billion (data imperial census 306 M41) The north is
significantly more heavily populated than the south, the larger hives being
found in the north. The south has only the one hive worthy of the name
(Pierefoy named after the founding and most influential land owning family)
which flourishes due to its trade in agricultural produce, cattle and fishery.
The planet is a world of halves; approximately one half sea, one half land. The
planetary economy is divided on roughly equal terms industrial and
agricultural from a financial perspective, though agriculture and fishery
occupy three quarters of the planets surface area. Planetary population and
society is equally divided between the more affluent industrialized North and
the sparse rural communities of the South,

Planetary governship is an unusual, complicated and highly confrontational affair.


The planet can essentially be considered to have 2 quite separate
governments. The northern territories operate a system which follows the
Imperial pattern almost to the letter, however the Southern one is centered
around leadership from the largest land owners and is almost feudal. The
governing bodies only come together and share resources for such items as
defense, policing and energy, though disputes are common over financing of
these issues and regional contribution towards payment of Imperial tithes.
Such disputes have in the past lead to sanction from senior members of the
Administratum.

Given the geography of the planet, air and sea transport is widespread with air
increasingly becoming the most efficient form. The skies of Ammoriss are
exceptionally busy and require vast resources to maintain efficiency and
prevent accidents. This can be viewed as a potential strategic weakness.
The planetary defense force is more sophisticated than most since it is heavily
reliant on air and sea power and consequently requires significant training.
The PDF can deploy rapidly across the planet either by air transport with a
fighter and ground attack escort or on sea making use of a variety of sea based vessels.
PDF bases are spread across the planet, largely centered on the major Hives,
consequently the northern force is larger and consists of the more
technologically demanding forces while the Southern forces are mainly
infantry and cavalry based.
Welcome to Battle for the Depths!

Welcome to Battle for the Depths, the exciting submarine based supplement for the
Aquanautica Imperialis rule system. In this game, the noble forces of the Imperium
battle the many xenos and traitorous enemies of mankind in the darkest and deepest
reaches of the Ammoriss oceans. The crushing depths of the oceans become just as
much of an enemy as the myriad foes that lurk beneath the waves. This book allows
you to take command of the deadly undersea hunters, the submarines of the
Aquanautica Imperialis Universe.

This is a stand alone game, so you do not Players should also note, that this is a game. It is
need the rules for any other Games not a simulation. The author is not a submariner,
Workshop game system or Aquanautica physicist or likewise an expert on undersea
Imperialis rules to play this game. These warfare. Liberties are taken to make an exciting
rules do assume you have a passing and playable game. A fast and fun game is the
familiarity with war gaming, and are goal.
familiar with the core concepts. If you
have never wargamed before, you may Getting Started
want to pick up another game system in Here is a list of things you will need to play:
order to learn the basics. • These Rules
• A ruler in inches
These rules are divided into the following • 2 10-sided Dice per Submarine
sections: Core Rules, Line-of-Battle, • Lots of 6 sided dice
Advanced Rules, and Mission sections. • Scatter Dice
You do not need to read the entire book • A tabletop at least 3ft x 3ft
to play a game, but it is recommended • A blue tablecloth to cover the table
you familiarize yourself with the Core • A 40k small blast template
Rules and Line of Battle section before • Paper templates or models for Subs
play begins.
At this point, the rules will assume you are
This game has been designed to allow familiar with the basics of wargaming; such as
you to play battles between 1 to 12 Units what a D6 means or what a scatter dice is.
per side. Most of the Units will be
Submarines, but you may also have the DICE
occasional surface craft. A game with 1 This game will use 6 sided dice as random
sub per side will most likely take less number generators to
than an hour to play. However, the more
subs you add, the longer a game will
take.
determine the outcome of various actions during the eyes. This is often referenced as 10mm,
the game. A dice will be referred to as a d6 15mm, 28mm, 54mm etc. This reference refers
during the rules. more to the size of the models than to ground
scale.
In addition, there will be times where more than
one dice needs to rolled at a time. This will be Battle for the Depths is a relatively free flowing
indicated by a number followed by the type of game designed to be played in a fictional future
die to be rolled. It will be expressed like this: universe. As such, it leaves the exact scale to the
discretion of the players, and what they wish to
• 2d6= Roll 2 six-sided dice play. The scale will have little or no impact on
the rules themselves. If a player wishes, they
• 6d66= Roll two six-sided dice. The first one canalways choose to adjust measurements listed
will represent the tens place, and the second will in the rules to better fit the scale you wish to play
represent the ones place. at.

• 1d3= Roll a single six-sided dice. The results Time Scale


of 1-2= 1, 3-4= 2, and 5-6= 3.
In many games, the length of a Turn reflects the
• 5d6= Roll 5 six-sided dice amount of time that has passed “real-time” on the
battlefield. For example, it may take a player 15
When using a single d6, a roll of a 6 is always a minutes to perform all the functions of a turn; but
success. A roll of 1 is always a failure. The only 1 minute has occurred in game time. Such
modifiers do not matter. references are more popular in historical
recreations.

Battle for the Depths is not concerned about such


detailed intricacies of time. Time on the
battlefield is broken down into turns and
activations. These do not correspond one –to-one
with any real-time metrics such as minutes,
seconds, or hours.

Scale The time Scale is left at the discretion of the


players. If they wish to impose a Timescale, that
Many games have a strict scaling system. This is up to you and your opponents. For the purposes
is often expressed in a ration like 1/300th or of game play, a Turn or Activation lasts exactly as
1/1600th. Essentially, in such systems 1 inch is long as is needed to represent a fast moving and
equal to X number of feet. This is a direct dynamic game.
reference that can be applied to ground scale,
distances, etc. Basing

Scale can also be expressed in the size of the This game does not require any particular type of
miniatures involved measuring from the feet to basing for models. The base only acts as a
support to ensure your submarines do not fall The Most Important Rule
over during game play.
The most important rule of JUGS is to have fun.
Measurements This is a collaborative game where both players
are attempting to enjoy themselves, and help their
The primary unit of measure is an inch. These opponent have fun too. If you and your opponent
will be expressed in whole inches wherever are not having fun, the game has failed and
possible. everyone has lost.

Measurements will be taken from the center Resolving Disputes


point of mass for the model. That means you
will not measure from the tips of guns, the base, If a quick and simple resolution to a rules dispute
or any other point. If in doubt, consult your can not be made on the basis of judgment, then
opponent. resort to this method to resolve all disputes. After
the game is over, you can thoroughly consult the
Measurements can be made at any time. rulebook and decide on a solution going forward.

Rounding Both players roll a d6. The player who rolls the
highest wins, and their rules interpretation is
As a rule of thumb, if a result of a calculation is followed for the remainder of the game. If a tie,
ever a fraction or decimal, round up to the continue rolling until a winner is found.
nearest whole number.
It is preferable to avoid rules disputes whenever
possible. Frivolous use of this rule is considered a
violation of the Most Important Rule. Breaking
the Most Important Rule is considered a loss.
Battle for the Depths
Core Rules
Unit Types
The oceans of the Imperium of Man are filled with all manner of ocean going vessels.
The Seas of Ammoriss are no exception. These range from civilian transports,
commercial freighters, to mighty war ships. However, below the surface is the silent
and dark domain of the submarine.

Units and Models floors, and shipping lines in search of targets. It is


a high stakes games of hide and seek with their
Units and models are generic terms used rival submariners. Each seeking to find and sink
throughout the rules to refer to your miniature the other.
forces.
Boomer
A model is a single stand alone Submarine, or a A boomer is a strategic weapon. They are
surface ship operating on a single base. designed to carry weapon systems that strike at
enemy targets far away from the actual sub.
These terms are used interchangeably throughout These targets can be on land, the surface, or even
the rules. For practical game terms, they make in low orbit! Such powerful weapons include
little or no difference, unless specifically called ballistic missiles, anti-orbital torpedoes, and
out in the rules. For the most part, Battle for the defense lasers.
Depths is focused on interactions between
individual models even when they are operating Normally, a boomer is big and slow compared to
as part of a larger force. the hunter. However, they are robust. The
Boomers job is to sneak around and wait to fire
Unit Types their big weapon when needed. Therefore, a
Boomer needs to stay alive until they can launch
Battle for the Depths is focused on the undersea their payload.
forces of the combatants during the battle for
Ammoriss. In the undersea realm, there are Surface
three primary combat submarine types. All units This is a catch all term for any vessel that can not
in these rules will fall under these types. submerge. These force operate on the surface of
Different scenarios and situations will require the ocean. They may have weapons that can go
different unit types to succeed. below the surface, but the unit itself must stay on
the surface. This includes warships, transports,
Hunters freighters, etc.
Hunters submarines are designed to track down
and destroy enemy submarines and surface
vessels. They are typically smaller, quicker, and
more maneuverable. They are armed for
offensive operations.

The hunters prowl the under sea canyons , ocean


Units Datasheets Maneuver: Besides going deeper and shallower,
Submarines can also turn from side to side.
All units no matter the type have the following Some can change course quicker than others.
set of characteristics. These characteristics This characteristic is used to measure the
determine how the unit will operate in the oceans number of 45 degree course changes a submarine
of Ammoriss. can make.
In the Submarines of Ammoriss section you will Depth: Once you go too far down in the ocean,
find all the Datasheets for the individual units. the pressure will crush even the toughest hull.
In addition, you will find details of common This characteristic is the maximum depth a
surface forces they encounter. This section is submarine can go. If it goes deeper it will be
simply a broad overview of the characteristics destroyed automatically.
themselves. As you delve into the Core Rules,
you will find reference to these characteristics Depth is measured between 0 and 9. 0 is the
and how they are used. equivalent to being on the surface. 9 is the
deepest measure of the ocean. Anything deeper
Type: This details whether the units is a Hunter, than 9 is too deep for submarines or the ocean’s
Boomer, or Surface vessel. Some units may bottom.
have certain restrictions later in the rules, or
based on scenarios. Stealth: A submarine survives by not being
detected. Naturally, Submarines have a number
Leadership: This number represents how well of features built in to make them as silent and
the crew will react to orders and operate as they sneaky as possible. This characteristic helps you
should. determine the Subs signature for purposes of
detection and targeting.
Hull: This represents the construction and armor
of the Units hull. It is also a measure of its Augur: In order to attack other Submarines, you
internal bulkheads and compartmentalized have to be able to find them first. To do this,
construction. Hull represents how much damage their a re a number of advanced sensor systems
a Submarine can take before it gives way and used by the Imperium of Man and their enemies.
sinks. This metric is used to help detect enemy subs
and vessels.
Speed: The number listed in this characteristic
represents the maximum number of inches that a Transport: Submarines can be used to deploy
submarine’s power plant will allow it to move. special operations teams or other ground units
into enemy territory. This metric lets you know
Screw: A submarine is propelled through the if a Sub can carry any marines or troopers.
water by a large fan blade, often called a screw.
In game terms, this rating indicates how quickly Weapons: Weaponry on your Submarines will
a Submarine can accelerate or decelerate. be discussed in more detail later. However, this
section in a datasheet will tell you what the Unit
Dive: Part of survival under the ocean is dictated is armed with. This is important to know as you
by how quickly you can change depth. This
go into battle!
metric represents this ability in a Sub.
Weapons covered in more detail later.

The Submarines of the Imperium and their Firepower: Some weapons are more effective
enemies are equipped with a dazzling array of than others at hitting the target. This can change
weapons. However, each of them is designed to based on a number of factors. Firepower
kill and destroy the enemy. Therefore, no matter indicates how many dice you can roll to hit a
the technology behind a weapon system, they are target at either short/medium/long range from
all linked in purpose. the weapon.

The following characteristics help determine Damage: Hitting the target is half the battle.
how a weapon operates deep beneath the waves Once a hit has been scored, you than need to
of Ammoriss. All weapons will be defined by inflict damage. Various weapons are more
the following characteristics. deadly than others, and this metric is generally
the number needed on a d6 to reduce the targets
Type: This gives you a broad idea of what the hull by one.
weapon system is. The most common undersea
weapons are torpedoes, mines, and depth Ammo: A submarine can not carry an infinite
charges. amount of ammunition. Every time a weapon
system fires, it reduces the Ammo by one. If the
Arc: A weapon system may not be able to fire Ammo reaches zero. The weapon may no longer
on all targets in the area. The Arc indicates fire.
where the enemy must be in relation to the
weapon system. If the enemy is not in the Arc, it Special: Some weapon systems have special
can not be hit. rules that allow them to hit surface targets, cause
extra damage, etc. This will be covered in more
There are several different arcs, but they will be detail later.
Turn Sequence
Under the Seas of Ammoriss, a deadly game of cat and mouse is played out. Each
vessel tries desperately to find his foe before his foe can find him. It involves careful
maneuvering into position, detecting where your enemy is, and firing straight and
true. The winner gets to live to fight another day, and the loser faces a watery grave.

The Battle for the Depths has a Turn that is


split into a number of Phases. Each player will
get a chance to participate in each Turn and
Phase. Phases are completed in order, and once
a Phase is completed, you move onto the next
Phase. When all Phases have been completed,
then the Turn ends.

Phases

The game turn is composed of three Phases. The


three Phases are listed below with a brief
description.

Initiative
During this Phase, both players determine the During this phase, all players roll a d6 for each
Order of Action. The Order of Action unit on the board. Be sure each dice is assigned to
determines what order Units can act in the the a Unit prior to rolling. Taking the results of
subsequent Phases. the d6 roll and add the Units Leadership score.
This will be the Units Initiative.
Activation
During the Activation Phase, a single Unit works To determine the Order of Action, list the Unit’s
through the steps of a Unit’s Activation. This is in order by their Initiative score from lowest to
where units can move and shoot. the highest. If multiple Units have the same
score, each of them rolls an additional d6, and are
End placed in order from lowest to highest in the
The End Phase allows both players to clean up Order of Action compared to each other. Other
and complete all activities that need to be Units that had an Intiative lower or higher are not
completed before a Turn ends. moved in the Order of Action based on these tie
rolls.
Initiative Phase
You may need to note down the Order of Action
The Initiative Phase is the first phase of a turn. on a piece of scratch paper, or use some other
It sets up the Order of Action for the Activation methods, such as placing numbered tokens or dice
Phase. near the models.
Order of Action the unit can complete the moving and shooting
process. Once Activated a Unit can move and
The Order of Action is used to determine what shoot in any sequence. However, once it has
order the Units will be used in the Activation completed either process, it can not go back and
Phase. Units are Activated in the Activation continue the process.
Phase from the lowest Initiative score to the
highest. Therefore, Units that had lower results Therefore, the Active Unit can move and then
will move/shoot prior to Units with higher shoot or shoot and then move. However, it must
scores. complete the moving or shooting process fully,
and once complete it can not be returned too.
When a Units Activation is completed, the next
Unit in the Order of Activation will be Activated A unit can choose to do nothing. However, if it
and be able to move/shoot. Once a Unit has does so it will not be allowed to become Active
completed its Activation in the Order of again during this Turn. The Unit will need to wait
Activation it will not be able to become Active until the next Activation Phase.
again during the turn.
End Phase
Activation Phase
This Phase allows all players to wrap up. The
When a Units becomes eligible for Activation in rules will specify certain actions that will need to
the Order of Activation the Unit will complete be resolved prior to the next Turn beginning.
the Phase as described below. During this Phase,

For Example….

Bob has two Imperial Subs, named Alpha and Begin to build their Order of Activation.
Beta. Sue has two Ork Submarines, called
Gork and Mork. Clever names all around! Alpha’s Initiative = 3(Dice Roll) +7 (LD) = 10
Beta’s Initiative = 6 + 7 = 13
Bob assigns a blue d6 to Alpha, and a green to Gork’s Initiative = 5 + 6 = 11
Beta. Sue assigns a red dice to Gork and a Mork’s Initiative = 4 + 6 = 10
yellow d6 to Mork. Bob and Sue roll their dice.
Bob has to re-roll a d6 for Alpha, as Sue must do
Alph and Beta have a Leadership of 7, while for Mork as they had the same Initiative. Bob
Gork and Mork have a leadership of 6. Bob scores a 4, and Sue gets a 3.
and Sue rolled…
They now build their Order of Activation, from
Blue Dice= 3 lowest score to highest.
Green Dice= 6
Red= 5 Mork = 10 (3)
Yellow= 4 Alpha = 10 (4)
Gork = 11
Bob and Sue now add the Units Leadership and Beta = 13
Movement
Beneath the waves, deadly submarines cruise the ocean depths. Like deadly Depp
Sharks, they search eternally for prey. On the surface, ships chop through the ocean
breakers. They are also on the hunt, for the deadly sea predators far below.

Activation Phase 4. Dive- The Unit can choose to change its


Depth at anytime during its move. A Unit can
Movement occurs during the Activation phase. change its depth towards the surface or deeper 1
When a units becomes Active due to its level per the Dive rating of the Unit. Change the
placement in the Order of Activation the Unit Depth d10 to reflect the new Unit. In addition,
may choose to complete its Active Processes. change the Speed Dice to indicate the new speed
Moving and Shooting are referred to as a Process from Diving.
to clarify it from Activation and Phases. A Unit
can perform the following processes; move then 5. Complete Move- After turning and diving
shoot, shoot then move, just shoot, just move, or move the remaining amount of speed not used
do nothing. Once a Process is completed, the previously.
Unit can not return to it later in the Activation.

Movement Process

This section will detail how to complete the


Movement Process in Battle for the Depths.
When a Unit decides to move, take the following
steps:

1. Apply Screw- The Unit can choose to change


its speed. The speed should be recorded on
one of the d10’s next to the Unit. Increase of
decrease the Unit’s speed up to the number
on the Unit’s Screw profile. This is the
number of inches that the Unit will move.

2. Move- Move the Unit straight the number of Depth


inches indicated on the speed dice.
Depth represents how far beneath the ocean a
3. Turn- A turn can be initiated at any point submarine is. A depth of 0 indicates that it is on
during the move. A turn is changing the the surface of the sea. The higher the number,
direction of the Unit up to 45 degrees port or the deeper the model is located. The deepest a
starboard. A Unit can perform one turn for submarine may operate is 9. Anything below
each point in the Unit’s Maneuver rating. that is either at the ocean floor or so deep that
the sub would be crushed by pressure.
If a Unit ever goes deeper than depth 9 for any A Unit can execute 1 turn per point of Maneuver
reason, than the mode is considered to be on its Characteristics. The Unit can use its full
destroyed and removed from play. If a Maneuver all at once or at a different point
submarine goes below its maximum depth it is during the Move. However, it can not make
also considered to destroyed and will sink as more 45 degree turns than it is allowed in its
normal. Characteristics.

Apply Screw Dive

This is done at the beginning of the Process. The The Unit can initiate a Dive at any point during
decision to add/reduce or maintain the Screw is its Move. The Unit can change depth up or
completed before any Diving or Turning can down during a Dive. When the Unit Dives,
occur. change the Depth Dice to represent the new
Depth.
Each rating of a Unit’s Screw characteristic
allows it to increase or decrease its speed by up A Unit can change one level up or down per
to that amount. When Screw is used to increase point in the Units characteristics. A Unit does
or decrease speed, the Speed Dice must be not have to use its full Dive characteristic in a
updated immediately. single dive.

A unit cannot go faster than its Speed When a Unit Dives it will also change the Speed
Characteristic. If it tries to go over the Speed Dice as well as the Depth Dice. If a Unit moves
Characteristic due to Screw, the Unit will simply closer to the surface it will gain 1 speed per
stop at its top Speed. level. If it Dives deeper, the Unit will lose 1
speed per depth dropped. The new speed will
Each point of speed is the equivalent of one inch immediately take effect and impact any
of forward movement. remaining move that the Unit can perform.

Move A Unit can not go faster than its Speed


Characteristic. If it does so, it must take a
The Unit is now moved forward up to the leadership test. If failed the Unit removes 1 Hull
number of inches as indicated on its Speed Dice. point. If Passed the Unit is unharmed and will
However, at any point during the Move, the move its current Speed in inches. During the
player may choose to initiate a Turn or Dive. End Phase the Speed Dice will need to be
reduced to the Units top Speed Characteristic.
Turn
Complete Move
The Unit can choose to initiate a Turn at any
point while it is moving. To execute the Turn, After any Turns and Dives are complete, consult
simply pivot the model up to 45 degrees to port the Speed Dice. If any movement has not been
or starboard, and continue the Move on the new used up prior, the Unit can now move forward its
course. remaining Speed value.
For Example… At this point, he decides to make Turn. He
rotates the model a single 45 degree turn to port.
Bob’s Imperial Hunter class Submarine
becomes Active. He decides to complete the Before continuing his Move, he decides Bob
Move Process first. decides that his Hunter will Dive 1 level up. He
immediately changes his Depth Dice from 4 to 3.
The Hunter has the following stats: Since he went up a Depth level, he then
Speed: 6 immediately changes the Speed Dice from 4 to 5.
Screw: 1
Dive: 2 Bob’s Hunter sub still has 3inches of Move left
Maneuver: 2 since he had moved 2 inches, and his current
Depth: 7 speed is 5. (5-2 = 3) He moves his Hunter
forward the remaining 3 inches.
At the start of Activation it has Speed 3 and
Depth 4. He then decides to use his final Turn, and
rotates his Hunter 45 degrees to port.
First Bob chooses to increase his Screw by 1.
He changes his Speed Dice from 3 to 4. He Bob’s Hunter has no more move left, as his
begins moving forward two inches. Speed Dice indicates 5, and he moved the Hunter
5 inches.

