Battle for the Depths An Aquanautica Imperialis Game

Battle for the Depths

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

Rules and Background Eric Farrington Chapter Page • The Planet Ammoriss 5

• Introduction 8

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

• Advanced Rules 33 • Advanced Rules 33

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

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

•Merchant Ship 107

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

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

In a galaxy wracked by , the duty laid out in the Lex-Imperialis is not just an idle command. It is a divine imperative. The future of the human race lies in the balance.

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

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

May his divine Majesty rule the waves across the galaxy.

-Attributed to the Tactica Imperialis

Planetary survey: Ammoriss System brief summary. Prepared by adept Octavius on behalf of Master

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

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

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

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

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

• 1d3= Roll a single six-sided dice. The results Time Scale of 1-2= 1, 3-4= 2, and 5-6= 3. In many games, the length of a Turn reflects the • 5d6= Roll 5 six-sided dice amount of time that has passed “real-time” on the battlefield. For example, it may take a player 15 When using a single d6, a roll of a 6 is always a minutes to perform all the functions of a turn; but success. A roll of 1 is always a failure. The only 1 minute has occurred in game time. Such modifiers do not matter. references are more popular in historical recreations.

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

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

Scale can also be expressed in the size of the This game does not require any particular type of miniatures involved measuring from the feet to basing for models. The base only acts as a

support to ensure your submarines do not fall The Most Important Rule over during game play. The most important rule of JUGS is to have fun. Measurements This is a collaborative game where both players are attempting to enjoy themselves, and help their The primary unit of measure is an inch. These opponent have fun too. If you and your opponent will be expressed in whole inches wherever are not having fun, the game has failed and possible. everyone has lost.

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

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

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

The hunters prowl the under sea canyons , ocean Units Datasheets Maneuver: Besides going deeper and shallower, Submarines can also turn from side to side. All units no matter the type have the following Some can change course quicker than others. set of characteristics. These characteristics This characteristic is used to measure the determine how the unit will operate in the oceans number of 45 degree course changes a submarine of Ammoriss. can make.

In the Submarines of Ammoriss section you will Depth: Once you go too far down in the ocean, find all the Datasheets for the individual units. the pressure will crush even the toughest hull. In addition, you will find details of common This characteristic is the maximum depth a surface forces they encounter. This section is submarine can go. If it goes deeper it will be simply a broad overview of the characteristics destroyed automatically. themselves. As you delve into the Core Rules, you will find reference to these characteristics Depth is measured between 0 and 9. 0 is the and how they are used. equivalent to being on the surface. 9 is the deepest measure of the ocean. Anything deeper Type: This details whether the units is a Hunter, than 9 is too deep for submarines or the ocean’s Boomer, or Surface vessel. Some units may bottom. have certain restrictions later in the rules, or based on scenarios. Stealth: A submarine survives by not being detected. Naturally, Submarines have a number Leadership: This number represents how well of features built in to make them as silent and the crew will react to orders and operate as they sneaky as possible. This characteristic helps you should. determine the Subs signature for purposes of detection and targeting. Hull: This represents the construction and armor of the Units hull. It is also a measure of its Augur: In order to attack other Submarines, you internal bulkheads and compartmentalized have to be able to find them first. To do this, construction. Hull represents how much damage their a re a number of advanced sensor systems a Submarine can take before it gives way and used by the Imperium of Man and their enemies. sinks. This metric is used to help detect enemy subs and vessels. Speed: The number listed in this characteristic represents the maximum number of inches that a Transport: Submarines can be used to deploy submarine’s power plant will allow it to move. special operations teams or other ground units into enemy territory. This metric lets you know Screw: A submarine is propelled through the if a Sub can carry any marines or troopers. water by a large fan blade, often called a screw. In game terms, this rating indicates how quickly Weapons: Weaponry on your Submarines will a Submarine can accelerate or decelerate. be discussed in more detail later. However, this section in a datasheet will tell you what the Unit Dive: Part of survival under the ocean is dictated is armed with. This is important to know as you by how quickly you can change depth. This go into battle! metric represents this ability in a Sub. Weapons covered in more detail later.

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

The following characteristics help determine Damage: Hitting the target is half the battle. how a weapon operates deep beneath the waves Once a hit has been scored, you than need to of Ammoriss. All weapons will be defined by inflict damage. Various weapons are more the following characteristics. deadly than others, and this metric is generally the number needed on a d6 to reduce the targets Type: This gives you a broad idea of what the hull by one. weapon system is. The most common undersea weapons are torpedoes, mines, and depth Ammo: A submarine can not carry an infinite charges. amount of . Every time a weapon system fires, it reduces the Ammo by one. If the Arc: A weapon system may not be able to fire Ammo reaches zero. The weapon may no longer on all targets in the area. The Arc indicates fire. where the enemy must be in relation to the weapon system. If the enemy is not in the Arc, it Special: Some weapon systems have special can not be hit. rules that allow them to hit surface targets, cause extra damage, etc. This will be covered in more There are several different arcs, but they will be detail later.

Turn Sequence Under the Seas of Ammoriss, a deadly game of cat and mouse is played out. Each vessel tries desperately to find his foe before his foe can find him. It involves careful maneuvering into position, detecting where your enemy is, and firing straight and true. The winner gets to live to fight another day, and the loser faces a watery grave.

