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Battle For The Depths-Booklet PDF
Battle For The Depths-Booklet PDF
• 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
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.
-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,
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.
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.
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.
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.
Phases
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.
Movement Process
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.
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.
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
Island
Fire Arcs For Example… Fire Arcs
• 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
Damage
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 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.
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.
Mines
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.
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.
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.
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
*= A Leadership rating can never go beyond 10. Starting Leadership varies from faction to faction
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
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.
Cost of Crew
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.
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.
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
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.
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
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
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
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.
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.
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
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.
Weaponry:
Type Arc Firepower Damage Ammo Special
Torpedo Bow 1/2/3 4+ 6 Torp
Torpedo Stern 1/1/1 4+ 3 Torp
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
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.
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.
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.
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
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.
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.
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
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
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
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
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
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
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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
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
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.
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 Hunter 15 Points
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
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.
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
Attackers: Defenders:
Pirate Fleets North Ammoriss Naval PDF
Attackers: Defenders:
Congregation of the Unfaith North Ammoriss Naval PDF
Attackers: Defenders:
Tau Auxiliary Fleet Raidpack Pirate Fleets
Attackers: Defenders:
Ork Kill Fleet North Ammoriss Naval PDF
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
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 Constants 20 Points
Reserves:
5 Merchant Ships Free
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.
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.
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.
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
Faithful Class
Congregation of the Unfaith
Mine Templates