3” 5 3

2”

3 4 5 3
Shooting
Finding and sinking your enemy is the primary objective. Careful maneuver, proper
placement, and the application of speed are important. However, it is all part of
getting your enemies in a position to be fired upon. Shooting and sinking your foes is
the main objective.

Activation Phase 1. Attempt to Hit- The Active Unit fires its


weapons at the target and attempts to hit them.
Shooting occurs during the Activation phase. If a hit is scored, continue with the Shooting
When a units becomes Active due to its Process. If missed, no further action is needed.
placement in the Order of Activation the Unit
may choose to complete its Active Processes. 2. Damage the Target- If a hit is scored, the
Moving and Shooting are referred to as a Process Active Unit must then attempt to cause enough
to clarify it from Activation and Phases. A Unit damage from the hit to reduce the target’s Hull
can perform the following processes; move then characteristic to 0 or below.
shoot, shoot then move, just shoot, just move, or
do nothing. Once a Process is completed, the 3. Determine Damage Results- If a target is
Unit can not return to it later in the Activation. reduced to 0 Hull, determine the results.

Shooting Process LOS

This section will detail how to complete the LOS is an acronym that stands for Line of Sight.
Shooting Process in Battle for the Depths. Line of Sight is required to effectively fire direct
When a Unit decides to shoot, take the following fire weapons such as torpedoes and deck guns. To
steps: determine line of sight, a straight line must be able
to be drawn from the firing Unit to the target Unit
1. Determine Eligible Target- During this part without crossing intervening terrain or models.
of the Process, the shooting player will Typically, when you measure for range, you will
determine if any enemy Units are eligible to also be able to determine line of sight.
be targeted by the Active Unit. If no eligible
Targets are available, the Active Unit can not It is important to note that Depth impacts line of
fire. If there is an eligible target, continue sight against some weapon types and not others.
the Shooting Process. This will be covered in more detail in the Weapons
Section. As a rule of thumb, LOS can only be
2. Detect the Target- Stealth and detection are made with targets one Depth band above or below
key parts of underwater warfare. Therefore, the Unit’s current Depth.
before a target can be fired upon, its location
must be detected. If the target is not If no LOS exists between the firer and the Target,
detected, no firing can occur. If detected, than no shot can be made. The exception to this is
proceed with the Shooting Process as indirect weapons such as Depth Charges and
outlined below. Mines.
Obscured considered to be Partially Obscured. This can make
the target harder to detect as the proximity of the
Gauging Line of Sight can be tricky if there is blocking terrain baffles the Augur systems.
intervening terrain on the board. It is possible
that a straight line can be drawn from the firing If less than 50% of the target can be seen, then the
Unit to the target, but what if there is other Unit is considered to be Fully Obscured. Again, this
features in the way? Some examples would be can cause problems with the Units detection
reefs, rocks, wrecks, other friendly subs, etc. equipment. Therefore, the target will be harder to
detect.
If a Unit can “see” more than 50% of the target,
but less than 100% of the target; that is If the target can not be seen at all then no LOS exists.
For Example… LOS For Example… Partially Obscured

Island
Island

For Example… Blocked, No LOS For Example… Fully Obscured

Island
Fire Arcs For Example… Fire Arcs

Most weapon systems can not fire every


direction. That means some parts of a Unit can
Bow
be covered by weapon’s fire, while other parts
are left exposed. Part of determining if a target
is eligible is to determine if the shooting Unit
has a weapon capable of firing in the target’s
direction. Port Starboard
Units have their weapons fire zones segmented
into areas called Arcs. A Unit can only fire at
one target per Arc. However, if there are targets
in multiple Arcs, it may fire using all available Stern
fire Arcs.

The fire Arcs are as follows: Step of determining if a target is eligible is to


check the range. All weapons have different
• Front- 60 degrees directly in front ranges, or the distance weapon can travel and still
be effective. This varies by weapon and Unit
• Stern- 60 degrees directly to the rear type. More information on ranges will be found
in the Armory and Submarines of Ammoriss
• Port- 120 degrees directly to the left sections.

• Starboard- 120 degrees directly to the right For now, understand that there are three range
bands. They are presented in the chart below:
• All- Can fire 360 degrees
• Short 0- 6 Inches
• Up- This weapon can only fire one depth band • Medium 6 – 12 Inches
towards the surface, and it is typically paired • Long 12-18 Inches
with a direction such as Front, Rear, Port, etc.
Measure the distance from the center of the firing
• Down-This weapon can only fire one depth Unit to the center of the Target to determine the
band deeper, and it is typically paired with a range. If the weapon being used is in range, the
direction such as Front, Rear, Port, etc. target is an eligible target. You may measure the
range before committing to firing on the target.
If the target is within the Fire Arc of one of the
firing Units weapon systems, then the target is an Detect the Target
eligible target for said weapon system.
Once you have determined that a Target us
Eligible, the next step is to determine if it has
Range been detected. In the far future of the 40th
Millenium, the Augur systems are exceedingly
Assuming LOS and Arcs are available, the next good at identifying and locating targets.
However, the technology of the future is also Activity Modifiers
exceedingly good at masking a Unit’s signature
from detection. That means, most Units will The more activity a Unit has engaged in during
have a general idea of where their opponents are. the Activation Phase will impact the Stealth rating
However, the ocean is a big place and an exact of that Unit. This may make a target easier or
location is needed to effectively fire weapons at harder to detect.
the enemy.
Action Stealth Impact
If a Unit has been immobile or passive, they are Move over Half Speed -1
harder to detect. Likewise, the faster it has Move at Max Speed -2
moved the easier it is to detect. If a Unit has Change Depth Past 1 Level -1
fired, they are easier to detect as well. All of Fired a Weapon -1
these actions can reveal a Units position and Every 45 Degree Past First -1
make it easier to detect. Surfaced -2
Damaged -1 per missing Hull
The systems used to detect enemy Units are
called Augur Systems of Arrays. The systems Partially Obscured +2
used to mask or hide from an Augur are called a Fully Obscured +4
Stealth system. All Units are equipped with both
of these systems. These are represented by a
Units Augur or Stealth rating.

Detection

Once a target is eligible it must be detected


before it can be fired upon. The Active Unit, can
choose as many enemy Units as it wishes to try
and detect. Each target past the first reduces the
Units Augur rating by 1 for this Shooting
Process. If the Augur rating reaches 0, it is
unable to attempt to detect further targets.

In order to Detect a target, both Units roll a d6.


The Detecting Unit adds its Augur rating. The
target adds its Stealth rating then adds or
subtracts its activity modifier.

If the Detecting Unit has a hirer score, then the


target is Detected. If the target has the higher
score, than the target is ineligible to be attacked.
If the roll is a tie, the target is not Detected and
is consider ineligible to be targeted. Only
Detected Units can be fired upon.
To Hit

Once you have determined a target is eligible, the


player may attempt to Hit the target with one of
his weapon systems. Determine the weapons
Firepower based on the range and the weapon.
For each point of Firepower, the controlling
player will roll a d6.

• To hit a target at the same depth, roll a 5+

• To hit a target one depth above/below, roll a 6+

Any dice that do not roll the number needed to hit


or higher are considered a miss, and discarded
from play.

Damage

Once a hit has been scored, the weapon must


attempt to damage the Unit. Each weapon has a
Firepower damage rating expressed as a number with a plus
sign following it.
Linked to the range of a weapon system on a
Unit is a series of numbers. This is referred to as Re-roll all the dice that hit. If the number on the
the weapon’s Firepower. A weapon may have a dice exceeds the number in the weapon’s Damage
different Firepower rating at different range then the hit has reduced the target by 1 Hull point.
bands.
The first number corresponds to Firepower at Reduced to Hull 0
short range, the middle number is Firepower at
medium range, and the last number is Firepower Units that are reduced to a Hull rating of 0 are
at long range. considered disabled. They can no longer
participate in the Order of Activation or following
Firepower represents the number of d6 rolled at Initiative Phases. The Unit may no longer engage
that range band to determine if a hit is scored. in the Move or Shooting Process.

The amount of Firepower is an abstraction used The Unit will sink 1 Depth rating in the End
to determine how sophisticated a weapon’s target Phase. They will continue to sink 1 Depth until
and tracking system is at acquiring Target’s at they strike a terrain feature or reach a depth
various ranges. Many times the weapon’s greater than 9.
themselves can fire beyond these ranges, but
they typically lose their effectiveness. This If a Unit receives damage double its starting Hull
could be from losing weapon lock, power loss, rating the Unit is considered obliterated. It will
or some other combination of effects. not sink. Instead, the Unit is removed from play.
For Example…. Hunter rolled a 6 and the Hidden rolled a 5. The
Detection results are:
Bob’s Imperial Hunter Sub wishes to complete
the Shooting Process and fire on Sue’s Chaos Hunter: 3 + 6 = 9
Hidden Class vessel. Hidden: 4 + 5 -3 = 6

The first step is to make sure the Hidden Class


is an eligible target. The Hidden is in LOS, The Hidden is Detected! Bob fires his Hunter at
within a proper Arc, at the same Depth, and in the Hidden at medium range with his forward
Medium Range. The target is Eligible. torpedo tube. At Medium Range the Torpedo has a
Firepower of 3.
The Hunter must now Detect the Hidden Class.
The two subs have the following Bob rolls 3d6. He scores a 2,5, and 6. The Hidden
characteristics: was at the same depth. Therefore, a 5+ is needed to
hit. Bob and his Hunter have hit twice!
Hunter: Augur - 3
Hidden: Stealth – 4 To damage, the Hunter’s Torpedo has a Damage of
4+. He re-rolls his two hit and gets a 4 and a 6.
However, the Hidden has also been Activated Both cause Damage!
previously. It has Turned 90 degrees, Moved
over Half Speed, and Dove 2 Depths. Sue’s Hidden has a Hull characteristic of 2. With
Therefore, it is subject to an Activity Modifier two hits, it is reduced to 0. The Hidden is
of -3. considered destroyed and is now sinking.

The Hunter rolls a d6 to Detect, and the Hidden In the End Phase, Sue reduces the Hidden’s Depth
roles a D6 to avoid Detection. The by 1 as it plunges towards the ocean floor.

3 4 6 4
Submerged to Surface Shooting Surface to Submerged Shooting

When a Submerged Unit wishes to fire on a Frequently, Surface Units will attempt to attack
Surface Unit, the same general shooting process Submerged targets. This uses the same general
is used. You must determine if the Target is rules as regular shooting, with a few minor
eligible, Detect the Target, Hit, and Damage as exceptions. Surface Units have a harder time
normal. However, surface vessels are somewhat locating and successfully attacking submerged
more predictable and easier to hit if you are ones.
submerged.
You determine if a target is eligible as normal. If
Shots from a Submerged Unit at a Surface Target the target is eligible, the Surface Unit must
hit on a To Hit roll of 5+ regardless of the Depth Detect the target as well. However, Surface
difference. Units roll a d3 and adds their Augur rating. If
the Surface Unit beats the Submerged Units
If a Submarine Unit is on the surface, they can Stealth roll, the Submerged target has been
use their Surface weapons (such as Deck Guns) Detected. If the Submerged Target wins or ties,
to fire on other units on the Surface as Normal then it is not an eligible target.

Surface Units at 0 Hull A Surface Unit can try to detect multiple targets,
however they do not suffer from the -1 Augur
Being on the surface, such Units encounter rating per target.
different effects than Units that are submerged
when they reach 0 Hull. Any Unit that is on the You then roll to Hit. If the target is on the
Surface when it is reduced to 0 Hull rolls a d6 surface, it requires a 5+ to hit. If it is below the
immediately. surface and submerged a 6+ is required to Hit.

1. Explosion!- Place the small blast template All parts of the Shooting Process remains
over the Unit. Any other urface Units that unchanged.
are touched by the template suffers 1d3 hits
that damage on a 4+. Surface to Surface Shooting

2-5. Immobilized- The Unit is removed from the Surface Units can attempt to attack other Surface
Order of Activation. It can no longer Units. This is treated exactly like the regular
participate in the Shooting or Movement Shooting Process with a few minor exceptions.
Process. The Unit will be subject to Drift in
the End Phase. You determine if a Target is eligible as normal.
However, Surface to Surface shooting does not
6. Sink!- The Unit will sink 1 Depth band require a Detection roll. This includes attacks on
immediately, and will sink 1 additional Submerged Units that have come to the Surface.
Depth in each End Phase until it strikes
terrain below or goes below Depth 9. It is Roll to hit as normal. Surface to Surface firing
then removed from play. requires a 5+ to Hit. Otherwise, the Shooting
Process is unchanged.
Weapons
The 40th millenium has a diving array of weapon system, each more lethal than the
previous one. The sheer variety of ways to deal death in the dark future is unrivaled.
Under the seas of Ammoriss, it is no different. Death lurks beneath the waves as
surely as it does in the light of day.

Weapon’s come in a variety of forms and types. fire.


The different marks and models are beyond mere
human comprehension. Despite their variety, Special: Some weapon systems have special rules
they are all broken down into the same general that allow them to hit surface targets, cause extra
profiles for ease of play. They are: damage, etc. This will be covered in more detail
later.
Type: This gives you a broad idea of what the
weapon system is. The most common undersea Special Rules
weapons are torpedoes, mines, and depth
charges. Different Weapon Systems may have a variety of
special rules associated with them. This section
Arc: A weapon system may not be able to fire will cover the general special rules that a weapon
on all targets in the area. The Arc indicates maybe equipped with.
where the enemy must be in relation to the
weapon system. If the enemy is not in the Arc, it Extra: This weapon is so powerful and potent
can not be hit. that it may cause additional damage to the target.
This Special will be followed by a number and a
Firepower: Some weapons are more effective plus sign. After the initial damage is scored, roll
than others at hitting the target. This can change the damage dice a second time. If it meets or
based on a number of factors. Firepower exceeds the Extra number, an additional point of
indicates how many dice you can roll to hit a damage has occurred. A weapon can not score
target at either short/medium/long range from Extra damage unless it has scored damage from
the weapon. the initial hit.

Damage: Hitting the target is half the battle. For Example…


Once a hit has been scored, you than need to
inflict damage. Various weapons are more A unit fires a missile that has Damage 4+, Extra
deadly than others, and this metric is generally 4+. The missile hits the target, and the player
the number needed on a d6 to reduce the targets makes Damage roll. He scores a 4. The missile
hull by one. has caused damage.

Ammo: A submarine can not carry an infinite The missile can not try to cause Extra damage.
amount of ammunition. Every time a weapon The damage dice is re-rolled. This time, he
system fires, it reduces the Ammo by one. If the scores a 3. Since this is not higher than the
Ammo reaches zero. The weapon may no longer Extra 4+, no Extra damage occurs.
Surface: This weapon can only be used to target Point Defense
Units on the surface when the firing unit is also
on the surface. The Surface is Depth 0. Point defense are an array of close support
weapons that are used by surfaced Units to
Otherwise it is used as normal. defend against incoming attacks such as
Torpedoes and Mines. The Point Defense
Submerged: This weapon can only be used on weapon attempts to strike and destroy the
targets that are below the surface. This is at or incoming attack before it can detonate on the
below Depth 1. These weapons can not be used Hull of the Unit. Therefore, Point Defense
to attack a Unit at Depth 0 on the Surface. weapons have the following special rules:

Point: A Point weapon is a special type of 1. Point Defense Weapons fire at torpedo,
weapon that can only be used on the surface, at missiles, rockets, and mines just after they
Depth 0. They are typically used by Units to Hit but before the Damage roll is made.
protect themselves from torpedo and mine
attack. Please see Point defense for more details. 2. Point defense has no range, it only comes
into play when torpedoes, missiles, rockets,
Mine: This is a special passive weapon type. It or mines strike the Unit.
is deployed as a deterrent. Any Units that come
within 2 inches at the same depth as the Mine 3. Point Defense functions in the opponent
can be targeted. Please see Mines for more Unit’s Activation
details.
4. Roll a d6 for each point of Firepower for the
Depth Charges: A Depth Charge can only be weapon.
used on targets that are at a lower Depth than the
firing Units. Please see Depth Charges for more 5. Point defense hits on a 5+
details.
6. Each Point Defense hit will negate one Hit.
The Hit dice is removed from play, and no
Damage roll is made.

7. After Point Defense, if any Hits remain, roll


for damage as normal.

Mines

Mines are a passive attack system often


deployed by submarines and surface craft.
Mines use the following special rules:

1. Mines are represented by a template

2. Mines are deployed at the depth of the Unit


3. Mines will attack any Unit that comes within 1. A Depth Charge hits based on the Depth
2 inches, and up to one depth band away difference between the firing Unit and the target
unit.
4. The attack is worked out as normal
2. Depth Difference To Hit
5. Mine templates are removed after an attack, 1-2 Depths Lower 3+
regardless of the result 3-4 Depth Lower 4+
5-6 Depths Lower 5+
6. Mines are subject to Drift 7-8 Depths Lower 6+
9+ Depths Lower Can Not Hit
7. Each point of Mine Firepower deploys a
Mine Template 4. Depths Charges Damage as normal
Depth Charges Boomers
A Depth Charge is an explosive weapon that is Typically, Boomer submarines are equipped with a
designed to fall through the water and explode large weapon designed for strategic rather than
when they reach a certain depth. They are tactical deployment. Typically, when fired, they do
usually fired in a barrage. Depth Charges can be not actually strike anywhere on the game board, but
used by Surface or Submerged Units. They use someplace beyond the Horizon. As such, Boomer
the following rules: weapons have no impact except in completing
specific Mission Objectives and securing Victory
1. Depth Charges can only be used on a target Conditions
that is at a lower Depth than the firer.
End Phase
Submarine and anti-submarine warfare is an incredibly difficult and intensive
process. Even the hardiest crews and captains need to take stock of the situation.
The End Phase is a time to allow for some book keeping and deal with the impacts
from previous Phases.
End Phase Drift

Perform the Phase using the following End The Rules for Drift can be found in the Advanced
Process: Rules section.

1. Sinking- Determine the new Depth of any Drift occurs with the following:
sinking Units.
1. Mine Templates
2. Drift- Mines and Units at Speed 0 are subject 2. Units that are at Speed 0
to the Advanced Rules for Drift.
Consult the Order of Activation, the player with
3. Disengage- Units may attempt to flee the first Active Unit can choose to Drift a Mine
Template or a Unit. Once complete, the next
4. Game End- Determine fi the Game ends player with an Active Unit on the Order of
Activation can choose a Mine Template or Unit to
Sinking drift. Continue until all Mine templates or Units
have drifted.
If a Unit is reduced to 0 Hull, it is subject to
sinking. Follow the rules for Sinking and If Drifting brings a Mine Template within 2
Reduced to 0 Hull found in the Shooting inches and 1 Depth band from a target, determine
Process. the results of the Mine attack immediately.

Consult the Order of Activation, the Player with Disengage


the first active Unit can choose which of his 0
Hull units to resolve first. The player with the When a Unit Disengages it is choosing to try and
next active Unit in the Order of Activation leave the game board. If a Unit leaves the board
chooses the next. Continue this process until all for any reason (intentionally or not) it is assumed
0 Hull Units have been dealt with. to have disengaged. The Unit may not enter play
again for any reason.
If a Surface Unit is reduced to 0 Hull, roll a d6
and determine if it has exploded, is immobile, or If any force is reduced to less than half of its
is sinking. Calculate the changes and determine starting Hull Points, the force will attempt to
the results of the roll. disengage. The game will have a single final
Disengagement Turn, played as normal. At the
If a Submerged Unit is sinking, adjust the Depth end of the Disengagement Turn, the Game Ends.
Dice accordingly.
During the Disengagement Turn, the side less than half starting Hull Points. The following
reduced to less than half of their starting Hull turn is a Disengagement Turn.
Points must move towards the board edges and
attempt to leave the edge of the board. If they
are successful, they are considered to have Once the Disengagement Turn has been played, the
disengaged. game ends. Use the Mission Victory Conditions to
determine the winner of the game.
If at the end of the Disengagement turn, any
Units left on the board are assumed to have Victory Points
attempted to Run Silent, Run Deep to escape. If
the Disengaging Unit is the Eligible Target of an Many scenarios use a metric called Victory Points to
enemy Unit, roll a d6. On a 4+ the Disengaging help determine the winner. As a rule of thumb, each
Unit is considered destroyed for the purposes of point of a Unit’s cost is equal to a single Victory
Victory Points. Point.