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

Phases

The game turn is composed of three Phases. The three Phases are listed below with a brief description.

Initiative During this Phase, both players determine the During this phase, all players roll a d6 for each Order of Action. The Order of Action unit on the board. Be sure each dice is assigned to determines what order Units can act in the the a Unit prior to rolling. Taking the results of subsequent Phases. the d6 roll and add the Units Leadership score. This will be the Units Initiative. Activation During the Activation Phase, a single Unit works To determine the Order of Action, list the Unit’s through the steps of a Unit’s Activation. This is in order by their Initiative score from lowest to where units can move and shoot. the highest. If multiple Units have the same score, each of them rolls an additional d6, and are End placed in order from lowest to highest in the The End Phase allows both players to clean up Order of Action compared to each other. Other and complete all activities that need to be Units that had an Intiative lower or higher are not completed before a Turn ends. moved in the Order of Action based on these tie rolls. Initiative Phase You may need to note down the Order of Action The Initiative Phase is the first phase of a turn. on a piece of scratch paper, or use some other It sets up the Order of Action for the Activation methods, such as placing numbered tokens or dice Phase. near the models.

Order of Action the unit can complete the moving and shooting process. Once Activated a Unit can move and The Order of Action is used to determine what shoot in any sequence. However, once it has order the Units will be used in the Activation completed either process, it can not go back and Phase. Units are Activated in the Activation continue the process. Phase from the lowest Initiative score to the highest. Therefore, Units that had lower results Therefore, the Active Unit can move and then will move/shoot prior to Units with higher shoot or shoot and then move. However, it must scores. complete the moving or shooting process fully, and once complete it can not be returned too. When a Units Activation is completed, the next Unit in the Order of Activation will be Activated A unit can choose to do nothing. However, if it and be able to move/shoot. Once a Unit has does so it will not be allowed to become Active completed its Activation in the Order of again during this Turn. The Unit will need to wait Activation it will not be able to become Active until the next Activation Phase. again during the turn. End Phase Activation Phase This Phase allows all players to wrap up. The When a Units becomes eligible for Activation in rules will specify certain actions that will need to the Order of Activation the Unit will complete be resolved prior to the next Turn beginning. the Phase as described below. During this Phase,

For Example….

Bob has two Imperial Subs, named Alpha and Begin to build their Order of Activation. Beta. Sue has two Ork Submarines, called Gork and Mork. Clever names all around! Alpha’s Initiative = 3(Dice Roll) +7 (LD) = 10 Beta’s Initiative = 6 + 7 = 13 Bob assigns a blue d6 to Alpha, and a green to Gork’s Initiative = 5 + 6 = 11 Beta. Sue assigns a red dice to Gork and a Mork’s Initiative = 4 + 6 = 10 yellow d6 to Mork. Bob and Sue roll their dice. Bob has to re-roll a d6 for Alpha, as Sue must do Alph and Beta have a Leadership of 7, while for Mork as they had the same Initiative. Bob Gork and Mork have a leadership of 6. Bob scores a 4, and Sue gets a 3. and Sue rolled… They now build their Order of Activation, from Blue Dice= 3 lowest score to highest. Green Dice= 6 Red= 5 Mork = 10 (3) Yellow= 4 Alpha = 10 (4) Gork = 11 Bob and Sue now add the Units Leadership and Beta = 13

Movement Beneath the waves, deadly submarines cruise the ocean depths. Like deadly Depp Sharks, they search eternally for prey. On the surface, ships chop through the ocean breakers. They are also on the hunt, for the deadly sea predators far below.

Activation Phase 4. Dive- The Unit can choose to change its Depth at anytime during its move. A Unit can Movement occurs during the Activation phase. change its depth towards the surface or deeper 1 When a units becomes Active due to its level per the Dive rating of the Unit. Change the placement in the Order of Activation the Unit Depth d10 to reflect the new Unit. In addition, may choose to complete its Active Processes. change the Speed Dice to indicate the new speed Moving and Shooting are referred to as a Process from Diving. to clarify it from Activation and Phases. A Unit can perform the following processes; move then 5. Complete Move- After turning and diving shoot, shoot then move, just shoot, just move, or move the remaining amount of speed not used do nothing. Once a Process is completed, the previously. Unit can not return to it later in the Activation.

Movement Process

This section will detail how to complete the Movement Process in Battle for the Depths. When a Unit decides to move, take the following steps:

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

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

Apply Screw Dive

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

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

Move A Unit can not go faster than its Speed Characteristic. If it does so, it must take a The Unit is now moved forward up to the leadership test. If failed the Unit removes 1 Hull number of inches as indicated on its Speed Dice. point. If Passed the Unit is unharmed and will However, at any point during the Move, the move its current Speed in inches. During the player may choose to initiate a Turn or Dive. End Phase the Speed Dice will need to be reduced to the Units top Speed Characteristic. Turn Complete Move The Unit can choose to initiate a Turn at any point while it is moving. To execute the Turn, After any Turns and Dives are complete, consult simply pivot the model up to 45 degrees to port the Speed Dice. If any movement has not been or starboard, and continue the Move on the new used up prior, the Unit can now move forward its course. remaining Speed value.