However, in Campaign Games, the Unit is % of Victory Points


simply unavailable for the next turn as it slowly Status Earned
makes its way back to base. Vessel Destroyed 100%
Disengage With Ammo 100%
Game Ends Disengage, Damage, No Ammo 25%
Disengaged without Ammo 0%
There are three ways a game can end: Engaged, Damaged with Ammo 50%
Engaged without Ammo 50%
1. Mission Criteria- Look at the Mission and Engaged and Damaged 50%
determine if the Victory Conditions have Engaged, no damage, without Ammo 0%
been met. If the criteria are met, the next Engaged, no Damage, with Ammo 0%
turn is a Disengagement Turn for all Players.
Be aware, that many Missions will award Victory
2. Turn Limit- A game can not last more than Points or Bonus Victory Points for additional
12 turns. The 12th turn will always be a Mission objectives that are completed. These are
Disengagement Turn for both players. added to the total Victory Points.

3. Disengagement- One of the opposing forces The player with the most Victory Points is the
chooses to Disengage OR they are reduced to winner.
less than half starting Hull Points. The
following turn is a Disengagement Turn.
Battle for the Depths
Advanced Rules
Advanced Rules
The most experienced crews and captains know the deadly tricks of the trade. They
have the knowledge that can be the difference between victory and a watery grave.
The following Advanced Rules are Optional, and should only be used once you have
mastered the basics of the Battle for the Depths rules.

Special Orders Dive, Dive, Dive is an emergency operation used


to bring a Unit out of harm’s way in a hurry.
Experienced submariners can do things with
their boat that other less experienced crews can The Unit can change Depth up to 1 range band
not. These special rules maneuvers take the beyond its Maximum normal Dive. This dive can
form of Special Orders. either be up or down in depth. However, the
normal stealth penalty for the entire Depth change
A Special Order is made using the Unit’s is doubled for the remainder of the Turn.
Leadership rating. To make a Special Order
check, roll 2d6. If the number is the Unit’s Full Spread: The full spread is a barrage of
Leadership or under, the test is passed. If it is weapon’s fire above and beyond the normal firing
over the Unit’s Leadership, then the test is failed. process. It increases a subs chance to hit the
target, but eats up ammo, and is loud.
One Special Order per Turn maybe given at any
time during the Activation Phase. The Player The Unit can roll one and a half (Rounding Up) as
declares the Special Order and immediately many fire power dice at normal for a single
makes the test. The Special Order takes effect weapon’s shot. However, the shot costs 2 Ammo
immediately. instead of the normal one. In addition, the Stealth
rating of the Unit has an additional -1 Activity
The following is a list of Special Orders and how Modifier.
they function in the game.
This can not be used with Mines or Depth
Augur Spike: An Augur Spike is used to focus Charges.
the Unit’s detection gear for a ultra-powerful
burst. This can be used to detect a single target. Engines Full:
Such a spike increases a Units detection abilities, This Special Order is used to accelerate or
but also broadcasts its location to other Units. decelerate faster. The engine room redirects
power to the propulsion system, and allows the
Using an Augur Spike allows you to roll 2d6 for Unit to speed up or slow down faster.
Augur Detection rather than the 1d6. However,
it reduces the Units Stealth by 2 for the rest of The Unit can increase their Screw rating by 1 for
the Turn. the rest of the turn. This does have a price. The
Stealth rating of the Unit is reduced by -1 for the
Dive, Dive, Dive!: Such a Special order is Turn. This is in addition to the normal Activity
announced by flashing light sand warning sirens. Modifiers.
Evasive Maneuvers: When a Unit takes Evasive Collisions
Maneuvers it is trading its Stealth in order to
attempt to perform an additional turn than There will be situations where two Units will
normal. This involves sharp turns and hard come in context with each other during the
maneuvers that put stress on the hull and create Movement Process. This is rare, as most Units
loud propulsion wash. are at differetn Depth ranges. However, it may
occur where two Units try to occupy the same
The Unit that uses this Special Order can make space at the same Depth. N such a case, a
one additional turn than is normally allowed for Collision may occur.
by its Characteristics. In exchange, the Activity
Modifiers for the additional turn are double the To avoid a collision, the Unit that is moving must
normal turn modifiers, so it costs -2 instead of make a successful Special Order check using their
the normal -1 Stealth for making a turn. Leadership. If the test is passed by rolling the
Units Leadership or under, than no Collision
Abandon Ship: When this order is given, the occurs.
crew scramble to their life boats and escape
pods. The Unit is in danger of sinking or If the potential Collision involves a Unit with 0
exploding. It is every man for himself. Hull, the Special Order test is made by the Unit
that still has Hull remaining. If successful, no
This Special Order can only be used while on the Collision occurs.
surface. If the Ship has this Order activate
during the Turn and it is reduced of 0 Hull, the If the test is failed, a Collision has occurred. Both
crew is not lost. Units involved take 1d3-1 Hits. These hits cause
damage on a 4+. In addition, the Unit that was in
Instead it can be assigned to a new vessel of the the Movement Process must end its Movement
same type. This can be important to preserve Process. Both Units involved suffer a -3 Activity
crew experience during campaign play. Modifier on their Stealth Rating for the rest of the
Turn.
Brace for Impact: If this order is given, the
crew scramble about the ship slamming closed
bulkheads, battening down hatches, and sealing
water tight compartments. The Unit is
attempting to limit the damage from an expected
enemy attack.

This Special Order allows the player to roll a d6


after losing a Hull point. On a roll of a 6+ the
Hull point is restored and no damage has
occurred.

Successfully using this Special order to resist


damage will incur a -1 Activity Modifier to the Ramming
Units Stealth rating per Hull point restored. This
penalty will last until the end of the Turn. Some races in the 40th Millenium are savage and
cruel to a point of near lunacy. Races such as the
Orks think ramming your opponent is a perfectly
viable tactic. Most sane Naval commanders
don’t recommend it, especially if you are
submerged.

In order to Ram, the Unit must be equipped


with a Ram. In such a case, a Ram attempt is
treated as a Collision, except a passed Special
Order check means the Ram is successful.

Immediately determine the results in the


Movement Process. The Rammed Unit suffers
1d3-1 hits, with a 4+ to damage. The ship
equipped with the ram is unharmed. However,
a successful Ram ends the Units Movement
Process. In addition, both Units involved have Template will move. If the Scatter Dice comes up
a -3 Activity Modifier to their Stealth rating for with a Hit, the Unit/Template does not move.
the remainder of the Turn.
Torpedo Line of Fire
Submerged Units Surfacing
The Torpedo is a self-propelled weapon system
A Unit that can Submerge can choose to surface designed to function in the water. In the far-
at anytime. To do this, the Unit moves from future, the number and types of torpedoes in use
Depth 1 to Depth 0 using the normal movement are mind boggling. All of them use sophisticated
process. augur arrays to help home in on the target,
guidance systems, and deadly cargoes that can
A Unit can maneuver on the Surface as normal. seriously damage an enemy hull.

Shooting on the Surface functions as normal. In a weapon’s Special characteristics you may see
Once on the surface, the Unit can be targeted the term Torp. This allows you to use the
by Surface Only weapons, and can use Surface following Special Rules.
Only weapons. When on the Surface, no
Detection rolls are needed to fire on other Units Torpedoes fire in a straight line and attempt to
on the Surface. lock onto the signature of the target Unit. This
guides them into the target before detonating. In
Drift general, they move in a straight line until their
propulsion system runs out of fuel or burns out.
If a Unit enters the End Phase with a speed of 0
on the Speed Dice it will be subject to drift. The Line of Fire is a straight line course that can
Mine templates are also subject to drift. be simulated in game by using a ruler, piece of
string, or some other straight object to draw an
To determine the Drift, roll a d6 and the Scatter imaginary Line of Sight from the firing Unit to the
Dice. The arrow on the Scatter Dice will target Unit. Any targets all this line at the proper
indicate the direction of the Drift. The number Depth could potentially be struck by the attack.
indicates the number of inches the Unit or
To fire, only the first target needs to be checked Fire.
for Target eligibility and Detection. The others
are simply in the torpedoes Line of Fire. Therefore, with the proper Line of Fire it is
possible for a single Unit using torpedoes to hit
The first target along this Line of Fire will be multiple targets with a single salvo. Keep in
attacked with the Firepower of the attack as mind, due to the design of various factions
normal. If there is a subsequent target in the torpedoes, their effectiveness at Line of Fire
Line of Fire, reduce the Firepower for the techniques may vary.
attack by the number of Hits inflicted on the
first target. Continue this process until all
targets have been attacked along the Line of

For Example…. Line of Fire The first freighter is at short range, the second is
at medium, and the last is at long range. The
Bob’s Hunter submarine is firing his forward player checks for eligibility successfully. He then
Torpedo tubes at a group of enemy freighters. Detects the first Freighter and fires.
The Hunter is at Depth 1 and the Freighters are
on the Surface. The first freighter is subject to Firepower 1, and is
Hit. The Second freighter would normally be in
The Hunter’s Torpedoes have the following range for Firepower 3, but since Freighter 1 was
Characteristics: hit, it is reduced to 2. Both Hit the second
freighter. The third freighter would normally be
Firepower Damage Special subject to Firepower 2, but since the previous
1/3/2 4+ Torp freighters have been hit a total of 3 times. 2-3= No
available Firepower is remaining to try and hit the
third freighter.

1 2
Line of Fire

3 1
Terrain Immobilized means the Unit is removed from the
Order of Activation and can not participate on the
The ocean depths are not a barren place. It is Shooting or Moving Process.
often home to deep chasms, soaring mountain
ranges, and ragged ravines. Many of these The Unit is considered Disengaged with Damage
features are deep below the ocean’s surface and for purposes of calculating Victory Points.
even below the depths that a submarine can
travel. However, others are closer to the surface, Islands and Land also block Line of Site and Line
even going high enough to create islands on the of Fire.
surface. The following special rules will help
detail how to deal with terrain in games of Battle Underwater Mountains: Such features are often
for the Depths. towers of rock. An underwater mountain is
assigned a Depth. The Depth represents the top
Islands/Land: Islands/land are considered of the mountain at its highest point.
impassable terrain. Submerged and Surface Units
can not move over or through them. If a Unit At the assigned Depth or deeper the underwater
comes in contact with an island/land are mountain is considered impassable. If a Unit
immediately halted. The Unit removes 1d6 Hull comes in contact with the underwater mountain
points immediately. Treat it as normal for 0 Hull below its maximum depth, it is treated as if it has
and overkill. struck land.

If a Unit is not destroyed, it is immobilized for Underwater mountains are considered impassable
the remainder of the game. It has run aground. and block Line of Sight and Line of Fire below
their Maximum depth. of sea creatures, underwater weed forests,
whirlpools, drilling rig pylons, sunken wrecks, etc.
Shallow Water: Sections of the board maybe Work with your opponent to come up with fun and
considered shallow water. These areas should be interesting terrain rules for the items you have in
designated with different color cloth, a string your collection!
border, or some other easily identified manner.

Shallow Water is assigned a Depth. No Unit will


be able to operate or move below this Depth. An
attempt to do so will cause the same effect as
trying to move through land.

Below shallow waters maximum Depth, it is


considered to be impassable, block Line of Sight
and Block Line of Fire.

Ice Shelf: Towards the poles of Ammoriss, vast


ice sheets spread outward across the oceans.
They are a favorite hiding place for submerged
Boomers, and where there are Boomers, there
are Hunters.

The surface of the Ocean is covered in an Ice


Shelf. This can cover the entire board, or just
designated portions, marked out by clothe,
string, etc.
Experience
Ice Sheets are treated as land, but are only on the
Surface at Depth 0. Units can not come into When you and your opponents decide to play a
contact with it. If they do so, it will be as if series of linked games, you can use these special
coming into contact with land, but suffer only rules to add a bit of depth and flavor to your
1d3-1 Hits with a damage roll of 4+. campaign games. When a campaign begins all
crews are assumed to be at the same skill level.
If the Unit does not suffer damage and is They follow the normal rules for Special Orders
Surfacing, the Unit can move to Depth 0, but can found above. The Experience rules will allow you
not move unless it dives again first. If it is to add personality and individuality to your Units
damaged, the Unit is halted at Depth 1. as they progress in your campaign.

Other: There are a vast number of terrain Crews earn experience for completing missions,
features that can come into play in games of destroying enemy submarines, sinking surface
Battle for the Depths. Use your imagination and Units, and generally surviving. Each crew is
use the rules presented here as a guide. assumed to start with an Experience Rating of 0.
As they participate in battles, they will gain
Some terrain examples include: migrating herds experience; or die.
Experience Chart

Title Expereince Skill Rolls Ld Bonus


Fresh 0-19 None None
Drilled 20-39 1 Skill Roll +1
Experienced 40-59 2 Skill Rolls +1
Veterans 60-89 3 Skill Rolls +1
Acclaimed 90-119 4 Skill Rolls NA*
Heroic 120-159 5 Skill Rolls NA*
Legendary 160+ 6 Skill Rolls NA*

*= A Leadership rating can never go beyond 10. Starting Leadership varies from faction to faction

Gaining Experience Is responsible for removing the last Hull Point


from a surface based target such a as a freighter,
Only Boomers and Hunters can gain experience. drill rig, navigation buoy, etc.
Surface Units are excluded. Hunters and
Boomers gain experience by participating battles Destroy an Enemy Submarine: The crew
and completing key objectives. At the end of the removes the last Hull Point from an enemy
battle, their results are added to their Experience submarine.
rating. This may increase the crews Title which
earns them Leadership Bonus and Skill Rolls. Destroy a Surface Defender: The crew is
responsible for removing the last Hull Point from a
A crew gains experience for the following: Surface Unit that is armed. These are sUnits
purchased as Attackers/Defenders by your
Action Experience opponent.
Survive a Mission 1 XP
Complete Mission Objective 2 XP It is important to note that Experience gains are
Destroy Surface Target 1 XP stackable. It is possible to earn Experience in
Destroy Enemy Submarine 4 XP more than one category for a single Activation.
Destroy Surface Unit 2 XP
For Example…

Survive: The Unit has survived the battle to live Sue’s Mission Criteria is to sink an enemy
and fight another day. The crew has lived and freighter. The crew of her Hidden submarine
learned. manage to hit it and remove the last Hull point.
The enemy freighter is immobilized. The game
Complete a Mission Objective: The crew ends.
manning the submarine was responsible for
completing one of the Mission Objectives that The crew gain 1 Experience for damaging a
was outlined in the Mission Criteria. surface target, 2 Experience for completing a
mission objective, and 1 for surviving. They have
Destroy a Surface Target: The submarine’s crew gained 4 Experience during the mission.
Skill Rolls

When a crew attains the Experience Level they


gain two potential benefits. The first is an
increase in the Units Leadership Rating. This
will allow them to perform Special Orders more
consistently. However, a Unit’s Leadership can
never go higher than 10.

In addition, the Crew could earn a Skill based on


their Experience. The player will roll on the Dead-Eye Shot: The crew chooses one weapon
Skill Roll Table. This will provide a unique skill on their submarine. This weapon is given the
to the Unit and its crew. Extra Damage 6+ rule. If the weapon already has
the Extra Damage rule, the target number is
Roll a 2d6 and consult the chart below: reduced by 1. For example, Extra Damage 6+
becomes Extra Damage 5+.
2 = No new skill
3 = Run Silent Crash Dive: A Crash Dive is used by submarines
4 = Dead-Eye Shots to go very deep, very quickly. In order to execute
5 = Crash Dive a Crash Dive, the submarine must pass a Special
6 = Run Deep Order check. If successful the submarine will
7 = Play Dead dive 1d3+1 Depth. However, the normal Speed
8 = Firing Positions and Activity Modifiers apply.
9 = Blow Ballast
10 = Augur Spike Run Deep: The submarine can survive at 1 Depth
11 = Lucky below its usual maximum by passing a successful
12 = Player Choice Special Order roll. If the roll is failed, the
submarine is destroyed as normal. The Special
Skills Order roll must be made every turn that it
operates below its Maximum Depth. The Special
Below is a list of the Skills and the special Order test is made when the submarine first
bonuses they allow. changes to the new Depth or during Activation;
which ever comes first.
Run Silent: The Sub can begin play off the
board. It rolls initiative as normal and is placed Play Dead: The submarine will release air
in the Order of Activation as normal. bubbles, oil, or other sensor tricks to trick
attackers into thinking they are destroyed. If the
When the submarine is activated, the player can Submarine is successfully detected, the
choose to deploy his submarine anywhere on the Submarine can make a Special Order roll. If
board at any Depth. Place the model at this spot. successful, they can force the Detecting Unit to
re-roll the Detection Test.
Roll for drift, and move the submarine as
appropriate. The submarine will begin at this Firing Position: The submarine has maneuvered
location, at the Depth indicated, and at Speed 0. into the perfect firing position, making an attack
more likely to hit. If the firing submarine is in Level that the Crew improves the cost of the
the target’s rear 60 degree arc, the firing submarine also increases +5 points.
submarine only needs a 5+ to hit even if the firer
is one Depth band above or below the target For Example…
Depth.
Sue is purchasing a Hidden submarine from the
Blow Ballast: The submarine can choose to Congregation of the Unfaith Line of Battle. The
blow its ballast tanks to try to avoid an incoming crew of her submarine has participated in other
attack. This can be done after the enemy has Missions. They have achieved the Experience
successfully detected the submarine. Level of Experienced.

To Blow Ballast, the submarine must make a The Hidden in the Line of Battle has a base cost
successful Special Order test. If failed, nothing of 20 points. An Experienced crew is 2 skill
happens and the enemy submarine can fire as levels above raw recruits, and the crew costs +5
intended. per skill level. Therefore, the Hidden with an
Experienced Crew has a value of 20 + 5 + 5 = 30
If the Special Order check is passed, the points.
submarine will rise ad3 Depth levels
immediately. This will reduce the submarines’
Stealth rating with double the normal Activity Purchasing Crews
Mods for changing Depth for the rest of the If the players wish, a new submarine in the
Turn. campaign purchase an experienced crew at the
beginning of the campaign. This works the same
The firing submarine would have to restart the as determining the Cost of Crew for an existing
Shooting Process to determine if the submarine submarine. However, make all appropriate Skill
that has Blown Ballast would still be Eligible, Rolls prior to the game beginning.
Detected, and then Hit and Damaged.

Augur Spike: The Augur operators on the


submarine have become particularly adept with
their equipment. When they execute an Augur
Spike Special Order, it only has a -1 Activity
Modifiers rather than the normal -2 Activity
Modifier.

Lucky: The crew have led a charmed life so far.


They player can choose to re-roll a single dice
roll during the game. The second result must be
kept, even if it is worse than the original roll.

Cost of Crew

As a crew gains experience, their cost in the Line


of Battle also increases. For each Experience
Battle for the Depths
Line of Battle
In this section, you will find the rules needed to field submarine fleets in the Battle for
Ammoriss. You will find rules for the loyal North Ammoriss Naval PDF, Heretic Cult
Rebels, and foul Xeno Raiders. You will find rules to field the aquatic fleets of the
major factions of the Warhammer 40K universe!

However, don’t feel constrained by what you find However, there are some Missions where unequal
in the pages of this supplement. The planet of forces composed of unequal Points Costs will be
Ammoriss is but one of thousands of warzones used.
across the Galaxy. What you find there maybe a
far cry from the vessels fielded in the Battle for Typically, the Mission will dictate what level of
Ammoriss. Feel free to work with your gaming Points Cost is needed to play the mission. If it is a
group and opponents in order to make range, decide with your opponent the total Points
Aquanautica Imperialis-Battle for the Depths Cost to be used prior to the game being played
your own. and forces selected.

Using the Lists Picking Your Force

Each list will present a number of rules and Unit Once you have decided on the total Points Cost of
types to be used when playing battles of Battle for each force each player can begin to choose Units
the Depths on Ammoriss. Each list is divided into from their respective Line-of-Battle. These Units
the following sections: will make up you force.

Background: This portion will detail some of the Simply choose the Units and upgrades you want
history of the forces, their structure, combat to play with or have available. Then add up the
doctrines, and other useful information of flesh total Points Cost. If the amount is equal to or
out the characte rof the force. lower than the total Point Costs decided for the
game, the force is usable.
Line-of-Battle: This will detail the various Units
and submarines that can be combined to create a If your total Points Cost is over the agreed upon
force to do battle. You will find all the Unit types, total, you must deduct Units to reduce your total
characteristics, weapons, special weapons, and Points Cost. When you are less than or equal to
points cost for the force in this section. the agreed upon Point Cost your force is usable.

Point Costs If you have less than the total Points Cost, try to
get as close as possible to the agreed upon total.
All Units and upgrades cost points. Points are
used to determine the relative “worth” of a Unit When choosing your force, be mindful of the
compared to other Units. In most situations, the various rules found in the Line-of-Battle related to
Points Cost is used to determine if the two forces your force. If you violate the rules in the Line-of-
are of equal worth. Battle you will have an invalid list.
North Ammoriss Naval PDF
“Submarines? The Red Tower has provided us with all the Submarines we will need.”
-Attributed to Admiral Georg Valios
First Lord of the Admiralty
NavComm North

Planetary Defense Forces forces also fall under the remit of the PDF.

The Lex Imperialis is the law of the Imperium of North Ammoriss


man. Its first decree, is that every world must
raise a force sufficient to defend itself from Ammoriss is a divided planet. It is split into two
threat. Due to these words, every Imperial main factions, North and South Ammoriss. The
Governor who has been given sovereignty of a North, is the industrial and manufacturing
world must raise a Planetary Defense Force or heartland of the planet. The surface of North
PDF. Ammoriss is a sprawling mass of manufactorums,
strip mines, and habs.
Each world will raise armies for their own
defense that match the capabilities of the world It is this immense industrial capacity that stirs
they are defending. On primitive worlds like rivalry between North Ammoriss, and the more
Kanak, the PDF maybe little more than club agriculturally dependent South Ammoriss. This
wielding savages. However, on most Imperial rivalry is fueled by many other factors as well.
planets the PDF is equipped and trained in a North Ammoriss is the seat of official Imperial
manner similar to the Imperial Guard. The power, which is particularly troublesome, since
North Ammoriss PDF Army is such a force. the wealthiest and oldest families live in South
Ammoriss. The South was settled far earlier to
However, Ammoriss is a world composed of the North, and to be eclipsed by the younger
more than just land. Seventy five percent of its nation is particularly galling to the residence.
surface area is composed of water. In order to
secure such a large surface area, more than just Finally, there is a component of religious hostility
soldiers are needed. A Navy is needed. Naval as well. South Ammoriss tends to follow a more
fundamentalist branch of the Imperial Cult the higher born families, such as the senior
which maintains that the God-Emperor has a supervisors of North Amoriss’s Manufactorums.
direct relationship with each individual. Frequently, they are second and third born sons,
Meanwhile, the North believes in a less personal who have nothing to inherit due to North
relationship with Him on Terra. All of this Ammoriss tradition. Officers will often serve in
simmering tensions between the two nations the PDF for life.
have led to competition, hostility, and the
occasional flares of violence. The rank and file come from a mixture of
volunteers, conscripts, and press-ganged dregs.
The AN These sailors typically serve for a limited period
of time, often five years. They then have the
Thanks to the tensions between North and South, option to re-enlist. It is not uncommon for the
the leaders of North Ammoriss decided to found more senior crewmen to serve for life. However,
the North Ammoriss Naval PDF. This the common sailor will often rotate out as soon as
organization is more commonly referred to as possible. However, in times of crisis, any
the Ammoriss Navy, or the AN for short. The member of the PDF may find themselves called
mission of the AN is simple, protect the interests back into service.
of North Ammoriss from all enemies; human or
xeno. As a result of this recruitment methods the spirit-
de-corps of the AN is typically strong. Their
Thanks to the industrial might and large operational abilities are also solid.
population of North Ammoriss, the AN is the
largest the surface fleet on the planet. With the Battle Doctrine
help of the Adeptus Mechanicus adepts within
the Red Tower, the AN has identified the STC The Ammoriss Navy has incorporated their vast
designs that allow them to maximize their surface fleet into their plans combat doctrines.
advantages in men and material. These choices The operational role of the North Ammoriss
have heavily influenced the strategy and battle Naval PDF is simple. Find, fix, and sink.
doctrine of the AN.
In order to find the enemy, the AN uses a wide
The Ammoriss Navy has a command base variety of smaller escort craft. These ships are
located at Admiral’s island in the area often fast, lightly armed, and poorly armored. Their
referred to as Fortress North. This island is main role is to act as the eyes and ears of the
home to the AN main command center called larger AN surface ships. Once they locate an
NavComm North. In addition, it is home to enemy force, they are to report to their larger
BattleGroup North, the largest concentration of cousins.
surface battleships found on the planet.
However, the AN has naval bases scattered To fix the enemy, they must be engaged by larger
around the cost of North Ammoriss, as well as elements in order to keep them from slipping
those island chains in Greater Ammoriss that away. This is typically the role of cruisers. They
align themselves with the North. attempt to harass and damage enemy vessels until
the larger AN battleships can enter the fray. In
The officers of the North Ammoriss Navy are addition, the Cruisers are large enough to act
traditionally volunteers. Often they come from independently as surface raiders, convoy support,
support beach heads, or just show the flag with Submarines are simply given a class and a
aligned islands. number. These vessels frequently operate
independently in the North Ammoriss Naval PDF.
Finally, the AN relies on the big guns of their However, their captains are given a more
powerful battleship force to sink the enemy autonomy then their surface brethren.
before they can become a threat to North
Ammoriss interests. Once the enemy is found by Operationally, NavComm North will assign ships
the smaller craft, and fixed in a relative place by located within a geographic region into a
cruiser forces, the larger slower battleships can BattleGroup, Picket Line, or other formation and
be brought up to pound the enemy into oblivion. provide that formation with a code name. The
captain of one of the ships involved will be given
All cruiser and larger forces are designed to fight the title of Commodore during the duration of
in a formation known as the Line-of-Battle. In operation involving the force. He is the overall
this formation, the battleships line up in a commander of the force and his ship becomes the
straight line and steam parallel to the enemy Flagship.
force. Their turret guns swing to the sides, and
present the most possible firepower onto the NavComm North will then provide the
enemy. commodore with a set of operational instructions
to be carried out. Normally, these orders will be
Fleet Organization relatively vague, with the operational specifics
left to the discretion of the commodore and his
The North Ammoriss Naval PDF make use of a captains.
wide variety of formations. They tend to have a
fluid structure that allows them to group the In rare instances, the force maybe led by a flag
ships together from a given location into the officer. Typically, these are officers who hold the
roles they need to perform. rank of vice-admiral or higher. The flag officer
can choose a ship in the force to act as his
Typically, Cruisers and larger vessels can operate flagship. The captain of the vessel then becomes
independently. However, they are often formed a flag captain, and his duties are to operate the
into Squadrons for particular missions and ship, while the flag officer’s duties are to operate
mutual protection. Cruisers and larger are the force. It is considered an honor to be a flag
typically named individually. Often, the name of captain.
the first vessel of a new class, will lend its name
to the rest of the vessel class. The other ships of
the same class will have their own individual
names.

Small escort craft typically work in squadrons of


two to five craft. Escorts are normally assigned
a Squadron name
and number. Then each craft in the squadron is
given a number as well between 1 and 5.
Typically, the vessel listed as 1 is the lead vessel.
North Ammoriss Naval PDF
Hunter Class
The Hunter is the only current submarine design The Hunters are built from STC designs provided
in widespread use by the North Ammoriss Naval by the Adeptus Mechanicus contingent located in
PDF. NavComm North fleet planners traditional the Red Tower. Much of the actual construction is
place the Hunter in the role of “find” in their done locally in the Manufactorum’s of the North.
operational battle plans. Some of the Power Plant components are from
off-world, but local substitutes are also available.
Many proponents of the submarine have argued
that its true roll should be as a hunter-killer and Just prior to the Battle of Ammoriss, in secret
commerce raider, but they have made little head exercises in the Greater Ammoriss ocean, officers
way against the NavComm North establishment. in charge of submersible operations tested new
combat doctrines to prepare themselves for
However, as the South Ammoriss Navy makes dealing with a flood of enemy submarines into the
extensive use of submersibles, the commanders oceans of Ammoriss. This proved timely as the
of the Hunters began to secretly prepare both rebel subs and Ork subs became a greater
themselves for a new role. That of sub hunter. menace through out the war.

Name: AN Hunter Points: 15


Type: Hunter Leadership: 7 Hull: 2 transport: 0
Speed: 6 Screw: 1 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 4 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/3/2 4+ 6 Torp
Torpedo Stern 1/1/1 4+ 3 Torp
Deck Gun Around 2/2/2 6+ 6 Surface,
Point

Optional Upgrades: Points: +5


Type Arc Firepower Damage Ammo Special
Hunter/ Bow 1/3/2 4+ 6 Re-roll
Killer Misses
North Ammoriss Naval PDF
Hunter Class- Modified Type T
The Hunter is the only STC designed and used The Hunters are built from STC designs provided
by the North Ammoriss naval PDF. However, a by the Adeptus Mechanicus contingent located in
few of the more enterprising officers in the the Red Tower. However, most of these field
Submarine Service have managed to use the base alterations have been done by Enginseers and
Hunter chassis to make a few experimental Lay-workers under the direction of Submarine
models to fulfill other roles. Officers.

These exist in very small numbers, and have The Modified Type- T is essentially an underwater
mostly been created under the nose of NavComm taxi. It is designed to try and infiltrate small, elite
North as opposed to with their consent. units of troops into South Ammoriss territory.
However, the Submarine Officers who control With the current rebellion, the Modified Type-T
the Undersea Service are eager and willing to saw service smuggling spies to South Ammoriss
take risk to prove the worth of their vessels. to verify the reports of Rebellion and warfare.

Name: AN Hunter- Modified Type T


Points: 10
Type: Hunter Leadership: 7 Hull: 2 transport: 1
Speed: 6 Screw: 1 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 4 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/1 4+ 4 Torp
Deck Gun Around 2/2/2 6+ 6 Surface,
Point

Optional Upgrades: Points: +5


Type Arc Firepower Damage Ammo Special
Hunter/ Front 1/3/2 4+ 6 Re-roll
Killer Misses
North Ammoriss Naval PDF
Hunter Class- Model L
The Hunter- Model L is another field modified Despite their success in infiltrating to the target
submarine, similar to the Modified Type- T. This And deploying their cargo, the Model L had one
one was first fielded in the oceans of Great major flaw. They had a limited Mine carrying
Ammoriss around the Deff Islands. Many mine capacity. In the final analysis, the Model L failed
layers were being destroyed as they attempted to to effectively blockade the island chain.
blockade the exits from this island chain. Therefore, NavComm North decided they were
unsuccessful.
The local commander authorized his submarine
officers to attempt to construct the Mine Laying Despite the ruling of NavComm North, a few of
submarines of the Model-L variety. These these modified submarines are still on active
proved much more successful blockading the service. They have been deployed to various parts
Ork ports in Da Deff Islands than traditional of Ammoriss to bolster Mine Warfare operations.
Mine Layers.
.

Name: AN Hunter- Model L Points: 15


Type: Hunter Leadership: 7 Hull: 2 transport: 0
Speed: 6 Screw: 1 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 4 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/1 4+ 4 Torp
Mines Stern 2/0/0 4+ 4 -
Deck Gun Around 2/2/2 6+ 6 Surface,
Point

Optional Upgrades: Points: +5


Type Arc Firepower Damage Ammo Special
Hunter/ Front 1/3/2 4+ 6 Re-roll
Killer Misses
North Ammoriss Naval PDF
Constant Escort
The Constant is a torpedo boat. Like most The Constant is frequently forced into service as
escorts in the North Ammoriss Naval PDF its an anti-submarine unit as well. Its torpedoes can
primary operational role is to “find” targets for prove deadly against a submersible moving to
the larger craft. As a result, the Constant is fast firing depth on surface ships. Sadly, the Constant
and agile. is not well equipped for such a role and come
easily become the prey as quickly as the predator.
However, in practice clever commanders have
utilized the Constant in a variety of roles. For Since the North Amoriss Naval PDF has put little
example, a spread of torpedoes from a Constant effort into submarine warfare they have few ships
attack can finish off crippled capital ships, dedicated to anti-submarine work. Therefore, it is
disperse an enemy formation, or forces far too common to see the Constant attempting to
squadrons to split up. fill this niche that it is ill-suited for.

Name: Constant Class Escort Points: 10


Type: Surface Leadership: 7 Hull: 2 transport: 0
Speed: 10 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 2 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 2/4/2 4+ 4 Torp
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 2/2/2 3+ 6 Surface

Optional Upgrades: Points: +5


Type Arc Firepower Damage Ammo Special
Hunter/ Front 1/3/2 4+ 6 Re-roll
Killer Misses
North Ammoriss Naval PDF
Protector Escort
The Protector has a well-defined role within the The Protector is the closest vessel that the
Ammoriss Navy. They are typically assigned to Ammoriss Navy has for anti-submarine warfare.
escort a larger capital ship to provide additional It has a vast array of Point Defense weapons to
point defense capabilities. They act as a screen help defend it from torpedo attack. Plus, they are
to incoming ordinance attacks in order to defend equipped with Depth Charges to hunt down the
their larger brothers. undersea predators.

It takes a special type of captain to command a Despite their armaments, The Protector is only a
Protector. Their primary role is to get their craft stop gap, and can not compare to a Hunter
between incoming torpedoes, bombers, and submarine against enemy submarines. However,
missiles on purpose. Normally, a captain is they excel at protecting their larger brothers from
trying to get away from that type of firepower. the undersea menace of the submarine.
Protector captains have a well deserved
reputation for being insane.

Name: Protector Class Escort Points: 18


Type: Surface Leadership: 7 Hull: 2 transport: 0
Speed: 10 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 2 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 10/6/2 6+ 6 Surface,
Point
Depth Stern 4/1/0 3+ 4 Depth
Charges Charges
North Ammoriss Naval PDF
Faithful Escort
The primary role of the Faithful is to act as a In addition, these ships have seen successful use
mine layer. Grudgingly, NavComm North has in blockade operations. Faithful proved vital in
begun to see the utility of such weapons. Fleet NavComm North’s attempts to blockade the Da
planners have decided that the ability to deploy Deff Islands. However, it was soon learned that
mines from fast moving escort craft can be used unsupported Faithful were vulnerable to counter
to help shape the course of a battle in the same attack.
way a clutch of torpedoes can. The proper
placement of mines can deny the enemy an The Faithful is a recent addition to the North
avenue of passage and hem them into a pre- Ammoriss Naval PDF. As such, few of them are
defined kill space. in operational service. However, fleet planners
expect this number to grow as the Battle for
Ammoriss evolves.

Name: Faithful Class Escort Points: 10


Type: Surface Leadership: 7 Hull: 2 transport: 0
Speed: 10 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 2 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 2/2/2 3+ 6 Surface
Mines Stern 3/0/0 3+ 3 Mines
Congregation of the Unfaith
“We will stalk them as the Deep Shark stalks the Blue Fin.”
-Attributed to Captain Delo Mordent
Captain of the Unseen Class
Pierefoy‟s Promise Redesignated: Doom of Tides

South Ammoriss population.

Ammoriss is divided by two major political The South is ruled by a series of noble families
and regional powers; the North and the South. from the early days of Colonization. They are
Unlike their counterparts to the North, the simply referred to as the Great Houses. The
nation of South Ammoriss does not have a largest of which is the Pierefoy family, led by
significant manufacturing base to draw from. their patriarch Van Pierefoy. These Great Houses
Instead of being covered with habs and control South Ammoriss politically and
manufactorums, the land is divided into the economically. Corruption and Great House
estates and plantations of the Great Houses. politics is the order of the day.

These plantations and ranches form the These Great Houses have always been envious of
backbone of the South Ammoriss economy. It the North’s political position vis-à-vis Imperial
is heavily dependent on shipping their power. The Adeptus Mechanicus have thus far
agricultural products to the population centers shown little interest in the resources of the South.
in the North in exchange for manufactured In general, the Imperial government treats the
goods. The South has more than enough South as little better than a backwater with little
foodstuffs to support its own, much smaller of value to offer.
To make matters worse, religious tensions exist large, heavily armored and slow warships, the
between the two nations. The North, along with South would rely on light, fast, and heavily
the political elites of South Ammoriss, tend to gunned “pocket” warships to hunt down and sink
follow the St. Augustine branch of the Imperial enemy merchantmen. The plan was to simply
Creed. Meanwhile, the majority of the people of bypass the North’s superior naval capacities.
South Ammoriss tend to follow a more Hence, the South Ammoriss Navy was born.
fundmentailst branch call the Cult of the
Emperor’s Hands. This cult tends to spurn the If a general naval battle was required, the fleet
more intellectual St. Augustinia branch and preferred a method of warfare known as the
despises the Cult of the Omnissiah. These Melee. In a Melee, the focus was to break the
religious tensions are just another facet of the unity of the Northern Fleets lines, and force
rivalry between North and South. them to engage on an individual basis. It was
believed that such a strategy would favor the
South Ammoriss Navy more maneuverable South Ammoriss warships,
which would be supported by a flotilla of
The South saw the growth of the North’s naval gunboats, torpedo boats, and subs.
forces, and immediately saw a threat. Much
of Ammoriss is covered in water. Many of the Officers for the South Ammoriss Navy were
world’s resources such as fish, fuel, and ore typically lower ranking members of the Great
were located either in coastal areas, in the Houses. Illegitmate children, cousins, and
ocean, or under the sea bed. Island chains, nephews of the Great House Patriarchs were the
atolls, and platform rigs were a key part of the most popular choices. As a result, the South
planet’s economy. The South could not Ammoriss Navy officer core was made up of
simply allow the North to dominate these minor nobles with little opportunities to improve
regions. their social standings. The Navy or PDF was a
logical choice for them.
The natural reaction was to build a naval force
of their own. The Great Houses knew that The crew were typically conscripts pulled from
they did not have the industrial might to match the hereditary ranches and estates of the Great
The North on a ship to ship basis. Instead, Houses that their captains came from. This
they would need a different strategy. bonded the men to their captain through the
traditional fuedal relationship found in South
The naval planners of the South knew that the Ammoriss. However, some ship board
North relied heavily on agricultural imports specialists, such as chiro-surgeons or lay-
from the South and other allied regions to enginseers; were volunteers bribed into service
maintain itself. In addition to foodstuffs, the with rewards and incentives.
North was also dependent on the import of
other raw materials to support their industrial Life on board ship was similar to life in South
base. The Southern planners realized the Ammoriss. Strict hierarchy was imposed based
weakness. on social class. The higher your class, the more
advantages and privileges you were given
Instead of attempting to take on the Northern onboard. Typically, moving between the ship
Navy warship by warship, they decided on a board classes would be nearly impossible.
strategy of commerce raiding. Instead of
The only exception to this was in the submarine Fleet Organization
fleet. Due to the cramped nature of a sub, many
of these social restrictions would be untenable. The South Ammoriss Navy had two primary
As a result, a berth on the Submarine fleet was methods of Oraganization. The first method was
very popular with the average seaman. to operate as independent vessels. These vessels
However, the Captains of such vessels were would be tasked with finding and sinking as many
looked down upon by the officers of the surface merchant ships as possible. By operating
fleet. This led to a bit of inter-service rivalry independently
between the submariners and their surface the ships could avoid easy detection and escape
counterparts. pursuit.

Submarines The second primary formation was a loose group


of warships called a “pack”. Each pack would be
The submarine is a weapon that seemed a self-contained miniature war fleet. These fleets
perfectly suited to the South Ammoriss strategy. would contain escorts, cruisers, and battleships.
The submarine was stealthy enough to avoid the The pack would act as a coordinated unit for
larger Northern battleships, but packed enough locating and sinking merchant vessels. The idea
punch to devastate poorly armored merchant of the pack, was to be strong enough to challenge
ships. In addition, the submarine was cheap and any potential convoy escorts, but still be elusive
easy to manufacture compared to the larger enough to avoid the main North Ammoriss battle
capital ships. The final advantage was the small line.
crew compliment needed to operate a submarine.
The South Ammoriss Navy was based in the city
As a result, the Southern naval planners spared of Frontiac. The base was known simply as
no expense tracking down the STC templates NavComm South. From this base, the fleet
from Rogue Traders, off-world Adeptus admirals could direct their ships, packs and
Mechanicus sources, and other questionable submarines towards any known concentration of
sources. As a result, the South Ammoriss Navy merchants. Using Vox, they would communicate
had a submarine fleet four times larger than that with their far flung forces. However, most ship
of their Northern rivals. Surprisingly, submarine captains are given a wide degree of latitude when
organization is not much different from that of deployed.
the rest of the fleet.
Congregation of the Unfaith

The national tensions between North and South


Ammoriss were exploited by the ruinous powers to
their own advantage. The specific methods of the
corruption is unimportant, all that matters is the
result. Large swathes of the population were
persuaded to join the cause of Chaos.