For Example… At this point, he decides to make Turn. He rotates the model a single 45 degree turn to port. Bob’s Imperial Hunter class Submarine becomes Active. He decides to complete the Before continuing his Move, he decides Bob Move Process first. decides that his Hunter will Dive 1 level up. He immediately changes his Depth Dice from 4 to 3. The Hunter has the following stats: Since he went up a Depth level, he then Speed: 6 immediately changes the Speed Dice from 4 to 5. Screw: 1 Dive: 2 Bob’s Hunter sub still has 3inches of Move left Maneuver: 2 since he had moved 2 inches, and his current Depth: 7 speed is 5. (5-2 = 3) He moves his Hunter forward the remaining 3 inches. At the start of Activation it has Speed 3 and Depth 4. He then decides to use his final Turn, and rotates his Hunter 45 degrees to port. First Bob chooses to increase his Screw by 1. He changes his Speed Dice from 3 to 4. He Bob’s Hunter has no more move left, as his begins moving forward two inches. Speed Dice indicates 5, and he moved the Hunter 5 inches.

3” 5 3

2”

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

Activation Phase 1. Attempt to Hit- The Active Unit fires its weapons at the target and attempts to hit them. Shooting occurs during the Activation phase. If a hit is scored, continue with the Shooting When a units becomes Active due to its Process. If missed, no further action is needed. placement in the Order of Activation the Unit may choose to complete its Active Processes. 2. Damage the Target- If a hit is scored, the Moving and Shooting are referred to as a Process Active Unit must then attempt to cause enough to clarify it from Activation and Phases. A Unit damage from the hit to reduce the target’s Hull can perform the following processes; move then characteristic to 0 or below. shoot, shoot then move, just shoot, just move, or do nothing. Once a Process is completed, the 3. Determine Damage Results- If a target is Unit can not return to it later in the Activation. reduced to 0 Hull, determine the results.

Shooting Process LOS

This section will detail how to complete the LOS is an acronym that stands for Line of Sight. Shooting Process in Battle for the Depths. Line of Sight is required to effectively fire direct When a Unit decides to shoot, take the following fire weapons such as torpedoes and deck guns. To steps: determine line of sight, a straight line must be able to be drawn from the firing Unit to the target Unit 1. Determine Eligible Target- During this part without crossing intervening terrain or models. of the Process, the shooting player will Typically, when you measure for range, you will determine if any enemy Units are eligible to also be able to determine line of sight. be targeted by the Active Unit. If no eligible Targets are available, the Active Unit can not It is important to note that Depth impacts line of fire. If there is an eligible target, continue sight against some weapon types and not others. the Shooting Process. This will be covered in more detail in the Weapons Section. As a rule of thumb, LOS can only be 2. Detect the Target- Stealth and detection are made with targets one Depth band above or below key parts of underwater warfare. Therefore, the Unit’s current Depth. before a target can be fired upon, its location must be detected. If the target is not If no LOS exists between the firer and the Target, detected, no firing can occur. If detected, than no shot can be made. The exception to this is proceed with the Shooting Process as indirect weapons such as Depth Charges and outlined below. Mines.

Obscured considered to be Partially Obscured. This can make the target harder to detect as the proximity of the Gauging Line of Sight can be tricky if there is blocking terrain baffles the Augur systems. intervening terrain on the board. It is possible that a straight line can be drawn from the firing If less than 50% of the target can be seen, then the Unit to the target, but what if there is other Unit is considered to be Fully Obscured. Again, this features in the way? Some examples would be can cause problems with the Units detection reefs, rocks, wrecks, other friendly subs, etc. equipment. Therefore, the target will be harder to detect. If a Unit can “see” more than 50% of the target, but less than 100% of the target; that is If the target can not be seen at all then no LOS exists. For Example… LOS For Example… Partially Obscured

Island Island

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

Island Fire Arcs For Example… Fire Arcs

Most weapon systems can not fire every Bow direction. That means some parts of a Unit can be covered by weapon’s fire, while other parts are left exposed. Part of determining if a target is eligible is to determine if the shooting Unit has a weapon capable of firing in the target’s direction. Port Starboard

Units have their weapons fire zones segmented into areas called Arcs. A Unit can only fire at one target per Arc. However, if there are targets in multiple Arcs, it may fire using all available Stern fire Arcs.

The fire Arcs are as follows: Step of determining if a target is eligible is to check the range. All weapons have different • Front- 60 degrees directly in front ranges, or the distance weapon can travel and still be effective. This varies by weapon and Unit • Stern- 60 degrees directly to the rear type. More information on ranges will be found in the Armory and Submarines of Ammoriss • Port- 120 degrees directly to the left sections.

• Starboard- 120 degrees directly to the right For now, understand that there are three range bands. They are presented in the chart below: • All- Can fire 360 degrees • Short 0- 6 Inches • Up- This weapon can only fire one depth band • Medium 6 – 12 Inches towards the surface, and it is typically paired • Long 12-18 Inches with a direction such as Front, Rear, Port, etc. Measure the distance from the center of the firing • Down-This weapon can only fire one depth Unit to the center of the Target to determine the band deeper, and it is typically paired with a range. If the weapon being used is in range, the direction such as Front, Rear, Port, etc. target is an eligible target. You may measure the range before committing to firing on the target. If the target is within the Fire Arc of one of the firing Units weapon systems, then the target is an Detect the Target eligible target for said weapon system. Once you have determined that a Target us Eligible, the next step is to determine if it has Range been detected. In the far future of the 40th Millenium, the Augur systems are exceedingly Assuming LOS and Arcs are available, the next good at identifying and locating targets.