This cancer spread through out the population of


South Ammoriss by a secret network that referred
to themselves simply as the Congregation of the
Unfaith. Much of this growth was a simple The Rebellion
reaction to attempts by the Adeptus Mechanicus
of the Red Tower to try and extend the influence The Congregation of the Unfaith orchestrated a
of the Cult Mechanicus into regions of South rebellion from their base of operations in the
Ammoriss. Members of the Cult of the Riderback Massif. The rebellion quickly spread
Emeperor’s Hands were militarized by this across South Ammoriss. Cultists swarmed across
action, and easily seduced by the Congregation the land, bringing terror and destruction to all
of the Unfaith’s leaders. These so-called those they claimed worshipped a false-Emperor.
Honored Fathers whispered sweet words that
promised a rejection of the inhuman, off-worlder Reports flowed in of the renegades approaching
ways. the capital at Pierefoy. There was fear that they
would march up the Great Causeway to Frontiac
The feelings of the people would be irrelevant to next. Navcomm South ordered the fleet out to
the leaders of South Ammoriss, they were sea. The admiral’s claimed it was a defensive
members of the Great Houses and cared little for measure to ensure the taint did not spread to their
the Cult of the Emperor’s Hands. However, the crews. However, this logic was soon shown to be
sinister whispers of Congregation of the Unfaith faulty as individual ships and packs quickly
promised them something different. They disappeared into the open ocean.
offered power, in the form of raising up of the
South over the North. Far too many were easily In most cases, the ships simply stopped reporting
swayed. in. In some cases, Vox reports flowed in from
panicked loyalist officers of crews revolting
The Congregation of the Unfaith was not a truly before they were abruptly cut off. In the most
unified belief. Instead, it was made up of a extreme cases, fellow warships would suddenly
broad coalition of heretics, xeno-worshippers, and unexpectedly open fire on their former
and others who have become disaffected by comrades. The forces of chaos had infiltrated the
Imperial rule. The one thing most of the fleet just as easily as they had infected the nation
followers had in common, was their disregard of South Ammoriss.
for the rule of the Imperium.
Death to the False-Emperor
The insidious whispers of the Congregation
wormed their way into the upper echelon’s of the The South Ammoriss Navy ceased to exist.
South Ammoriss Navy. The frustrated and Instead, it was replaced by hungry packs of
thwarted minor nobles that controlled the South predators eager to spill the blood of those who
Ammoriss Navy were far to eager to listen. For worshipped the false Emperor. The rebel ships
their station in life was set, unless the status quo and packs soon swarmed to the merchant lines
could be shaken up. intent to carry-out the South Ammoriss strategy of
crippling the North with commerce raids.
The rot was especially insidious in the
submarine force. The weakened class structure However, this time they did not fight for National
of the submarine life allowed the corrupted ideas honor or protection. Now, they fought for
of the crew’s intermingle with the power hungry plunder, rage, and simple destruction. Any who
machinations of the officers. It was a potent mix stood in their way was an enemy. Each ship could
that few could ignore. only count on itself, and their new faith.
Congregation of the Unfaith
Hidden Class
Before falling to the rebellion and Chaos, the The first Hidden class submarines were primarily
South Ammoriss Navy planned most of its naval purchased from forge worlds outside of the
strategy around the creation of a large submarine Ammoriss Sub-system, through expensive Rogue
fleet. The Hidden Class was the lynchpin of this trader contracts. However, the South Ammoriss
effort. This type of submarine is the most prolific Navy soon reverse engineered STC design with
submarine design on Ammoriss. the help of rogue Tech-priests, and began
producing it in limited numbers near Frontiac.
The Hidden Class STC was selected due to its Production was slow, but over time large fleet was
ease of production, size, speed, and firepower. It created.
is an excellent Hunter/Killer submarine, perfect
for hunting down enemy merchants, eliminating After the Rebellion, no known source of new
enemy subs, disabling convoy escorts, or Hidden class submarines exists. However, there
harassing larger capital ships. This versatility has are enough traitorous vessels prowling the
made it one of the primary threats to loyal PDF Ammoriss Oceans to be a serious threat.
naval forces.

Name: Hidden Class Points: 20


Type: Hunter Leadership: 8 Hull: 2 transport: 0
Speed: 10 Screw: 2 Dive: 2 Maneuver: 2
Depth: 8 Stealth: 4 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/3 4+ 6 Torp
Torpedo Stern 1/1/1 4+ 3 Torp

Optional Upgrades: Points: +1


Type Arc Firepower Damage Ammo Special
Rockets Bow 3/2/1 3+ 1 Surface
Congregation of the Unfaith
Unseen Class
The Unseen Class is considered the pinnacle of are a formidable threat to merchant and warship
human submarine technology on Ammoriss. It is alike. With the rebellion orchestrated by the
much larger than the hunter/killer subs it shares Congregation of the Unfaith, the vast majority of
the ocean depths with. However, it makes up for these vessels are presumed to be in traitor hands.
this larger size with better damage control
capabilities, and significantly increased All Unseen were imported from off-world at great
firepower. cost. Now, the Rebellion in full swing, it is unlikely
new Unseens will enter service. However, the exact
The Unseen Class is essentially a light cruiser number of Unseen roaming Ammoriss is currently
that can operate submerged. Vessels of this class unknown.

Name: Unseen Class Points: 35


Type: Hunter Leadership: 8 Hull: 6 transport: 2
Speed: 8 Screw: 2 Dive: 2 Maneuver: 2
Depth: 8 Stealth: 3 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 2/4/6 4+ 6 Torp
Torpedo Stern 1/2/2 4+ 4 Torp
Deck Gun Around 2/2/2 6+ 6 Surface

Optional Upgrades: Points: +5 Each


Type Arc Firepower Damage Ammo Special
Seastrike Bow 2/4/6 4+ 2 Extra 6+
Depth
Charges Stern 4/0/0 4+ 2 -

Special Rules: Durable- The Unseen can ignore a damaging hit on its
last Hull Point with a d6 roll of 6+
Congregation of the Unfaith
Hidden Class
The Silent Class is a rare craft, even for the The threat posed to Imperial reinforcements
submarine heavy forces of the former South arriving on planet made the destruction of these
Ammoriss Navy. Despite their rivalry with submarines a top priority from NavComm North.
North Ammoriss, the South was not absolved of As long as these submarines were prowling the
their requirements to help defend Ammoriss. As Ocean, the Imperial Navy Troops Transports
a result, they constructed a handful of these subs, arriving to reinforce the Ammoriss PDF were
armed with Anti-Orbital torpedoes. reluctant to stay in orbit and unload their cargo.

The tactic was simple. The sub would move to Such tactics allowed the Silent Class to have a
firing depths, fire their torpedo, and then crash great impact on the Battle for Ammoriss than their
dive away from enemy retaliation. The numbers would account for. As such, the Silent
torpedoes were large enough to destroy class is a Strategic force multiplier.
incoming drop ships and supply ships in low-
orbit.

Name: Silent Class Points: 30


Type: Boomer Leadership: 8 Hull: 6 transport: 2
Speed: 8 Screw: 2 Dive: 2 Maneuver: 2
Depth: 8 Stealth: 3 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/3 4+ 4 Torp
Torpedo Stern 1/1/1 4+ 2 Torp
Anti-Orbit
Torpedo Up - - 4 Boomer
Congregation of the Unfaith
Pious Class Escort
The South Ammoriss Navy spent a great deal of The Pious is small, swift and equipped with a
time and resources perfecting the submarine as a deadly array of Depth Charges. However, what
weapon of war. As a side effect, they also spent submarine captains fear most is its sophisticated
energy developing ways to counter submarines. Augur array. This makes it one of the most
deadly Surface Units in any fleet.
The Pious Class is a result of these efforts. The
Pious is equipped with a full compliment of anti- Pious Captains are trained to be aggressive.
submarine weapons. Plus, they can use their Despite their descent into Chaos, this trait still
torpedo tubes to harass other escort squadrons carries through. They love the thrill of the hunt,
and capital ship formations. It is far superior in and are eager to chase down any who dare
its role than the AN Constant. challenge their skills.

Name: Pious Class Escort Points: 15


Type: Surface Leadership: 8 Hull: 2 transport: 0
Speed: 12 Screw: 3 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 2 Augur: 5

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/3 4+ 4 Torp
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 2/2/2 3+ 6 Surface
Depth Bow, Side 3/1/0 3+ 4 Depth
Charges Charges
Congregation of the Unfaith
Brave Class Escort
Many of the traditional school of naval warfare Navcomm South felt differently. The thought the
consider the mine to be an abomination. A mine mine or threat of a mine would be an excellent
is a passive devise that waits for a warship to sail way to try and dictate the flow of battle. The
nearby, before detonating. The weapon can versatility and low cost of the mine was another
prove dangerous to smaller vessels, and even attractive element. However, in order to
knock larger craft out of a battle. The fact that a effectively use mines in war, they would need a
mine is a passive weapon infuriates more vessel capable of deploying them, a vessel that
traditional navy planners. A mine can be placed was fast enough to slip past enemy picket ships, a
minutes, hours, or even days before a battle to lie craft that could sneak around the fringes of a war
in wait. These strategos argue that there is no fleet without drawing fire. To meet those needs,
glory in defeating your enemy in such a method. the Brave Class escort was created.

Name: Brave Class Escort Points: 12


Type: Surface Leadership: 8 Hull: 2 transport: 0
Speed: 12 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 2 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 2/2/2 3+ 6 Surface
Mine Stern 3/0/0 3+ 4 Mine
Ork Kill Fleetz
“Weeza gonna kill some Oomiez!”
-Attributed to Wetboss Grod da‟ „Uge
Goff Ork Kaptin

Waaagh! To make matters worse, Orks spore like a fungus.


Wherever an Ork walks, more could potentially
Of all the xeno races in the galaxy, none is a sprout up. With them comes an entire Orkoid eco-
bigger plague upon mankind then the Orks. system of squig beasts, gretchin slaves, squiggoths,
Thousands of years ago, the Adeptus and the unusual Ork Oddboyz.
Mechanicus sent out a probe to explore the outer
reaches of the galaxy. After travelling the length Unlike humans, who actually must be taught
of the galaxy and deep into the Halo stars, they technical knowledge; Orks carry their technical
tech-priests were dismayed. The only knowledge in their genetic code. This technical
transmissions they had picked up across the knowledge will lead to various “castes” or
entire width of the galaxy were the crude vox specialists Orks within a mob or tribe. Some Orks
transmissions of chortling Orks. will naturally be better at healing other Orks, some
will be mechanics, some can brew squig beer, while
The Orks are nothing more than savage others are good at training smaller Orkoids such as
barbarians bred only for war and bloodshed. gretchin and snotlings. These genetically driven
Orks are massive hulking creatures of muscles, Orks are called Oddboyz, and they have a special
bone, and a unquenchable lust for battle. Orks place in Ork “Kulture”.
are not only bred for war, but they actually like
it. If left alone, Ork tribes will turn upon each As a result of this genetic programming and sporing,
other just for the chance to scrap. However, no matter where an Ork goes, he brings everything
once an outside force is introduced, they will just he needs with him to start a colony. An Ork needs
as quickly unite to face it. only minimal food and water to survive. Squigs are
the primary Ork food source, and they are However, that all changed with the outbreak of the
produced by the Orks own spores. In addition, Battle for Ammoriss. As civil war broiled in South
the Orks are a scavenger race, that are adept at Ammoriss, the orbital defenses in that region were
jury-rigging found objects into useable temporarily offline. A well-known Ork Warlord
equipment. With every Ork colony comes war that had been plaguing the Eastern Fringe took
machines and battle. Orks can quickly adapt to advantage of the weakness to attack. No one is
almost any condition that they face, and once exactly sure why Warlord Gark and Da’ Guld’n
Orks find themselves on a planet, it can be Boyz decided to attack Ammoriss. Some theorize
incredibly difficult to root them out. that he wanted the valuable Adacontie deposits for
his mob, others that he simply saw an opportunity
Orks on Ammoriss and took it, some that he was simply drwan to the
ongoing battle, and other sources claim that the
Orks are not native to Ammoriss. They first Warlord’s wierdboyz had directed him to
arrived on the planet aboard cargo containers Ammoriss to fulfill some strange orkish prophecy.
shipped from other parts of the Imperium.
Typically, such contamination is discovered in a Whatever the reason, a massive army of Orks
Quarantine process. Scholars on Ammoriss have descended to the surface of North Ammoriss to do
theorized that the spores came to Ammoriss battle in the Alset Plains and south of the Alset
aboard cargo smuggled to criminal syndicates Mountains. Once planet side, the Orks launched a
planet side. devastating campaign that captured the valueable
chemical refineries there, and soon subjugated the
To back up this premise, researchers into the Ork inhabitants.
phenomenon on Ammoriss point to the Orks
only know location on the planet. The only From there, the Warlord began to build the
population of Orks is found on a small island machineries of war. Due to the genetic coding of
chain in Greater Ammoriss now known as Da technology in the Ork DNA, no matter what
Deff Islands. This island chain is also a well terrain an Ork horde faces, their Mekboyz will be
established smugglers hide-out, and has been a able to build what is needed to fight. On
center of pirate activity throughout the history of Ammoriss, a world with so much water it was only
Ammoriss. These “native” Orks had managed to a matter of time before the first Ork Kroozerz
integrate themselves into the criminal culture of steamed out of port. Soon, fleets of Ork
Da Deff Islands rather successfully. They marauders were sally out across Ammoriss to raid
became enforcers, criminals, and smugglers and pillage.
themselves. It wasn’t long until they had simply
become an established part of the Deff Islands Ork Kill Fleetz
criminal underworld.
The Orks do not have a battle doctrine per se.
The Ammoriss Naval PDF had managed to keep Their grasp of warfare is much more crude and
the Orks contained to Da Deff Islands, even filled with low cunning. Instead of strategy, they
though they became a piratical nuisance. have instinct.
Warboss Skarbash was a well known submarine
pirate, and some would argue a contender for No two Ork fleets will look alike. Each Mekboy
leadership in Da Deff Islands underworld. builds warships using the materials on hand, and
his own crazed design ideas. The only thing Ork
ships have in common is that they are good fight, loot, and slaves. It is an informal pact,
overloaded with kannon, armor, and boyz. They and success tends to attract more boyz, vessels,
are typically operated using crude power plants and kaptins.
that billow smoke and steam. The ships
themselves can be propelled by huge screws, Bluelords are independent rulers of their fleets.
water jets, sails, oars, or any combination. Sometimes, these fleets are affiliated with larger
Despite their unwieldy appearance, it is unwise Ork warbands or tribes. Sometimes, they are a
to discount an Ork warship. They are typically self contained tribe in their own right. A Bluelord
over gunned for similar vessels of their size, and is answerable to no one. In Ork Kulture, strength
can pack a punch at close range. is all that determines a leaders right to lead.

In addition, the Orks make extensive use of the Within any Kill Fleet, there will also be a number
Submarine. Most Orks prefer an open battle, the of Oddboyz. Like in regular Ork
roar of Kannon, the smell of cordite, and the Kulture, the Oddboyz are given a great deal of
screams of the dying. However, a minority of respect and autonomy. Typically, they serve a
Orks have a preference for being sneaky. A boss out of whim or because of lucrative payment.
torpedo in the stern from an unknown attacker is In exchange, they perform the important functions
just as thrilling to them as the blast of mighty of Ork Kulture onboard ship.
gunz is to other Orks. Orks like to fight, but they
like an unfair fight even better. In addition to Orks, Kill Fleets frequently have a
huge population of other Orkoid spore creatures.
Typically, Ork fleets are organized under a Gretchin form the most common slave caste .
powerful Ork leader or Nob. When they They are used to fetch things, carry things, and
command ships and fleets, they are typically generally all the stuff Orks don’t want to do.
referred to as a Wetboss, Kaptin or Bluelord. Snotlings, are even smaller than Gretchin, and
This orks personality alone gathers up lesser they often carry messages, troubleshoot tight
Orks into a fleet or group of ships. An Ork Kill spots, and doing anything that the Gretchin don’t
Fleet is made up of all the vessels, Orks, and want to do. Finally, Squigs are onboard to act as
Kaptins that are willing to follow. In exchange, an Orkoid snack.
the followers expect the Bluelord to deliver a
Ork Kill Fleetz
Grot Subz
Grots are a smaller sub-species of the Orkoid assembled with what ever spare parts the
spore. They are smaller, more agile, and just as gretchin could steal or the Slaver could scam off
bloodthirsty as any Ork. However, what they his clients. The Grots typically put the machine
lack in strength they make up for in cunning and together themselves.
enthusiasm.
Grot Subs have a variety of power plants from
Grot Subs are commanded by a Slaver, a special fuel guzzling combustion engines, sophisticated
Ork oddboy who specializes in training slaves battery arrays, or simply Grots peddling really
and grots. No self-respecting Ork would be fast to turn the screw. Their weapon systems are
caught dead on a Grot Sub. The Slaver is equally crude, and often faulty.
typically the only Ork, and his crew is made up
of Gretchin, Squigs, and Snotlings. Typically, Despite all these drawbacks Ork Wetbosses like
they are ill mannered and cowardly. to have them along. Sometimes they do
something useful. They can distract rivals from
A Grot sub is usually even more ramshackle than the larger Ork subs. Plus, the Grot Subz always
a typical Ork sub. The Sub was porbably provide a laugh to the other Ork Krews when
they get torpedoed.

Name: Grot Sub Points: 10


Type: Hunter Leadership: 4+1d3 Hull: 1 transport: 0
Speed: 8 Screw: 1 Dive: 1 Maneuver: 1
Depth: 6 Stealth: 6 Augur: 0

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Front 2/2/1 4+ 8 Torp
Ram Front - - - Ram
Ork Kill Fleetz
Sneaky Gitz
Some orks are pre-disposed to stealth. Nothing
delights them more than putting a torpedo into
the stern of an unsuspecting ship. To them, it is
the height of comic wit that fills their barbaric
hearts with joy. These boyz are considered
crazy and borderline unorky by their fellows.
After all, a proper ork boy knows that a true ork
would find it much funnier to smash a puny
human in the face with a big rock.

Therefore, these ostracized Orks tend to gather


together and become the Krew of Ork subz.
These vessels are referred to as SneakyGitz
because they sneak around underwater, instead
of steaming into battle with kannonz blazing
like a proper kill fleet. However, these large and
ungainly vessels have proved effective at
harassing enemy shipping lanes, and sinking
other subs, freighters, and even warships.

Name: Sneaky Gitz Points: 35


Type: Hunter Leadership: 5+d3 Hull: 6 transport: 4
Speed: 6 Screw: 1 Dive: 2 Maneuver: 1
Depth: 7 Stealth: 2 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Front 6/4/2 3+ 8 Torp
Torpedo Stern 3/2/1 3+ 4 Torp
Deck Gun Around 2/2/2 5+ 6 Surface

Optional Upgrades: Points: +5 Each


Type Arc Firepower Damage Ammo Special
Mob Boatz Around 2/2/2 5+ 2 Surface
Grot Torp Front 1/1/1 4+ 2 Re-roll
Miss,
Extra,
Torp

Special Rules: Durable- Da Sneaky Gitz can ignore a damaging hit on


its last Hull Point with a d6 roll of 6+
Ork Kill Fleetz
Big Boomaz
Big Boomaz are a relatively new addition to the chance to surface, and fire off a few rounds from
Ork arsenal on Ammoriss. They were built by their Mega-Kannonz. Then, dive back below the
the mad mek entourage of Warlord Gark. His surface. Sometimes leaving a few of the slower
bases on the coast of the Green Zone were the grots swimming in their wake.
staging points for these craft.
Big Boomaz were used to harass the advance of
Essentially, a Big Booma is a Sneaky Gitz the Oomie PDF into the Alset Mountains. These
submersible with a huge cannon strapped to the stealthy Mega-Kannonz could even shell logistics
top. The kaptins of these vessels live for the bases far behind the front lines.

Name: Big Boomaz Points: 35


Type: Boomer Leadership: 5+d3 Hull: 6 transport: 0
Speed: 6 Screw: 1 Dive: 2 Maneuver: 1
Depth: 7 Stealth: 2 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Front 3/2/1 3+ 8 Torp
Deck Gun Around 2/2/2 5+ 6 Surface
Big Up - - - Boomer
Booma

Optional Upgrades: Points: +5 Each


Type Arc Firepower Damage Ammo Special
Grot Torp Front 1/1/1 4+ 2 Re-roll
Miss,
Extra,
Torp

Special Rules: Durable- The Big Booma can ignore a damaging hit on its
last Hull Point with a d6 roll of 6+
Ork Kill Fleet
Drilla Killa
Drilla Killa is a generic name Orks use for a attempt to board. That’s if everything goes
bizarre class of escorts. Like all Ork craft they according to the Orks kunning planz. The
are ungainly, loud, and over gunned. However, tactics of such escorts are simple, direct, and
the crew of these ships are solely focused on brutal; just like an Ork.
ramming and boarding the enemy. They are so
fixated on the idea, that they are completely Unfortunately for submarines, they can be
willing to sacrifice their own craft to do it. vulnerable to ramming when they are moving
into firing position, or need to surface. Drilla
The Drilla Killa is mostly power plant, so it can Killaz are not ideal anti-submarine weapons, but
drive itself home in the hull of an enemy ship. their krews are always eager to ram something.
Then the boyz inside clamor over the wall and

Name: Drilla Killa Points: 12


Type: Surface Leadership: 4 +d3 Hull: 2 transport: 0
Speed: 10 Screw: 3 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 0 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Bow 2/0/0 6+ 4 Surface,
Point
Battery Bow 6/4/2 3+ 4 Surface
Ram Bow - - - Ram
Tau Auxiliary Fleet
“We offer our lives for the Greater Good!”
-Attributed to Galg‟El Glugggharra Thun
Master of the Patient Star
Marlin Submersible

Deep on the edges of the Imperium of Man, is an The Tau Empire is one such Xeno empire at the
area of space known as the Eastern Fringe. This edges of the Imperium of Man. Like the
part of the Galaxy is far from Holy Terra, and the Imperium, they too strive to expand and grow.
beneficent light of the Astronomicon is weak. They believe their destiny is to rule the stars and
Therefore, Navigating the Warp is difficult and bring enlightenment to the savage alien races
slow going. that live amongst them. Instead of preaching the
word of the God-Emperor, they instead bear the
However, even out on this far bastion of space, philosophy of the Greater Good.
the Imperium of Man I present. However, they
are not the only residents of the Eastern Fringe. Unlike mankind, the Tau are not bent on
Other isolated human colonies, small alien subjugating or destroying all xeno species they
enclaves, and entire alien civilizations dwell. Of come across. Their way is different. Instead of
course, all of them are an affront to Humanities destruction, they offer assistance and aid. A
destiny to rule the stars. That does not stop them place within their Empire to grow and prosper.
from existing, growing, dying, and expanding. Of course, to choose to join comes with a price.
In exchange for the aid of the Tau, you must be
willing to become their client state. To find your
role within the Greater Good, a role that leaves
the Tau Ethereal Caste to rule.