However, the technology of the future is also Activity Modifiers exceedingly good at masking a Unit’s signature from detection. That means, most Units will The more activity a Unit has engaged in during have a general idea of where their opponents are. the Activation Phase will impact the Stealth rating However, the ocean is a big place and an exact of that Unit. This may make a target easier or location is needed to effectively fire weapons at harder to detect. the enemy. Action Stealth Impact If a Unit has been immobile or passive, they are Move over Half Speed -1 harder to detect. Likewise, the faster it has Move at Max Speed -2 moved the easier it is to detect. If a Unit has Change Depth Past 1 Level -1 fired, they are easier to detect as well. All of Fired a Weapon -1 these actions can reveal a Units position and Every 45 Degree Past First -1 make it easier to detect. Surfaced -2 Damaged -1 per missing Hull The systems used to detect enemy Units are called Augur Systems of Arrays. The systems Partially Obscured +2 used to mask or hide from an Augur are called a Fully Obscured +4 Stealth system. All Units are equipped with both of these systems. These are represented by a Units Augur or Stealth rating.

Detection

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

In order to Detect a target, both Units roll a d6. The Detecting Unit adds its Augur rating. The target adds its Stealth rating then adds or subtracts its activity modifier.

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

To Hit

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

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

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

Any dice that do not roll the number needed to hit or higher are considered a miss, and discarded from play.

Damage

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

The amount of Firepower is an abstraction used The Unit will sink 1 Depth rating in the End to determine how sophisticated a weapon’s target Phase. They will continue to sink 1 Depth until and tracking system is at acquiring Target’s at they strike a terrain feature or reach a depth various ranges. Many times the weapon’s greater than 9. themselves can fire beyond these ranges, but they typically lose their effectiveness. This If a Unit receives damage double its starting Hull could be from losing weapon lock, power loss, rating the Unit is considered obliterated. It will or some other combination of effects. not sink. Instead, the Unit is removed from play.

For Example…. Hunter rolled a 6 and the Hidden rolled a 5. The Detection results are: Bob’s Imperial Hunter Sub wishes to complete the Shooting Process and fire on Sue’s Chaos Hunter: 3 + 6 = 9 Hidden Class vessel. Hidden: 4 + 5 -3 = 6

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

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

2

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

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

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

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

2-5. Immobilized- The Unit is removed from the Surface Units can attempt to attack other Surface Order of Activation. It can no longer Units. This is treated exactly like the regular participate in the Shooting or Movement Shooting Process with a few minor exceptions. Process. The Unit will be subject to Drift in the End Phase. You determine if a Target is eligible as normal. However, Surface to Surface shooting does not 6. Sink!- The Unit will sink 1 Depth band require a Detection roll. This includes attacks on immediately, and will sink 1 additional Submerged Units that have come to the Surface. Depth in each End Phase until it strikes terrain below or goes below Depth 9. It is Roll to hit as normal. Surface to Surface firing then removed from play. requires a 5+ to Hit. Otherwise, the Shooting Process is unchanged.

Weapons The 40th millenium has a diving array of weapon system, each more lethal than the previous one. The sheer variety of ways to deal death in the dark future is unrivaled. Under the seas of Ammoriss, it is no different. Death lurks beneath the waves as surely as it does in the light of day.

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

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

Ammo: A submarine can not carry an infinite The missile can not try to cause Extra damage. amount of ammunition. Every time a weapon The damage dice is re-rolled. This time, he system fires, it reduces the Ammo by one. If the scores a 3. Since this is not higher than the Ammo reaches zero. The weapon may no longer Extra 4+, no Extra damage occurs.

Surface: This weapon can only be used to target Point Defense Units on the surface when the firing unit is also on the surface. The Surface is Depth 0. Point defense are an array of close support weapons that are used by surfaced Units to Otherwise it is used as normal. defend against incoming attacks such as Torpedoes and Mines. The Point Defense Submerged: This weapon can only be used on weapon attempts to strike and destroy the targets that are below the surface. This is at or incoming attack before it can detonate on the below Depth 1. These weapons can not be used Hull of the Unit. Therefore, Point Defense to attack a Unit at Depth 0 on the Surface. weapons have the following special rules:

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

7. After Point Defense, if any Hits remain, roll for damage as normal.

Mines

Mines are a passive attack system often deployed by submarines and surface craft. Mines use the following special rules:

1. Mines are represented by a template

2. Mines are deployed at the depth of the Unit 3. Mines will attack any Unit that comes within 1. A Depth Charge hits based on the Depth 2 inches, and up to one depth band away difference between the firing Unit and the target unit. 4. The attack is worked out as normal 2. Depth Difference To Hit 5. Mine templates are removed after an attack, 1-2 Depths Lower 3+ regardless of the result 3-4 Depth Lower 4+ 5-6 Depths Lower 5+ 6. Mines are subject to Drift 7-8 Depths Lower 6+ 9+ Depths Lower Can Not Hit 7. Each point of Mine Firepower deploys a Mine Template 4. Depths Charges Damage as normal

Depth Charges Boomers

A Depth Charge is an weapon that is Typically, Boomer submarines are equipped with a designed to fall through the water and explode large weapon designed for strategic rather than when they reach a certain depth. They are tactical deployment. Typically, when fired, they do usually fired in a barrage. Depth Charges can be not actually strike anywhere on the game board, but used by Surface or Submerged Units. They use someplace beyond the Horizon. As such, Boomer the following rules: weapons have no impact except in completing specific Mission Objectives and securing Victory 1. Depth Charges can only be used on a target Conditions that is at a lower Depth than the firer.

End Phase Submarine and anti-submarine warfare is an incredibly difficult and intensive process. Even the hardiest crews and captains need to take stock of the situation. The End Phase is a time to allow for some book keeping and deal with the impacts from previous Phases. End Phase Drift

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

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

Consult the Order of Activation, the Player with Disengage the first active Unit can choose which of his 0 Hull units to resolve first. The player with the When a Unit Disengages it is choosing to try and next active Unit in the Order of Activation leave the game board. If a Unit leaves the board chooses the next. Continue this process until all for any reason (intentionally or not) it is assumed 0 Hull Units have been dealt with. to have disengaged. The Unit may not enter play again for any reason. If a Surface Unit is reduced to 0 Hull, roll a d6 and determine if it has exploded, is immobile, or If any force is reduced to less than half of its is sinking. Calculate the changes and determine starting Hull Points, the force will attempt to the results of the roll. disengage. The game will have a single final Disengagement Turn, played as normal. At the If a Submerged Unit is sinking, adjust the Depth end of the Disengagement Turn, the Game Ends. Dice accordingly.

During the Disengagement Turn, the side less than half starting Hull Points. The following reduced to less than half of their starting Hull turn is a Disengagement Turn. Points must move towards the board edges and attempt to leave the edge of the board. If they are successful, they are considered to have Once the Disengagement Turn has been played, the disengaged. game ends. Use the Mission Victory Conditions to determine the winner of the game. If at the end of the Disengagement turn, any Units left on the board are assumed to have Victory Points attempted to Run Silent, Run Deep to escape. If the Disengaging Unit is the Eligible Target of an Many scenarios use a metric called Victory Points to enemy Unit, roll a d6. On a 4+ the Disengaging help determine the winner. As a rule of thumb, each Unit is considered destroyed for the purposes of point of a Unit’s cost is equal to a single Victory Victory Points. Point.

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

3. Disengagement- One of the opposing forces The player with the most Victory Points is the chooses to Disengage OR they are reduced to winner. less than half starting Hull Points. The following turn is a Disengagement Turn.

Battle for the Depths Advanced Rules Advanced Rules The most experienced crews and captains know the deadly tricks of the trade. They have the knowledge that can be the difference between victory and a watery grave. The following Advanced Rules are Optional, and should only be used once you have mastered the basics of the Battle for the Depths rules.

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

This Special Order allows the player to roll a d6 after losing a Hull point. On a roll of a 6+ the Hull point is restored and no damage has occurred.

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

In order to Ram, the Unit must be equipped with a Ram. In such a case, a Ram attempt is treated as a Collision, except a passed Special Order check means the Ram is successful.

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

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

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

1 2 Line of Fire

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

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

Shallow Water is assigned a Depth. No Unit will be able to operate or move below this Depth. An attempt to do so will cause the same effect as trying to move through land.

Below shallow waters maximum Depth, it is considered to be impassable, block Line of Sight and Block Line of Fire.

Ice Shelf: Towards the poles of Ammoriss, vast ice sheets spread outward across the oceans. They are a favorite hiding place for submerged Boomers, and where there are Boomers, there are Hunters.

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

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

Experience Chart

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

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

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

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

Skill Rolls

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

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

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

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

Lucky: The crew have led a charmed life so far. They player can choose to re-roll a single dice roll during the game. The second result must be kept, even if it is worse than the original roll.

Cost of Crew

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

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

Using the Lists Picking Your Force

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

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

Point Costs If you have less than the total Points Cost, try to get as close as possible to the agreed upon total. All Units and upgrades cost points. Points are used to determine the relative “worth” of a Unit When choosing your force, be mindful of the compared to other Units. In most situations, the various rules found in the Line-of-Battle related to Points Cost is used to determine if the two forces your force. If you violate the rules in the Line-of- are of equal worth. Battle you will have an invalid list.

North Ammoriss Naval PDF “Submarines? The Red Tower has provided us with all the Submarines we will need.” -Attributed to Admiral Georg Valios First Lord of the Admiralty NavComm North

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

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

Small escort craft typically work in squadrons of two to five craft. Escorts are normally assigned a Squadron name and number. Then each craft in the squadron is given a number as well between 1 and 5. Typically, the vessel listed as 1 is the lead vessel.

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

Name: AN Hunter Points: 15 Type: Hunter Leadership: 7 Hull: 2 transport: 0 Speed: 6 Screw: 1 Dive: 2 Maneuver: 2 Depth: 7 Stealth: 4 Augur: 3

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

Optional Upgrades: Points: +5 Type Arc Firepower Damage Ammo Special Hunter/ Bow 1/3/2 4+ 6 Re-roll Killer Misses

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

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

.