The Galg

The Tau Empire is made up of a number of


races. The Tau maintain the prominent role, but
they also have assimilated the Kroot, Niccassar,
Vespid, humans, and other races into their
realms. Many of these races are assimilated into
several roles within Tau society including
navigators, merchants, workers, and even in the
Tau Empire’s military forces. In the Great Good, their best warriors. As a result, the Galg
there is a place for all. developed a method of aquatic raiding that
focused on distraction and guerrilla movements to
The Galg are another such “client” races of the draw the defenders away from the pools.
Tau. Unlike the Tau, who hail from an arid
world, the Galg are a race of Ampbious When the Tau Water Caste Envoys first arrived,
humanoids. They hail from a swamp like planet they were doubtful of what place these creatures
that was incorporated into the Tau Empire early could serve in the Tau Empire. However, despite
in the Tau’s expansion, known as the 2nd Sphere their tribal nature, the Galg had sophisticated
Expansion. As the nature of their homeworld medical technology and hydroponic farming
shaped the Tau, so did it shape the Galg. techniques. Once their skills were discovered,
negotiating the Galg’s entry into the Tau Empire
The Galg themselves have large eyes situated on was expedited. In exchange, the Galg received the
the top their broad flat heads. Their mouth protection of Fire Warrior troops, education from
easily bisects the face, allowing them to open Water Caste envoys, new technology from the
their mouth amazingly wide. Their bodies are Earth Caste technicians, access to off-world trade
thin and spindly, with a rolling gait and long from Air Caste pilots, and the spiritual guidance
limbs. Their hands and feet are webbed. Galg of the Tau Ethereals.
tend to prefer to swim when possible, but are
capable of walking across the surface of their
swamp-infested worlds. Their skin color is a Birth of a Fleet
mottled greenish color to camouflage into the
fungus infested waters. The true value of the Galg was not fully realized
until after the difficult operation of subduing
The Galg lived in loose tribal bands who ruled Gue’la (human) rebels on the planet of Hydronis
various territories on their planet. Their planet Proxima. Hydronis was primarily an Ocean
was politically fragmented between rival tribes. World, but deep beneath its surface was valuable
The Galg exercised political might by raiding the promethium deposits.
spawning grounds of rival tribes. Of course,
each tribe would protect the spawning pools with The Promethium was drilled by large surface rigs,
that also acted as fortified cities. As the humans After the success on Hydronis Proxima, it became
still loyal to the Imperium began to rebel from the clear to many of the Ethereal Caste, that the Galg
former Imperial Commanders adoption of the Tau. Waterborne Fleet could be a useful addition to the
The rebels began to strike and the Xenophile drill Tau’s military might. All ready, the Tau had
rigs using submarines, small boat attacks, and encountered several worlds that possessed vast
other aquatic attacks. swathes of water or similar liquids. As the Third
Sphere Expansion began, the Ethereal Caste decided
At first, the Tau Fire and Air caste were that the Tau Auxiliary Fleet would become a
contemptuous of the rebels. Their technology permanent addition to their military might.
relied on anti-grav tech. For the most part, they
could simply skim across the ocean’s surface. The ships of the fleet are built on various Sept
However, as the rebellion progressed, two major Worlds to the specifications laid out by the Galg.
weaknesses in Tau military doctrine became These craft are then transported to the world in
apparent. The first was simple, the small skimmer question in large pre-fab component pieces. Once in
tanks used by the Tau often lacked the endurance orbit, these large pieces are transported to the
for long range ocean patrols to find the rebels. surface, and assembled planet side. The pre-
The second weakness was during the frequent fabricated nature of the warships allows for quick
rough weather, that would make air and skimmer construction and turn around time. A fleet in being
operations almost impossible. can be quickly assembled and sent to patrol the sea
lanes.
It was during this difficult military struggle, that
the Ethereal overseeing the operation turned to the Auxiliary alien species make up a large percentage
Galg for help. With the help of the Earth Caste, of the Tau surface fleet. Unsurprisingly, a large
the Galg were able to devise aquatic weapons number are themselves Galg, fitted with special Tau
platforms to provide the Tau Empire with a fleet designed humidity collars to allow them to operate
of water craft capable of thwarting the human away from their homeworld. However, Humans,
rebels. Kroot, Vespid, and other minor races are also present
in the crews.
The craft were shipped and air deployed to the
planet in prefabricated pieces. Once on station, Typically, a Tau Auxiliary Fleet is commanded by a
they were quickly assembled onboard loyal Fire Warrior, with a Water Caste advisor. Frequently,
drilling rigs. the Fire Warrior is relatively inexperienced in naval
affairs, and are often younger and less experienced
Once deployed, the Tau ocean going fleet was than their army Fire Caste brethren. However, a
bale to restrict the rebels and their capabilities. It post in the Auxiliary Fleet can be attractive to a
was only matter of time before they had been young Fire Warrior as a quick path to earn his
isolated to a few key bases. Once the human Shas’El status.
rebels were isolated, Air and Fire Caste forces
were able to coordinate raids to finish them off. To counteract the inexperience of their commander,
However, without the Galg’s surface fleet, the the ship captains of the fleet form and advisor body.
rebellion would never have been thwarted. It is the role of the Water Caste envoy to work with
this group and then take their wishes to the Fire
Tau Auxiliary Fleet Warrior fleet commander.
Unlike other branches of the Tau military, it is became masters of the feint, distraction, and
not entirely uncommon to see a member of an subterfuge in warfare. This style of combat has
Auxiliary race themselves acting as the informed the designs they assembled with the
commander of a Tau Auxiliary Fleet. In some Earth Caste. The Galg way of naval warfare,
occasions, a Fire Warrior will simply not be fused well with existing Tau combat doctrine.
available to lead the fleet. In such cases, the
senior ship captin will be appointed as the A Tau Auxiliary Fleet is not interested in meeting
commanding officer, and this can be a human, the enemy fleet in a decisive fleet engagement.
Galg, Kroot, or other Auxiliary race. Typically, They are not interested in an open battle where
such an experienced officer is given the title of one side smashes the other until one side sinks.
Galg’El to suggest their rank within the Auxilary Instead, they prefer to engage in a series of fake
Fleet as opposed to the more traditional Tau attacks, raids, feints, and long range
armed forces. bombardments. The idea is to cause confusion,
disorganize the enemy, maximize chaos, and
Due to its ad-hoc and blended nature, the Tau splinter the enemy so they can be defeated in
Auxiliary Fleet can be a microcosm of various detail. It is designed to cause a breakdown in the
cultures found within the Tau Empire as a whole. enemies chain of command, where some ships
Despite this, the force is still united by the goal rush to the attack, others waiver, and others flee.
of furthering the Great Good. It is known as the Gglllla’ackoak or the “Death by
a Thousand Needles”.
The fleet itself is organized into loose hunting
groups called a Gryl’Ackryl, or a “Raidpack”. A
traditional Raidpack is composed of one capital
ship plus any associated escort craft. It is
common for a Fleet to be composed of a number
of smaller Raidpacks. Frequently, the Raidpack
is named after the largest ship, while a fleet will
be named after the Flagship of the fleet. Air
caste forces are considered autonomous on
paper, but typically coordinate closely with the
commander of any ships they are assigned too.

Death by a Thousand Needles

On the Galg’s homeworld, aquatic raiding was a


way of life. Before the unity brought by the Tau, On Ammoriss
each tribe would attempt to raid the spawing
pools of their rivals to destroy the next The Tau did not come to Ammoriss as conquerors.
generation of Galg for that tribe. In order to Instead, they came as spies and intelligence
preserve your own warriors and protect your gatherers. The planet Ammoriss was heavily
own spawning pools, such attacks had to be done defended, even in the midst of the Rebellion, and
as quickly and with as few warriors as possible. xenophile cults they had established had ended up
joining the general rebellion in the South. As a
As a result of this raiding culture, the Galg result, they had limited ability to project power
forces built a series of covert monitoring station
once the Battle for Ammoriss exploded.
on a series of small island atolls in the Southern
However, the tau Ethereals determined that
Hemisphere of Greater Ammoriss. Each base was
Ammoriss would be a perfect place to learn
more about their future foes. protected by a small Air and Fire Caste
contingent.
Instead of a war fleet, the Tau sent a Water Caste
More importantly, the Tau had sent their
Fleet accompanied by a protection force. Out
prefabricated Auxiliary Fleet ships to Ammoriss
system, the fleet transferred key personnel to the
as well. These ships were quickly assembled
Rogue Trader ship, Breaking Dawn. From there,
planet side. These craft actively patrolled the seas
the ship infiltrated the space over Greater
around the monitoring stations and kept unwanted
Ammoriss and covertly launched several large
eyes away. This included merchants, Ammoriss
landers to the surface while Ammoriss Space
Naval PDF, Cult rebel ships, Ork Kill Fleets, and
Defense forces were occupied with the assault of
the Ork Armada. Once on the surface, the Tau other Xenos interlopers.
Tau Auxiliary Fleet
Marlin
The Tau Auxiliary Fleet was designed by a team On Ammoriss, the Marlin has been used to patrol
of Galg, Tau Earth Caste, and other allied races. the perimeter of the Tau control zones. They keep
The Marlin was the key submersible design in away prying eyes by engaging with torpedoes, or
the Tau Fleet’s arsenal. calling in surface reinforcements. In addition, the
Marlin has been used on long range commerce
The Marlin is noted for its endurance, quiet raiders to distract the other factions from their true
operation, and advanced Augur systems. Their purpose on the planet.
large varieties of weapon systems allow it to act
as a jack of all trades. The modular design also The Marlin has proven itself to be an effective
allows Tau operations to swap out components to combat submarine. It is a key part of the Tau
custom fit the Marlin to the fleets needs. naval strategy.

Name: Marlin Points: 20


Type: Hunter Leadership: 7 Hull: 3 transport: 0
Speed: 6 Screw: 2 Dive: 2 Maneuver: 2
Depth: 9 Stealth: 5 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 2/4/1 4+ 6 Torp
Sides
Mines Stern 3/0/0 5+ 4 Mines
Depth Stern 4/0/0 2+ 2 Depth
Charges Charges

Special Rules: Drone Technology- Tau Torpedoes use sophisticated drone technology and
limited AI. Therefore, Tau Torpedoes always hit on a 5+ no matter the different depths of the firer.
Tau Auxiliary Fleet
Spearfish
The Tau Auxiliary Fleet Spearfish is a variant of long range seeker missiles. It can fire the
the standard Marlin chassis. Since the Marlin missiles, and the sophisticated systems in the
uses a modular construction, it is relatively easy missile will track to the target on its own.
to swap out different components to create
alternate strategic and tactical profiles for the The Spearfish itself can stay safely out of harm’s
Submersible. way while still delivering a lethal payload to the
target. It is unclear exactly how frequently the
The Spearfish is the Strategic version of the Spearfish has played a part in the war for
Marlin. The Spearfish utilizes Tau Cruise Ammoriss. Their elusive nature helps maintain
missile technology. Tau aircraft and ground their mysterious profile.
units can designate a target for the Spearfish’s

Name: Spearfish Points: 25


Type: Boomer Leadership: 7 Hull: 3 transport: 0
Speed: 6 Screw: 2 Dive: 2 Maneuver: 2
Depth: 9 Stealth: 5 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 2/4/1 4+ 6 Torp
Sides
Seeker Up - - - Boomer
Missiles

Special Rules: Drone Technology- Tau Torpedoes use sophisticated drone technology and
limited AI. Therefore, Tau Torpedoes always hit on a 5+ no matter the different depths of the firer.
Tau Auxiliary Fleet
Kroot Knarlochs
The Kroot are a curious race that is allied with a Knarloc. They are fierce fighters on their own,
the Tau. Their DNA is highly mutable, and but can be coupled with a crew of Kroot
ingesting the flesh of their enemies allows them mercenaries and cannons and they become even
to adapt some of the their best traits over the more fearsome.
course of several generations. Not all Kroot
creatures evolve as humanoids. Some are great Despite their large size, they are swift swimmers
riding beasts, that the Kroot capture and harness that undulate through the water. Plus, they have
as beast of burden for themselves. Common an exceedingly low profile while swimming, and
examples are Kroot Ox, Knarlocs, and Great even have limited diving abilities. All of these
Knarlocs. factors make Knarlochs exceedingly difficult to
target.
The Knarloch is simply a huge aquatic version of

Name: Knarloch Points: 10


Type: Hunter Leadership: 7 Hull: 1 transport: 0
Speed: 6 Screw: 3 Dive: 1 Maneuver: 3
Depth: 3 Stealth: 6 Augur: 1

Weaponry:
Type Arc Firepower Damage Ammo Special
Harpoon Around 2/1/0 5+ 6
Cannon
Ram Front - - - Ram
Tau Auxiliary Fleet
Bluefin Escort
The Bluefin is a robust escort craft armed with a The Bluefin is not a dedicated anti-submarine
surprising array of missile batteries and torpedo craft. However, the sophisticated Tau sensor
tubes. This craft fits perfectly into the Tau arrays, turret torpedo tubes, drone AI, and
Auxiliary battle doctrine of a “Death by a enhanced stealth signatures can make them
Thousand” cuts. dangerous to submarines moving to attack depth
against a surface ship.
Frequently, these ships will range ahead of the
larger Raidpack. When the enemy is sighted, Compared to other escorts, the Bluefin can be
they will fire a barrage of torpedoes in order to relatively slow. This means clever maneuvering
force the enemy ship formation to break up. by a submarine can leave the Bluefin out of
This allows the following Raidpack to target and proper position.
destroy each enemy vessel piece meal.

Name: Bluefin Escort Points: 15


Type: Surface Leadership: 7 Hull: 4 transport: 0
Speed: 8 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 4 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow, Side 1/3/0 4+ 4 Torp
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 3/3/3 4+ 6 Surface

Special Rules: Drone Technology- Tau Torpedoes use sophisticated drone technology and
limited AI. Therefore, Tau Torpedoes always hit on a 5+ no matter the different depths of the firer.

Missile Battery- Missile batteries hit on a 5+, but are subject to Point Defenses.
Tau Auxiliary Fleet
Sailfin Escort
The Sailfin is the sister craft of the Bluefin. It is The Sailfin was one of the primary escort craft
also an escort craft. However, unlike the used on Ammoriss. The Tau command would
Bluefin, it swaps out the forward torpedo tubes seed the oceans around their research zones with
for the more passive mine launcher. passive mines, to keep intruders and other
interlopers at bay.
The Sailfin allows the Tau Auxiliary Fleet to
screen its movements with a wall of mines, As a result, Sailfins were encountered by a
giving it precious time to disrupt the enemy fleet number of submarines while on patrol. These
and maneuver away. The Sailfin is a useful encounters helped raise the alarm regarding the
defensive weapon, as its mine layers can make Tau menace during the battle for Ammoriss.
even approaching a Tau fleet dangerous.

Name: Sailfin Escort Points:


Type: Surface Leadership: 7 Hull: 4 transport: 0
Speed: 8 Screw: 2 Dive: 0 Maneuver: 2
Depth: 0 Stealth: 4 Augur: 4

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 2/0/0 6+ 6 Surface,
Point
Battery Bow, Side 3/3/3 4+ 6 Surface
Mines Stern 4/0/0 3+ 4 Mines

Special Rules: Missile Battery- Missile batteries hit on a 5+, but are subject to Point
Defenses.
Pirate Fleets
“Under the sea, under the Black Flag”
-Attributed to Captain “Black Jack” Pearson
Captain of the Wave Reaver
Pirate Submarine

Under the Black Flag has a slightly different design based on personal
whim. However, they always feature a white
The seas of Ammoriss have long been a skull on a black background.
dangerous place. The storms, the shallows, and
rocky reefs make sailing a dangerous venture. The pirates themselves come from all walks of
Only brave souls will take to the sea. That is just life. Only two things unite them, a disregard for
as true on the eve of the 41st Millenium as it was the laws of the Imperium, and a desire for wealth.
when Ammoriss was founded. If captured by the authorities, only death awaits
them.
However, the threat of pirates make sailing the
oceans of Ammoriss even more dangerous. The Naval PDF’s of both of the North and the
Pirates are desperate men and women who take South were not only created to fight each other,
to the sea to loot and pillage from their fellows. they also had to protect the sea lanes. The North
Of course, loyal servants of the God Emperor of and South had vast networks of allies and
Man see such predation as villainy of the worst alliances across the atolls, island chains, and rigs
sort. However, The pirates will stop at nothing of Greater Ammoriss. These allies would trade
to get what they want. with their larger neighbors. Wherever there is
trade, there are raiders willing to steal to get what
Pirates see themselves as loyal only to they want.
themselves first, and anyone else second. To
symbolize their disregard for the standard The Pirate Fleets
authorities of Ammoriss, the Pirate Fleets
operate under a black flag. Each pirate captain The Ammoriss Ocean is a big place. It is dotted
with out of the way archipelagoes and atolls. Pirate Havens
There are innumerable hiding places from which
pirate fleets can hide from unwanted eyes. Pirates need more than just a ship to survive.
They need a place to build new ships, off load
Early on, pirates acted alone. A single vessel their stolen property, and to spend their illicit
would chase down a merchant ship, capture her, wealth without raising eyebrows. Luckily for
and sell the cargo and ship on the black market. them, Greater Ammoriss is a poorly patrolled and
However, as both the North and South Ammoriss generally wild frontier of Ammoriss. :Local rulers
fleets grew in strength, they began to make life align with the North or South, but very little is
uncomfortable for the pirates. actually done to keep these small island chains,
atolls, and rigs in line. Some of these places are in
As a result, the pirates began to band together fact ruled by the pirates themselves!
into larger groups and more organized groups.
This way, they could act in concert to draw away The greatest of the pirate havens is Da’ Deff
escorts, overpower small naval PDF vessels, or Islands. This island chain has a long history of
attack larger convoys of merchants. The pirates loose justice and piracy. Da Deff islands were
also began to find ways to go under the waters to established to mine a rare, yet unstable vein of
escape pursuit. Adaconite. However, it turned into a rough and
tumble boom settlement. Then the hard times
Greater Ammoriss became a haven for such came, and the inhabitants turned to whatever they
activity throughout the years leading up to the could to survive. piracy and gang warfare became
Battle for Ammoriss. As merchant vessels began endemic.
to gather into small convoys and arm
themselves, the raiders themselves had to Now, if a person wants to escape North or South
become more organized as well. In response Ammoriss, they often end up on Da’ Deff Islands.
they pirate bands began to join together into It is rumored that rogue elements of the Red
actual criminal organizations. The most famous Tower brought unsanctioned and radical STC
of which is The Syndicate on Da’ Deff Islands, designs to the workshops of Da’ Deff Islands.
but many more sprung up in other less than law- Under the guise of legitimate cover stories, such
abiding parts of Greater Ammoriss. as the creation of ore transport freighters; some of
the first pirate vessels were constructed.
These Pirate forces were dedicated to moving
quickly, attacking with little or no warning, and The North Ammoriss PDF eventually learned of
then fleeing before a proper Naval response the illicit ship building and staged a devastating
could be organized. They survived by stealing attack. By then, it was all ready too late. Copies
loot, selling salvaged ships, and extorting money of the unsanctioned designs had spread across
from scared locals. The Pirates developed a Greater Ammoriss. Other rogue shipyards sprung
nasty reputation. up. Upon discovery they were quickly destroyed
by the authorities, but the rogue shipyards were
Even by organizing into larger pirate fleets, the quickly replaced. Even if every copy of the rogue
captains of such vessels knew they are no match STC ship designs were destroyed, there are
for a true navy. Their best assets are surprise, enough marks and models sailing to retro-
speed, and the careful application of firepower. engineer more vessels to supply the pirate fleets.
Some of the most remote settlements in Greater organization. However, their treacherous and
Ammoriss have geared their entire economy forceful expelling of North Ammoriss enforcers
around pirates. They provide a market, illicit made the Imperial authorities rethink the groups
shipyards, gambling dens, and worse. The Zeek designation.
Islands have made an economy around
laundering pirate goods for these smaller Pirate Fleets
communities.
Pirate fleets are not organized like other naval forces
To make matters worse, the various factions in on Ammoriss. They are a barely organized
the Ammoriss government would be complicit. collection of vessels. Each craft is unique and is
The officials would bribe favors and provide answerable only to the whims of its captain.
arms in exchange fro free passage for their ships,
and to harass their opponents. The North or Typically, such fleets are led by a pirate King. He is
South Ammoriss naval patrols might overlook usually the pirate with the best ship, biggest guns,
certain pirate activities. and toughest crew. He is also entitled to the largest
However, pirates are an untrustworthy and fickle haul of the booty. The various captains
lot. Such arrangements do not last long. Often acknowledge the Kings right to lead, because to do
times, the side who provided the pirates otherwise would be to invite destruction. However,
weapons, would find them being used on them. in some cases, a fleet will have rotating leadership,
or a leadership council. The organization of each
The Syndicate fleet varies greatly.