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

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

Optional Upgrades: Points: +5 Type Arc Firepower Damage Ammo Special Hunter/ Front 1/3/2 4+ 6 Re-roll Killer Misses

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

Name: AN Hunter- Model L Points: 15 Type: Hunter Leadership: 7 Hull: 2 transport: 0 Speed: 6 Screw: 1 Dive: 2 Maneuver: 2 Depth: 7 Stealth: 4 Augur: 3

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

Optional Upgrades: Points: +5 Type Arc Firepower Damage Ammo Special Hunter/ Front 1/3/2 4+ 6 Re-roll Killer Misses

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

Name: Constant Class Escort Points: 10 Type: Surface Leadership: 7 Hull: 2 transport: 0 Speed: 10 Screw: 2 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 2 Augur: 3

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

Optional Upgrades: Points: +5 Type Arc Firepower Damage Ammo Special Hunter/ Front 1/3/2 4+ 6 Re-roll Killer Misses

North Ammoriss Naval PDF Protector Escort The Protector has a well-defined role within the The Protector is the closest vessel that the Ammoriss Navy. They are typically assigned to Ammoriss Navy has for anti-submarine warfare. escort a larger capital ship to provide additional It has a vast array of Point Defense weapons to point defense capabilities. They act as a screen help defend it from torpedo attack. Plus, they are to incoming ordinance attacks in order to defend equipped with Depth Charges to hunt down the their larger brothers. undersea predators.

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

Name: Protector Class Escort Points: 18 Type: Surface Leadership: 7 Hull: 2 transport: 0 Speed: 10 Screw: 2 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 2 Augur: 3

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

Name: Faithful Class Escort Points: 10 Type: Surface Leadership: 7 Hull: 2 transport: 0 Speed: 10 Screw: 2 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 2 Augur: 3

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

South Ammoriss population.

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

These plantations and ranches form the These Great Houses have always been envious of backbone of the South Ammoriss economy. It the North’s political position vis-à-vis Imperial is heavily dependent on shipping their power. The Adeptus Mechanicus have thus far agricultural products to the population centers shown little interest in the resources of the South. in the North in exchange for manufactured In general, the Imperial government treats the goods. The South has more than enough South as little better than a backwater with little foodstuffs to support its own, much smaller of value to offer.

To make matters worse, religious tensions exist large, heavily armored and slow warships, the between the two nations. The North, along with South would rely on light, fast, and heavily the political elites of South Ammoriss, tend to gunned “pocket” warships to hunt down and sink follow the St. Augustine branch of the Imperial enemy merchantmen. The plan was to simply Creed. Meanwhile, the majority of the people of bypass the North’s superior naval capacities. South Ammoriss tend to follow a more Hence, the South Ammoriss Navy was born. fundmentailst branch call the Cult of the Emperor’s Hands. This cult tends to spurn the If a general naval battle was required, the fleet more intellectual St. Augustinia branch and preferred a method of warfare known as the despises the Cult of the Omnissiah. These Melee. In a Melee, the focus was to break the religious tensions are just another facet of the unity of the Northern Fleets lines, and force rivalry between North and South. them to engage on an individual basis. It was believed that such a strategy would favor the South Ammoriss Navy more maneuverable South Ammoriss warships, which would be supported by a flotilla of The South saw the growth of the North’s naval gunboats, torpedo boats, and subs. forces, and immediately saw a threat. Much of Ammoriss is covered in water. Many of the Officers for the South Ammoriss Navy were world’s resources such as fish, fuel, and ore typically lower ranking members of the Great were located either in coastal areas, in the Houses. Illegitmate children, cousins, and ocean, or under the sea bed. Island chains, nephews of the Great House Patriarchs were the atolls, and platform rigs were a key part of the most popular choices. As a result, the South planet’s economy. The South could not Ammoriss Navy officer core was made up of simply allow the North to dominate these minor nobles with little opportunities to improve regions. their social standings. The Navy or PDF was a logical choice for them. The natural reaction was to build a naval force of their own. The Great Houses knew that The crew were typically conscripts pulled from they did not have the industrial might to match the hereditary ranches and estates of the Great The North on a ship to ship basis. Instead, Houses that their captains came from. This they would need a different strategy. bonded the men to their captain through the traditional fuedal relationship found in South The naval planners of the South knew that the Ammoriss. However, some ship board North relied heavily on agricultural imports specialists, such as chiro-surgeons or lay- from the South and other allied regions to enginseers; were volunteers bribed into service maintain itself. In addition to foodstuffs, the with rewards and incentives. North was also dependent on the import of other raw materials to support their industrial Life on board ship was similar to life in South base. The Southern planners realized the Ammoriss. Strict hierarchy was imposed based weakness. on social class. The higher your class, the more advantages and privileges you were given Instead of attempting to take on the Northern onboard. Typically, moving between the ship Navy warship by warship, they decided on a board classes would be nearly impossible. strategy of commerce raiding. Instead of

The only exception to this was in the submarine Fleet Organization fleet. Due to the cramped nature of a sub, many of these social restrictions would be untenable. The South Ammoriss Navy had two primary As a result, a berth on the Submarine fleet was methods of Oraganization. The first method was very popular with the average seaman. to operate as independent vessels. These vessels However, the Captains of such vessels were would be tasked with finding and sinking as many looked down upon by the officers of the surface merchant ships as possible. By operating fleet. This led to a bit of inter-service rivalry independently between the submariners and their surface the ships could avoid easy detection and escape counterparts. pursuit.