As North and South Ammoriss began to put Unlike other fleets, each ship is free to come and go
mounting pressure on the pirate fleets, the pirate as it pleases. Of course, to leave is to invite
knew they could no longer act alone. They potential retribution from former friends, or to lose
began to band together into loose organizations ones share of the treasure. Everyone is expected to
for mutual support. The largest such fight, and everyone divides the spoils. Pirate fleets
organization is referred to as The Syndicate. do not have operational units, and ships can band
together in units as they see fit.
For example, The Syndicate focused their energy
on defeating the Orks In and around Da’ Deff Pirate Fleets are ad hoc affairs. They represent a
Islands. For such acts, the authorities in Imperial marriage of convenience or tactical or strategic
Tower waived their status as a criminal initiative. The only goal of each pirate is to plunder
and live to fight another day.
The Pirate Fleets
Marauder Submersible
One of the most popular craft for Pirates and patrol a sea lane, and then converge when targets
smugglers on Ammoriss is the submersible. It are sighted.
allows the Pirate to avoid detection and only
engage enemies that it has a chance of defeating. In addition, lone Marauders will often slip past
The Syndicate on Da’ Deff islands is notorious patrols and harbor defenses to deliver smuggled
for its use of subs to smuggle illegal contra-band cargo to shore. The Marauder is popular for such
to North and South Ammoriss proper. activities as its size allows an enterprising
smuggler to carry enough cargo to make such an
The Marauder is the larger of the two common illicit run profitable.
variants. It packs an impressive amount of
firepower, but at the cost of speed and Marauders are often constructed locally in Pirate
maneuverability. Occasionally, Marauders will Haven to ill-gotten specifications. Each is
act independently of other Pirate craft. somewhat unique, based on the builder. Some
However, it is more common for a pack of builders have signature design flairs that they add
as a type of signature to their work.

Name: Marauder Points: 15


Type: Hunter Leadership: 5 +d3 Hull: 2 transport: 1
Speed: 7 Screw: 1 Dive: 2 Maneuver: 1
Depth: 7 Stealth: 4 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Front 2/3/1 4+ 6 Torp
Torpedo Stern 1/2/0 4+ 4 Torp
The Pirate Fleets
Assassin Submersible
The Assassin is a more subtle weapon then the The more common tactic is for the Assassin is to
Marauder. It is claimed that the Assassin was locate a merchant target, and contact them via
designed by a mad pirate captain intent on Vox or signals. The target is offered a choice,
finding and killing a large ocean dwelling surrender or be sunk. If they surrender, they are
monster. However, such stories fill the salty lore given coordinates to sail to where they will meet
of Pirate havens across Greater Ammoriss. The the main pirate fleet. If they refuse, the Assassin
truth is unclear, but several black marketeers and will torpedo them. Most merchant ships choose
renegade shipyards offer the Assassin sub for a to surrender.
price.
Assassin submersibles are popular as they require
The Assassin is a nimble and stealthy craft. It is less crew to operate. They are relatively simple
more than a match for any other Submersible in craft to operate and maintain too. Most are
the deep oceans of Ammoriss. However, it is manufactured by renegades teach-priests and lay
designed to be stealthy, fast, and nimble. The workers in the Pirate Havens of Ammoriss.
favorite game of Assassin captains is to put well However, the most advanced are smuggled in
aimed torpedoes into the stern of unsuspecting from off world.
Ammoriss Naval PDF ships.

Name: Assassin Points: 15


Type: Hunter Leadership: 5 +d3 Hull: 1 transport: 0
Speed: 10 Screw: 2 Dive: 3 Maneuver: 2
Depth: 7 Stealth: 5 Augur: 3

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Front 2/3/1 4+ 4 Torp
Pirate Fleets
Monitor Escorts
Typically, Monitors are used for coastal defense taking a Monitor out to sea if they think the
operations and close shore patrol. However, a reward could be big enough.
Pirate fleet will use anything with a gun to try
and capture a merchant vessel. Monitors are occasionally pressed into service
for anti-submarine duty. For the most part, they
A Monitor is ill-suited for deep sea operations, are simply targets for enemy submersibles.
and have a tendency to capsize, sink, or However, occasionally a Monitor can use its ram
flounder. However, most Pirates are desperate to destroy a careless sub on approach.
men, and they are willing to take the risks of

Name: Monitor Points: 12


Type: Surface Leadership: 5 +d3 Hull: 2 transport: 0
Speed: 8 Screw: 1 Dive: 0 Maneuver: 1
Depth: 0 Stealth: 0 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Battery Bow 2/2/2 3+ 4 Surface
Ram Bow - - - Ram
Tyranid Sea Swarms
“Here be monsters!”
-Attributed to map of Greater Ammoriss
Nautical Collection
NavComm North

The Tyranid Menace them.

Tyranids are not native to Ammoriss. In fact, they As a species Tyranids survive by eating. They
may not native be to this galaxy. They are a consume biological material, break it down, and
menace that has come from the darkest depths of then reprocess it into new organisms. Without
deep space. Some of the most learned men of the this new bio-mass, the Tyranid race would
Imperium have speculated that they are distant effectively starve.
travellers from another galaxy, bent on one thing.
Consumption. However, Tyranids do not function as individual
creatures. They are all part of a larger gestalt
Unlike most armies, the Tyranids do not want to entity referred to as the Hive Mind. It is this
enslave you. They do not want to take your land. psychic amalgamation of the will to survival that
They do not want you to suffer. They simply want directs and leads the Tyranid race. If a single
to devour you. To strip you down to your Tyranid creature starves, it has little to no impact
component bio-mass, and rebuild you into more of on the race.
The Hive Mind is not a single creature, or even a massive conglomerations of ships. The psychic
genus of the Tyranid race. It is a consciousness power of the Hive Mind is so strong, that it
created by the Tyranid race as a whole. actually blocks out other psychic signals. This is
Individuals Tyranids creatures maybe able to referred to as the Shadow in the Warp.
channel the gestalt consciousness of the Hive
Mind through a special connection called a However, some Splinter Fleets are smaller affairs.
synapse. However, if these creatures are They may only have a single large Hive Ship
destroyed, it has no effect on the Hive Mind present, and their attendant smaller bio-vessels.
itself. Even these smaller fleets, can bring anarchy and
destruction to the unprepared planet.
Tyranids do not utilize technology. Instead, they
have harnessed the power of evolution on an In many instances, these smaller Splinter Fleets
incomprehensible scale. All Tyranids “devices” will bypass a well-defended world. The cunning
are actual Tyranid creatures tasked to perform of the Hive Mind recognizes that the loss in Bio-
very specific functions. The are all living mass in attacking, would be worse then what they
organisms from the great naval beasts, down to would potentially gain by winning. Such small
the Flesh Borer ammo of the lowliest foot fleets may cruise quietly through space, passing
soldier. Everything is a bio-construct built to up potential lush targets in search of the right
serve the Hive Mind’s need to propagate. target to strike.

The Hive Fleets Tyranids on Ammoriss

No one knows how old the Tyranid race is. No The Tyranids came to Ammoriss when the planet
one knows where exactly they are coming from. was being ripped apart by war. The incursion was
The only thing that matters, is that they are here, a Splinter Fleet, most likely a survivor from the
and they are coming. shattered Hive Fleet Kraken. The Splinter Fleet
stayed mostly out at the fringes of the system,
Tyranids travel through the cold, black depths of lying in wait. However, a series of mycetic spores
space in large organic craft called Hive Ships. were launched to seed the planet with potential
These ships group together into entities referred scout organisms.
to as Hive Fleets. The three largest are
Leviathan, Kraken, and Behemoth. Each has The majority of these Mycetic spores were
entered the galaxy, and each has been forced to directed at the vast ocean’s of Ammoriss. Few
splinter into various smaller fleets. believe that the Hive Mind of the Tyranids to be
cunning enough to avoid the open battles
These so called Splinter Fleets fall upon occurring on the surface, but the facts are clear.
unsuspecting worlds and strip them bare. The main bombardment of Mycetic Spores
When the Splinter Fleet moves on, the target is targeted the ocean realms of the planet. There
left as nothing more than a barren, lifeless, rock. they sunk quickly beneath the waves.
For the Splinter Fleet, it is a matter of survival.
If the world does not provide the needed Bio- Only a few observers noticed, and their reports
mass, the fleet will literally starve to death. were quickly lost in the frantic days of the
Rebellion. As time progressed, strange stories
Splinter Fleets come in various sizes. A few are began to circulate around with the merchant
captains and Ammoriss Naval PDF crews. of bio-mass, the creature will die. This means,
Reports of strange sea monsters, the kind of the Sea Swarms are not only exploring, but also
stories that hadn’t been heard since the days hunting. They will attack and consume in order
before St. Augustine. to stay operational in the field until they can be
reabsorbed into the Hive Ship. This
Tyranid Sea Swarms consumption also serves a secondary function as
it allows the Sea Swarm to convey information
Hatched from those Mycetic Spores that fell to to the Hive Ship about the Bio-mass available on
the ocean were the deadly Tyranid Sea Swarms. the planet.
The enhanced evolutionary processes of the Hive
Fleets had spawned a new menace. Creatures On Ammoriss, the Sea Swarms have mostly been
that were adept at surviving in the oceanic encountered in the largely uncharted, and deep
realms. The situation on Ammoriss was oceans of Greater Ammoriss. However, reports
perfectly suited for these new constructs. of fleeting glimpses have been reported much
closer to the mainland as the war heated up.
The new Tyranid genus were constructed as Many fearful mariners consider the
scout organisms. Their role in the strange disappearance of a ship to be the work of
hierarchy of the Tyranid command structure is to Tyranid creatures instead of enemy subs.
determine if a target planet has sufficient bio-
mass to satiate the needs of the Hive Ship. To do Horrors of the Deep
this, they must explore the ocean depths, surface,
and coast line. The Sea Swarms can operate above or below the
ocean waves depending on the exact genus of the
Sea Swarms have some common traits with their Tyranid creature encountered. This makes them
fellow Tyranids, but they also have some unique even more deadly, as they can rise up and appear
abilities. Like their brothers, all Sea Swarms with little warning.
must maintain direct connection with the Hive
Mind aboard their ship in order to act in a In addition, the Sea Swarm is composed of
unified way. Without the direction of the Hive creatures of various sizes, from lowly flying
Mind, the Sea Swarm will revert to instinctive gargoyles up to monstrous creatures that simply
survival mechanisms. Like their land bond dwarf the largest North Ammoriss battleships.
cousins, the Sea Swarms maintain their
connection through larger Tyranid creatures that
Typically, a Sea Swarm will be composed of a
have a larger psychic capacity. These command larger Synapse creature or two. They will be
and control Tyranids are referred to by Imperial accompanied by a smaller escort of various
authorities as Synapse creatures. Tyranid creatures. These smaller creatures will
act as advanced scouts to locate potential prey
Unlike other Tyranid constructs, the Sea Swarms and to harass enemies.
must be able to consume Bio-mass on their own
to maintain effectiveness in the field. Since they Normally, the Sea Swarm operates relatively
are operating far from their Hive Ship, the close together. It has been observed, that when a
creatures of the Sea Swarms contain the smaller creature moves to far away from a
necessary digestive system to consume bio-mass
Synapse monster, the smaller creature may begin
and assimilate it to their needs. Without a supply to act like a common beast. Thankfully, a Sea
Swarms “footprint” is then contained by this literally tear an opponent into scrap. This is often
mysterious natural limitation. frequently accompanied by a blitz of smaller
Tyranid gaunts rushing forward to board and
The majority of the weaponry is biological in overwhelm the enemy ship.
nature. The most common Tyranid ranged
weapon is the Venom Cannon. It is a huge Finally, it is not uncommon to see the Sea Swarms
creature, within a creature. The cannon is a sack unleash a cloud of Tyranid Gargoyles or spores to
like organ that creates and holds acid toxins that lead off an attack. The Gargoyles sweep in and
can eat through flesh and metal with ease. When attack while the larger creatures move in for the
fired, a series of muscles within the sack tighten, kill. Any crew men left exposed are likely to be
which expels the acid outward for amazing pulled screaming from the ships decks, or
distances. suffocating from the toxic spores. It is not
unheard of for the Sea Swarms to use these
Tyranid Sea Swarms also frequently favor huge methods to attack coastal communities, ocean
talons, claws, and horns that act as rams to rigs, and platforms as well as other ships.
Tyranid Sea Swarms
Aberration
Tyranid Sea Swarms are not just large beasts. Termagaunt fleshborer to act as torpedoes. Once
They are typically composed with a host of one of these living torpedoes strikes, it simply
smaller genus of Tyranid creature. The continues to bore and scissor until it has eaten
Abherration is one of these genus. Like human through the target, or run out of its limited
fleets, the various Tyranid constructs seem to amount of stored energy. Both of these weapon
play a distinct role in the overall Sea Swarm, and systems are ideal for the Aberration's role of sub-
none of them seem to be capable of operating aquatic protection.
independently without reverting to instinctive
behavior. It is not uncommon to see such creatures roam far
ahead of a larger fleet. However, when they do
The Aberration seems to focus on protecting the so, they revert to instinctive behavior. This
larger creatures from attacks from undersea means they are less coordinated than with the
threats such as other sea creatures and larger fleet, but are still very aggressive. They
submarines. Their potent mycetic spores that then return to the fleet, and the larger organisms
function like depth charges, while they are seem to learn what the scout organisms observed.
evolved with an internal system similar to the How this occurs is unclear.

Name: Aberration Organism Points: 20


Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 0
Speed: 8 Screw: 2 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 5 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 4/2/- 4+ 4 Torp
Ram Bow - - - Ram
Depth Stern 4/0/0 4+ 4 Depth
Charges Charges

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24
inches of it for the purposes of Special Order tests.
Tyranid Sea Swarms
Abomination
Like its related genus, the Abherration; this On there own, the Abomination tends to attack
genus also acts as a picket and defender of the poorly defended civilians targets. Its preferred
larger creatures. On their own, they will quickly prey is merchant ships. Against submarines, it is
revert to instinctive behavior, but as part of a virtually powerless, but it can be a dangerous
swarm, they attack with ruthless efficiency. opponent for Surface units.

The Abomination is used to simply swarm Abominations have also been seen attacking
enemy craft and weaken them with venom coastal villages, fishing ports and off-shore
cannon hits. In addition, it is not uncommon to platforms. In such poorly defended targets, the
see an Abomination purposely maneuver itself in Abomination is a terrifying sight!
front of a larger Tyranid creature to protect it.

Name: Abomination Organism Points: 12


Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 0
Speed: 8 Screw: 2 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 5 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Battery Bow 5/2/- 3+ 4 Surface
Ram Bow - - - Ram

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24
inches of it for the purposes of Special Order tests.
Tyranid Sea Swarms
Atrocity
The final smaller genus of a Tyranid Sea Swarm The Atrocity acting alone can scout even further
is known as the Atrocity. This creature has a afield than other Tyranid organisms. The
spore pipe on its back. The pipe allows the Gargoyles can range out from its spore pipes, and
creature to act as the home of a Gargoyle cloud. return with valuable intelligence to the Atrocity.
Frequently, these creatures will provide air
support and cover for the larger swarm. By These creatures have a knack for attacking
doing this, it can act as potent screen for any weakly defended civilian locations, such as
enemy ordinance attacks. villages and fishing coves.

Name: Atrocity Organism Points: 15


Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 2
Speed: 8 Screw: 2 Dive: 2 Maneuver: 2
Depth: 7 Stealth: 5 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Battery Bow 3/1/- 3+ 4 Surface
Ram Bow - - - Ram

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24
inches of it for the purposes of Special Order tests.
Tyranid Sea Swarms
Gruesome
Not all Tyranid creatures in the Sea Swarm are The Gruesome prefers to lie in hiding, before
hulking monsters. The Gruesome is a type more striking out at weakly or undefended ships. The
along the lines of an AN cruiser. It functions as sight of a huge Gruesome rising from the sea has
an escort to the larger creatures, or as the main been the last sight of far too many sailors.
element of a smaller swarm. Despite being
smaller than the Gargantuan genus, the The Gruesome has been known to operate alone,
Gruesome is more than a match for other capital despite is large size.
ships, and can easily wreak havoc on merchant
vessels.

Name: Gruesome Organism Points: 95


Type: Hunter Leadership: 6 +d3 Hull: 16 transport: 3
Speed: 8 Screw: 1 Dive: 2 Maneuver: 1
Depth: 7 Stealth: 3 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 4/0/0 6+ 6 Point
Surface
Battery Bow 8/4/- 3+ 4 Surface
Ram Bow - - - Ram
Torpedo Bow 10/5/0 4+ 6 Torp
Depth Stern 4/0/0 4+ 4 Depth
Charges Charges

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24
inches of it for the purposes of Special Order tests.
Tyranid Sea Swarms
Macabre
This genus of Tyranid creature has gained a The Macabre and attendants then disappear again,
fearsome reputation in the smaller coastal towns leaving only ruin and devastation. Entire villages
and the ocean rigs and platforms common to have been de-populate by such methods.
Ammoriss. The Macabre tends to operate as the
head of a smaller Sea swarm. Rarely, these creatures operate alone. In such
cases, they roam far ahead looking for likely
These swarms launch hit and run raids. The targets. When possible, standing operational
Swarm appears without warning and launches a orders for most Navies is to intercept and destroy
cloud of Gargoyles and spores at the them before they can report back to the larger
unsuspecting town or rig. The spores and Synapse creatures.
gargoyles wreak havoc, before returning to the
Macabre.

Name: Macabre Organism Points: 75


Type: Hunter Leadership: 6 +d3 Hull: 16 transport: 10
Speed: 8 Screw: 1 Dive: 2 Maneuver: 1
Depth: 7 Stealth: 3 Augur: 2

Weaponry:
Type Arc Firepower Damage Ammo Special
Defenses Around 4/0/0 6+ 6 Point
Surface
Ram Bow - - - Ram
Torpedo Bow 4/2/0 4+ 6 Torp
Depth Stern 2/0/0 4+ 4 Depth
Charges Charges

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24
inches of it for the purposes of Special Order tests.
Battle for the Depths
Missions
Mission Selection
Submarines and warships do not simply flail against each other mindlessly. Instead,
they are attempting to accomplish strategic objectives intended to bring the Battle
for Ammoriss closer to completion.

Aquanautica Imperialis- Battle for the Depths a d6 and consult the Mission Type chart::
provides a number of Missions that occurred
during the Battle for Ammoriss. As you become Raid Missions:
more familiar with the rules, feel free to develop 1. The Hunt
your own Missions to use. The ones provided 2. Ambush
below are simply a sample and a guide to help 3. Raiders
guide you and your opponents. 4. Bombardment
5. Blockade Run
Choosing a Mission 6. Convoy

There are two primary ways to choose a Battle Missions:


Mission: 1. Surprise Attack
2. Escalating Engagement
1. You and your opponents simply choose the 3. Run the Gauntlet
Mission you would like to play. 4. Assault
2. You determine the Mission randomly. 5+ General Action

Choosing a Mission is simply a matter of all Determine Attackers


players agreeing to play a certain mission. If the
players can not mutually agree on a Mission to Before setting up the game, it is important to
play it is best to randomly determine the Mission determine the attackers. This can be arbitrarily
instead. determined or diced for. Essentially, roll a d6
and the person with the highest number is the
To randomly determine a Mission, roll a d6. On attacker. The following modifiers apply to the
a 1-4 the Mission will be a Raid. Typically a roll:
Raid uses a smaller total Points Cost, and the
objectives are limited. On a 5-6 the Mission will • North Ammoriss Naval PDF are -1
be a Battle. Battles involved higher total Points • Congregation of the Unfaith gain a +1
Costs and often involve multiple objectives. • Pirate Fleets gain a +2

In all Missions, there is an attacker and a The North Ammoriss PDF were on the defensive
defender. The Mission will help you determine most of the war, trying to defend against various
which player will have which role in the threats. The Congregation of the Unfaith had an
Mission. aggressive and experienced submarine force,
hence the +1. Pirates rarely have anything worth
Once you have determined the Mission type, roll defending, hence the +2.
Raid Mission:
The Hunt
Once the extent of the heresy in South Ammoriss With the outbreak of hostilities, both sides tried to
was revealed it became imperative for the North turn their intelligence gathering into advantage.
Ammoriss Naval PDF to hunt down and destroy Submarines were moved to the “known” location
the traitorous vessels. Orders went out from of enemy units. However, in many cases the
NavComm North to all North Ammoriss Naval hunters became the hunted.
vessels. They were to locate, identify, and then
sink all traitors. The first few days of the Rebellion are often
referred to by submariners as the “Black Waters”.
Traditionally, the submarines of the South and The ratio of submarines lost to their overall forces
the North had played an undersea game of cat was higher during the first week of the Battle for
and mouse. Both sides had kept tabs on their Ammoriss than any other time in the war.
respective rivals undersea forces.