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

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

This cancer spread through out the population of South Ammoriss by a secret network that referred to themselves simply as the Congregation of the Unfaith. Much of this growth was a simple The Rebellion reaction to attempts by the Adeptus Mechanicus of the Red Tower to try and extend the influence The Congregation of the Unfaith orchestrated a of the Cult Mechanicus into regions of South rebellion from their base of operations in the Ammoriss. Members of the Cult of the Riderback Massif. The rebellion quickly spread Emeperor’s Hands were militarized by this across South Ammoriss. Cultists swarmed across action, and easily seduced by the Congregation the land, bringing terror and destruction to all of the Unfaith’s leaders. These so-called those they claimed worshipped a false-Emperor. Honored Fathers whispered sweet words that promised a rejection of the inhuman, off-worlder Reports flowed in of the renegades approaching ways. the capital at Pierefoy. There was fear that they would march up the Great Causeway to Frontiac The feelings of the people would be irrelevant to next. Navcomm South ordered the fleet out to the leaders of South Ammoriss, they were sea. The admiral’s claimed it was a defensive members of the Great Houses and cared little for measure to ensure the taint did not spread to their the Cult of the Emperor’s Hands. However, the crews. However, this logic was soon shown to be sinister whispers of Congregation of the Unfaith faulty as individual ships and packs quickly promised them something different. They disappeared into the open ocean. offered power, in the form of raising up of the South over the North. Far too many were easily In most cases, the ships simply stopped reporting swayed. in. In some cases, Vox reports flowed in from panicked loyalist officers of crews revolting The Congregation of the Unfaith was not a truly before they were abruptly cut off. In the most unified belief. Instead, it was made up of a extreme cases, fellow warships would suddenly broad coalition of heretics, xeno-worshippers, and unexpectedly open fire on their former and others who have become disaffected by comrades. The forces of chaos had infiltrated the Imperial rule. The one thing most of the fleet just as easily as they had infected the nation followers had in common, was their disregard of South Ammoriss. for the rule of the Imperium. Death to the False-Emperor The insidious whispers of the Congregation wormed their way into the upper echelon’s of the The South Ammoriss Navy ceased to exist. South Ammoriss Navy. The frustrated and Instead, it was replaced by hungry packs of thwarted minor nobles that controlled the South predators eager to spill the blood of those who Ammoriss Navy were far to eager to listen. For worshipped the false Emperor. The rebel ships their station in life was set, unless the status quo and packs soon swarmed to the merchant lines could be shaken up. intent to carry-out the South Ammoriss strategy of crippling the North with commerce raids. The rot was especially insidious in the submarine force. The weakened class structure However, this time they did not fight for National of the submarine life allowed the corrupted ideas honor or protection. Now, they fought for of the crew’s intermingle with the power hungry plunder, rage, and simple destruction. Any who machinations of the officers. It was a potent mix stood in their way was an enemy. Each ship could that few could ignore. only count on itself, and their new faith.

Congregation of the Unfaith Hidden Class Before falling to the rebellion and Chaos, the The first Hidden class submarines were primarily South Ammoriss Navy planned most of its naval purchased from forge worlds outside of the strategy around the creation of a large submarine Ammoriss Sub-system, through expensive Rogue fleet. The Hidden Class was the lynchpin of this trader contracts. However, the South Ammoriss effort. This type of submarine is the most prolific Navy soon reverse engineered STC design with submarine design on Ammoriss. the help of rogue Tech-priests, and began producing it in limited numbers near Frontiac. The Hidden Class STC was selected due to its Production was slow, but over time large fleet was ease of production, size, speed, and firepower. It created. is an excellent Hunter/Killer submarine, perfect for hunting down enemy merchants, eliminating After the Rebellion, no known source of new enemy subs, disabling convoy escorts, or Hidden class submarines exists. However, there harassing larger capital ships. This versatility has are enough traitorous vessels prowling the made it one of the primary threats to loyal PDF Ammoriss Oceans to be a serious threat. naval forces.

Name: Hidden Class Points: 20 Type: Hunter Leadership: 8 Hull: 2 transport: 0 Speed: 10 Screw: 2 Dive: 2 Maneuver: 2 Depth: 8 Stealth: 4 Augur: 3

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

Optional Upgrades: Points: +1 Type Arc Firepower Damage Ammo Special Rockets Bow 3/2/1 3+ 1 Surface

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

Name: Unseen Class Points: 35 Type: Hunter Leadership: 8 Hull: 6 transport: 2 Speed: 8 Screw: 2 Dive: 2 Maneuver: 2 Depth: 8 Stealth: 3 Augur: 4

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

Optional Upgrades: Points: +5 Each Type Arc Firepower Damage Ammo Special Seastrike Bow 2/4/6 4+ 2 Extra 6+ Depth Charges Stern 4/0/0 4+ 2 -

Special Rules: Durable- The Unseen can ignore a damaging hit on its last Hull Point with a d6 roll of 6+

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

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

Name: Silent Class Points: 30 Type: Boomer Leadership: 8 Hull: 6 transport: 2 Speed: 8 Screw: 2 Dive: 2 Maneuver: 2 Depth: 8 Stealth: 3 Augur: 3

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

Name: Pious Class Escort Points: 15 Type: Surface Leadership: 8 Hull: 2 transport: 0 Speed: 12 Screw: 3 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 2 Augur: 5