Attackers: Defenders:
Congregation of the Unfaith North Ammoriss Naval PDF

1 Hidden Class 20 Points 1 Hunter 20 Points


+ Hunter/Killer
1 Hidden Class 20 Points
3 Hunter 15 Points
1 Unseen Class 40 Points
+ SeaStrikes 1 Hunter-Model L 15 Points
Alternative Forces Units. Play until one force must disengage.
Both forces should be of roughly equal points. Then add up Victory Points to determine the
75% of the total Points Cost must be spent on winner.
Hunter class Units.

Special Rules
The Defender chooses which board edge they
wish to deploy on. They can then set-up their
Units anywhere within 4 inches of that edge,
starting at any speed and depth.

Once the Defender has placed his Units, the


Attacker can place his Units on the opposite
board edge. Again, the Units can be 4 inches in
at any speed and depth.

Victory Conditions
Each force is trying to destroy the opposing
Raid Mission:
Ambush
Submarine warfare is a dangerous business. For example, a fat merchant ship or other surface
Things are not always what they seem. A ship would steam slowly along while being
submarine captain must be cautious as the secretly shadowed by friendly subs. If an
enemy is trying desperately to force you to undersea raider attacked, the friendly submarines
reveal yourself. would pounce!

During the Battle for Ammoriss, the North This tactic also became popular with other
Ammoirss Naval PDF would try to lure enemy factions as the submersible proved to be very
submarines into revealing themselves by offering difficult to capture. However, it became popular
them a target, and waiting to see what turned up. to use all sorts of potential targets including
surface Units and other submarines.

Attackers: Defenders:
North Ammoriss Naval PDF Ork Kill Fleet

1 Constant Class 10 Points 1 Grot Sub 10 Points

1 Hunter 20 Points 1 Sneaky Gitz 35 Points


+ Hunter/Killers

1 Hunter 15 Points

Alternative Forces Protect the Surface Unit and destroy the


Both forces should be of roughly equal points. Defenders. Play until one side is forced to
The Attackers MUST have a single Surface Unit. Disengage. Calculate Victory Points as normal.
The Defenders can not have a Surface Unit. However, the Surface Unit is worth double the
normal Victory Points.
Special Rules
The Attacker places his Surface Unit in the
center of the board moving at half speed or less.
The Attackers can be placed anywhere within 12
inches of the Surface Unit at any depth but speed
0.

Once the Attacker has placed his units, the


Defenders start on either long edge up to 4
inches in at any speed or depth.

Victory Conditions
The defender is trying to destroy the Surface
Unit and survive. The Attacker is trying to
Raid Mission:
Raiders
During the Battle for Ammoriss, Congregation of across the channel in force and launching an
the Unfaith submarines would aggressively amphibious assault against South Ammoriss
attack North Ammoriss Naval PDF surface proper.
forces. Typically, these attacks were focused on
the outlying picket ships of the North Ammoriss In Greater Ammoriss, such raids could cripple
Grand Fleet. local garrisons and defenses, leaving them ripe
for follow-up attack .
However, successfully attacking the Grand
Fleets’ pickets would often send the loyalist Eventually, NavComm North began to station
admiralty into an uproar of fear and inaction. their own submarines to protect the edges of the
Such tactics prevented the North from steaming fleet from these raiders.

Attackers: Defenders:
Congregation of the Unfaith North Ammoriss Naval PDF

1 Hidden Class 20 Points 2 Constant Class 20 Points

1 Hidden Class 20 Points 2 Faithful Class 20 Points

1 Unseen Class 35 Points 2 Hunter Class 30 Points

Alternative Forces Unit and survive. The Attacker is trying to


Both forces should be of roughly equal points. destroy the Surface Units. Play until one side is
The Attackers can not use Surface Units. The forced to Disengage. Calculate Victory Points as
Defenders MUST spend 50% or more of their normal.
points on Surface Units.

Special Rules
The Defender places his Surface Units on one
short board edge up to 10 inches in and at any
speed. His submarines can be placed anywhere
within 12 inches of the Surface Units at any
speed or Depth.

Once the Defender has placed his units, the


Attackers start on either long edge up to 4 inches
in at any speed or depth.

Victory Conditions
The Attackers is trying to destroy the Surface
Raid Mission:
Bombardment
The Orks near the Alset Mountains used their Fix, and sink these submersibles before they
off-shore submarine assets to harass loyalist could strike. The most dangerous time for a
forces as they approached their strongholds. Boome ris when it must surface to fire. Such
Since the Ork Boomers would surface, fire, and efforts met with limited success.
then dive away again they were exceedingly
difficult to target with counter-battery fire. However, similar tactics were used to try and
limit the strategic influence of other such
The best defense was to try and locate and Boomer submarines used by the Congregation of
destroy the Boomers before they could get into a the Unfaith and the Tau Auxiliary Fleets. Hunter
firing position in the first place. North submarines proved to be the most effective
Ammoriss Naval PDF Units would try to find, counter for a Boomer submarine.

Attackers: Defenders:
Ork Kill Fleet North Ammoriss Naval PDF

1 Big Boomaz 35 Points 2 Constant Class 20 Points

1 Grot Sub 10 Points 1 Hunter Class 15 Points

1 Grot Sub 10 Points 1 Hunter Class 20 Points


+ Hunter/Killers

Alternative Forces Victory Conditions


Both forces should be of roughly equal points. The Attackers is trying to move their Boomer to
The Attackers MUST have at least one Boomer. the firing zone, and use their Boomer weapons.
The Defender can not spend more than 50% of To do this, they must be at Depth 0 or 1 and be
his points on Surface Units. moving at less than half speed. The Defenders are
trying to stop the Boomer from firing.
Special Rules
The Defender places his Units within 4 inches of Play until one force must disengage. Calculate
one of the short board edges. They can be at any Victory Points as normal. The Attackers earn +10
speed and any depth. Victory Points per shot fired by the Boomer
weapon.
The Defender places his Units within 4 inches of
the opposite board edge.

Find the center of the board, and create a square


using dice, colored clothe, string, etc. The
square should be 6 inches by 6 inches and the
center must be placed in the center of the board.
This represents the firing zone.
Raid Mission:
Blockade Run
One of the common tactics of the North business. A successful smuggler could become
Ammoriss Naval PDF was to blockade the ports rich, but an unsuccessful one would become
and harbors of potential rebels. These ports were dead.
frequently the main line of communication and
supply to some of the smaller atolls. A clever The NavComm North would frequently
smuggler could potentially make a great deal of dedicated smaller escort class Surface Units and
money getting contraband past the blockade. the occasional submarine to enforce their
blockades in Greater Ammoriss. These
There was no shortage of smugglers and pirates blockades restricted the potential flow of aid and
willing to take the risk. Such blockade runs supplies from the allied islands to the rebels of
could be very lucrative, but also very dangerous South Ammoriss.

Attackers: Defenders:
Pirate Fleets North Ammoriss Naval PDF

1 Marauder 15 Points 2 Constant Class 20 Points

1 Marauder 15 Points 1 Faithful Class 10 Points

1 Assassin 15 Points 1 Hunter Class 15 Points

Alternative Forces Victory Conditions


Both forces should be of roughly equal points. The Attackers is trying to drop off supplies. They
The Attackers MUST have a submarine with a do this by moving within 6 inches of the
Transport of 1. The Defender can not spend Island/Coastline and stopping. They must remain
more than 50% of his points on Surface Units. there for a single turn per point of Transport
unloaded.
Special Rules
Place a coastline or island on the short board Play until one force must disengage. Calculate
edge. This represents the shore zone. Victory Points as normal. The Attackers earn +10
Victory Points per point of Transport deployed.
The Defenders are placed anywhere within 12
inches of the Island/Coastline. They can be at
any speed or direction.

The Attackers start on the opposite board edge


within 4 inches of the edge. They can move at
any speed and depth.
Raid Mission:
Convoy
The threat of the submarine as a commerce The only true protection against commerce
raider was no secret to NavComm North. For raiders is the Convoy. Merchant ships band
decades they had been in a “hot war: against together into a large pack. The pack is then
submarine wielding pirates and Orks from Da’ escorted and protected by warships.
Deff Islands. In addition, the South Ammoriss Individually, each merchant ship is vulnerable
PDF made little secret of their strategy to cut off and relies on luck to avoid attackers. Together,
the North from its vital supply lines to the rest of they rely on the protection of the Naval PDF.
Greater Ammoriss.

Attackers: Defenders:
Congregation of the Unfaith North Ammoriss Naval PDF

1 Hidden Class 20 Points 1 Protector Class 18 Points

1 Unseen Class 40 Points 2 Constant Class 20 Points


+ Seastrikes
2 Hunter Class 40 Points
2 Pious Class 30 Points + Hunter/Killers

Alternative Forces be going the same speed.


The Defender must spend 25% of their points on
Surface Units. In addition, the Defender earns 1 The Defender can then place any of his Units
Merchant Ship for free for each 25 points spent within 12 inches of a Merchant Ship. They can be
Round up for more merchant ships where going any direction and be at any Depth.
possible.
The Attackers can be placed anywhere within 4”
The Attackers can have up to 20% more total of any board edge, and more than 18 inches from
Points Cost to spend than the Defender. The and Defenders or Merchant Ships.
Attacker can use up to 50% of their total Points
Cost on Surface Units. Victory Conditions
The Attackers is trying to destroy as many
Special Rules Merchant Ships as possible. They are considered
The Defender places one of his Merchant ships destroyed if they have 0 Hull points, regardless of
in the center of the board. It must face a short whether they have sunk, exploded, or been
board edge, but can be going any speed. From immobilized. Each Merchant Ship reduced to 0
there, the Defender places any other Merchant Hull is worth +10 Victory Points to the Attacker.
ships in the stern arc of the first, up to 6 inches 6
inches away. Keep placing new Merchant Ships The game ends after one force disengages.
in this manner until they are all placed. All Calculate Victory points as normal to determine
Merchant Ships must face the same direction and the winner.
Battle Mission:
Surprise Attack
To the people of North Ammoriss he Rebellion PDF had the element of surprise. The opening
on started unexpectedly. One day the people of attacks were swift and brutal.
South Ammoriss were loyal citizens, and the
next they had fallen under the sway of the As the Battle for Ammoriss progressed, many of
Congregation of the Unfaith. Of course, the the rival factions took advantage of surprise to
reality was much different. T eliminate their enemies whenever possible. As
such, everyone had to take measures against a
The initial attacks by the South Ammoriss Naval possible surprise attack.

Attackers: Defenders:
Tau Auxiliary Fleet Raidpack Pirate Fleets

3 Marlin 60 Point 3 Monitors 30 Points

6 Knarlochs 60 Points 2 Marauders 30 Points

4 Bluefins 60 Points 2 Assassins 30 Points

2 Merchant Ships Free


Alternative Forces The Defender can not add his Submarines to the
The Attacker should have 20% more total Points Order of Activation until an Attacker is detected,
Cost than the Defender. The Defender must have fires at a Defender, or comes within LOS of a
1 free Merchant Ship for every 2 Submarines. Surface Unit. The Defender can attempt to deploy
Both sides can spend up to 50% of their points his Submarines during the Initiative Phase by
on Surface Units. rolling a 4+ on a d6.

Special Rules The target number is reduced by 1 for every turn


The Defender places his Merchant ships within 6 after the Attack is detected. Therefore 4+ to 3+ to
inches of the Center of the Board. His 2+ to automatic activation.
submarines must be placed next to his Merchant
Ships at Depth 0 and Speed 0. His Surface Units Once a Defender is deployed, it can be part of the
can be placed anywhere within 6 inches of the Order of Activation as normal.
Merchant Ships.
Victory Conditions
The Attacker places his Units anywhere on the The game continues until one side or the other is
board and 18 inches away from a defender. If forced to disengage as normal. After the
they are within 4 inches of a board edge they can Disengagement turn, calculate Victory Points as
be at any speed or depth. Otherwise, they must normal.
be at half speed or less and at Depth 2 or deeper.
Battle Mission:
Escalating Engagement
It was not uncommon for an undersea battle to Islands. A chance encounter with an Ork sub
develop due to contact with the enemy. As would escalate as the PDF would try to maintain
reports flowed into command, more and more he blockade, and the Orks to break it.
units would be diverted into the area, and a large
and slowly growing battle would ensue. Escalating Engagements are the most common
type of undersea battle. What initially starts as a
This occurred frequently as the North Ammoriss simple Sub Hunt turns into a meat grinder as
Naval PDF attempted to blockade Da’ Deff more Units get fed in piecemeal.

Attackers: Defenders:
Ork Kill Fleet North Ammoriss Naval PDF

1 Sneaky Gitz 35 Points 1 Hunter 20 Points


+Hunter/Killer
Reserves:
3 Grot Subz 30 Points Reserves:
2 Faithful Class 20 Points
1 Sneaky Gitz 35 Points
1 Hunter Model L 15 Points
3 Drilla Killaz 36 Points
2 Constants 20 Points

4 Hunters 60 Points
Alternative Forces The Units on the board can detect the other. In the
Both forces should be of roughly equal points. next Initiative Phase all the Units off the board
Both sides can choose up to 50% as Surface can roll for Reserves. Each Unit rolls a d6, on a
Units. 4+ they can be deployed on the player’s board
edge at any speed and depth. They can then roll
Special Rules for Initiative as normal and participate in the
Each Player places their initial Unit on the board Order of Activation.
with the Defender placing first. The Units can
be anywhere as long as they are 18” away from The Reserve roll is improved by 1 for every
the center or the enemy Unit. subsequent turn, so 4+ to 3+ to 2+ and then auto
entry.
The Defender chooses a Long Table Edge, this
will be their deployment zone. The Attacker Victory Conditions
chooses the other. The Reserve Units are set The game continues until one side or the other is
aside. forced to disengage as normal. After the
Disengagement turn, calculate Victory Points as
The Reserves can not come into play until one of normal.
Battle Mission:
Run the Gauntlet
The Ork forces on Da’ Deff islands were eager to fleets of submersibles would organize their
break out and support their brethren that had efforts and try to break out into Greater
landed near the Alset Mountains. However, the Ammoriss all at once. It is unclear how
North Ammoriss Naval PDF was just as eager to organized these break-out attempt were.
keep them penned in.
The Naval PDF would respond in kind and try to
As the number of Orks on Ammoriss increased, sink or hem in the Ork submersibles. This would
they became more aggressive. Frequently large lead to large undersea battles..

Attackers: Defenders:
Ork Kill Fleet North Ammoriss Naval PDF

6 Grot Subz 60 Points 2 Hunters 40 Points


+Hunter Killers
2 Sneaky Gitz 70 Points
2 Hunter Model L 30 Points
1 Big Booma 35 Points
2 Hunters 30 Points

2 Faithful Class 20 Points

2 Constants 20 Points

2 Protectors 36 Points
Alternative Forces
Both forces should be of roughly equal points. long board edge. Every Unit that successfully
The Defenders can choose up to 50% as Surface disengages from the opposite long board edge is
Units. worth an extra +10 Victory Points.

Special Rules The game continues until one side or the other is
The Attackers choose a long table edge, and forced to disengage as normal. After the
deploys along that edge at any speed or depth. Disengagement turn, calculate Victory Points as
normal.
The Defenders can deploy anywhere on the
opposite half of the board. They can be going at
any speed or depth, but must be facing one of the
short table edges.

Victory Conditions
The Orks are trying to disengage on the opposite
Battle Mission:
Assault
Submarine and light surface vessels were used to clear out enemy units. At a prearranged time,
to screen small scale assaults and raids on enemy the Troop Transports would move in afterward
positions. The North Ammoriss Naval PDF used and land marines on the beach. These shore
such methods to suppress Pirate activity prior to parties would storm the Pirate strongholds and
the outbreak of the Battle for Ammoriss. kill or capture as many of the pirates as possible.

Typically, a screen of submarines and surface The Pirates rarely put up much resistance,
escorts would move in ahead of the troopships preferring to flee. Sometimes they would fight.
Attackers: Defenders:
North Ammoriss Naval PDF Pirate Fleets

2 Hunters 30 Points 4 Monitors 40 Points

2 Hunter Type-T 30 Points 4 Marauders 60 Points

1 Protector 18 Points 2 Assassins 30 Points

2 Constants 20 Points

Reserves:
5 Merchant Ships Free

2 Hunter Model L 30 Points

Alternative Forces All the reserves are held off the board in one
Both forces should be of roughly equal points. group. They may begin to try and enter play in
The Both forces can choose up to 50% as the Initiative Phase of the 2nd turn. Reserves roll a
Surface Units. Attackers earn 1 free Merchant d6. On a 5+ they can be part of the Order of
Ship to act as a Troop Transport per every 30 Activation. The Units will deploy on the long
points selected. table edge at any speed or depth.

Special Rules If the reserves do not roll a 5+ the target number is


The Defenders choose a long table edge, and reduced by one each subsequent Initiative Phas; so
places a Coastline or Island. The Defenders can 4+, 3+, 2+, then automatic.
be placed anywhere on their half of the board at
any speed or depth. Victory Conditions
Transports can deploy one troop Unit within 6
The Attackers can deploy up to 4 inches in at any inches of the Coastline when at speed 0 per turn.
speed or Depth from the opposite long table Each troop unit deployed is worth +10 Victory
edge. Points. Play until one side disengages as normal
and calculate Victory Points as normal.
Battle Mission:
General Action
The Battle for Ammoriss had many notable enemy fleets manage to engage the enemy, either
general actions between Naval forces. Many of by design or circumstance.
these were in the periphery within Greater
Ammoriss. Such actions would often dictate the In Greater Ammoriss, the winner of such a
ownership of an Island Chain or dictate the flow General Action generally gains strategic control
of commerce through a section of the Ocean. of the vicintiy. This can be a big gain to the war
effort as the resources begin to flow to the
A General Action is a situation where both winner, and the loser is forced to withdraw.
Attackers: Defenders:
North Ammoriss Naval PDF Congregation of the Unfaith

5 Hunters 75 Points 4 Hidden 80 Points

2 Hunters 40 Points 1 Unseen 40 Points


+ Hunter/Killers +Depth Charges

1 Protector 18 Points 2 Pious 30 Points

2 Constants 20 Points 2 Brave 24 Points

2 Faithful 20 Points
Alternative Forces
Both forces should be of roughly equal points.
The Both forces can choose up to 50% as
Surface Units

Special Rules
The Defenders choose a long table edge. The
Defenders can be placed within 4 inches of the of
the board edge at any speed or depth.

The Attackers can deploy up to 4 inches in at any


speed or Depth from the opposite long table
edge.

Victory Conditions
The game continues until one side or the other is
forced to disengage as normal. After the
Disengagement turn, calculate Victory Points as
normal.
Non-Combatant Ships
Merchant Ships
Logistics is the sinews of war. Without supplies It is the Merchant Ship that brings the needed war
of food soldier sand sailors will not fight. materials from where they are produced, to the
Without ammunition, guns and artillery will not front. Therefore, the protection and destruction
shoot. Without fuel, tanks and ships will not of the Merchant Ship is of vital strategic
move. Wihtout supplies the war machine will importance.
grind to a halt.
Most are large, underpowerd craft designed to get
For all the military might of the Imperium of bulk cargo from point A to Point B across the
Man, the Congregation of the Unfaith, the Tau Ocean of Ammoriss. They are unarmed, slow,
Empire, or the Ork Kill Fleetz; all of their might and bulky. However, they serve their purpose by
is for nothing without the humble Merchant carrying tons of resources.
Ship.

Name: Merchant Ship Points: 5


Type: Surface Leadership: 4 +d3 Hull: 4 transport: 25
Speed: 6 Screw: 1 Dive: - Maneuver: 1
Depth: - Stealth: 0 Augur: 0

Weaponry:
Type Arc Firepower Damage Ammo Special
None

Special Rules: Merchants- Any faction can purchase a Merchant Ship that
is faction specific. They count as a Surface Unit. In some
scenarios they are available for free.
Battle for the Depths
Templates
North Ammoriss Naval PDF

Hunter Submarines

Protector Class Constant Class

Faithful Class
Congregation of the Unfaith

Hidden Class Submarines

Unseen Class Submarine Hidden Class Submarine


Congregation of the Unfaith

Pious Class Escort

Brave Class Escort

Mine Templates

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