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

Name: Brave Class Escort Points: 12 Type: Surface Leadership: 8 Hull: 2 transport: 0 Speed: 12 Screw: 2 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 2 Augur: 4

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

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

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

Name: Grot Sub Points: 10 Type: Hunter Leadership: 4+1d3 Hull: 1 transport: 0 Speed: 8 Screw: 1 Dive: 1 Maneuver: 1 Depth: 6 Stealth: 6 Augur: 0

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

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

Name: Sneaky Gitz Points: 35 Type: Hunter Leadership: 5+d3 Hull: 6 transport: 4 Speed: 6 Screw: 1 Dive: 2 Maneuver: 1 Depth: 7 Stealth: 2 Augur: 3

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

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

Special Rules: Durable- Da Sneaky Gitz can ignore a damaging hit on its last Hull Point with a d6 roll of 6+

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

Name: Big Boomaz Points: 35 Type: Boomer Leadership: 5+d3 Hull: 6 transport: 0 Speed: 6 Screw: 1 Dive: 2 Maneuver: 1 Depth: 7 Stealth: 2 Augur: 3

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

Optional Upgrades: Points: +5 Each Type Arc Firepower Damage Ammo Special Grot Torp Front 1/1/1 4+ 2 Re-roll Miss, Extra, Torp

Special Rules: Durable- The Big Booma can ignore a damaging hit on its last Hull Point with a d6 roll of 6+

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

Name: Drilla Killa Points: 12 Type: Surface Leadership: 4 +d3 Hull: 2 transport: 0 Speed: 10 Screw: 3 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 0 Augur: 2

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

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

The Galg

The Tau Empire is made up of a number of races. The Tau maintain the prominent role, but they also have assimilated the Kroot, Niccassar, Vespid, humans, and other races into their realms. Many of these races are assimilated into several roles within Tau society including navigators, merchants, workers, and even in the Tau Empire’s forces. In the Great Good, their best warriors. As a result, the Galg there is a place for all. developed a method of aquatic raiding that focused on distraction and guerrilla movements to The Galg are another such “client” races of the draw the defenders away from the pools. Tau. Unlike the Tau, who hail from an arid world, the Galg are a race of Ampbious When the Tau Water Caste Envoys first arrived, humanoids. They hail from a swamp like planet they were doubtful of what place these creatures that was incorporated into the Tau Empire early could serve in the Tau Empire. However, despite in the Tau’s expansion, known as the 2nd Sphere their tribal nature, the Galg had sophisticated Expansion. As the nature of their homeworld medical technology and hydroponic farming shaped the Tau, so did it shape the Galg. techniques. Once their skills were discovered, negotiating the Galg’s entry into the Tau Empire The Galg themselves have large eyes situated on was expedited. In exchange, the Galg received the the top their broad flat heads. Their mouth protection of Fire Warrior troops, education from easily bisects the face, allowing them to open Water Caste envoys, new technology from the their mouth amazingly wide. Their bodies are Earth Caste technicians, access to off-world trade thin and spindly, with a rolling gait and long from Air Caste pilots, and the spiritual guidance limbs. Their hands and feet are webbed. Galg of the Tau Ethereals. tend to prefer to swim when possible, but are capable of walking across the surface of their swamp-infested worlds. Their skin color is a Birth of a Fleet mottled greenish color to camouflage into the fungus infested waters. The true value of the Galg was not fully realized until after the difficult operation of subduing The Galg lived in loose tribal bands who ruled Gue’la (human) rebels on the planet of Hydronis various territories on their planet. Their planet Proxima. Hydronis was primarily an Ocean was politically fragmented between rival tribes. World, but deep beneath its surface was valuable The Galg exercised political might by raiding the promethium deposits. spawning grounds of rival tribes. Of course, each tribe would protect the spawning pools with The Promethium was drilled by large surface rigs, that also acted as fortified cities. As the humans After the success on Hydronis Proxima, it became still loyal to the Imperium began to rebel from the clear to many of the Ethereal Caste, that the Galg former Imperial Commanders adoption of the Tau. Waterborne Fleet could be a useful addition to the The rebels began to strike and the Xenophile drill Tau’s military might. All ready, the Tau had rigs using submarines, small boat attacks, and encountered several worlds that possessed vast other aquatic attacks. swathes of water or similar liquids. As the Third Sphere Expansion began, the Ethereal Caste decided At first, the Tau Fire and Air caste were that the Tau Auxiliary Fleet would become a contemptuous of the rebels. Their technology permanent addition to their military might. relied on anti-grav tech. For the most part, they could simply skim across the ocean’s surface. The ships of the fleet are built on various Sept However, as the rebellion progressed, two major Worlds to the specifications laid out by the Galg. weaknesses in Tau military doctrine became These craft are then transported to the world in apparent. The first was simple, the small skimmer question in large pre-fab component pieces. Once in tanks used by the Tau often lacked the endurance orbit, these large pieces are transported to the for long range ocean patrols to find the rebels. surface, and assembled planet side. The pre- The second weakness was during the frequent fabricated nature of the warships allows for quick rough weather, that would make air and skimmer construction and turn around time. A fleet in being operations almost impossible. can be quickly assembled and sent to patrol the sea lanes. It was during this difficult military struggle, that the Ethereal overseeing the operation turned to the Auxiliary alien species make up a large percentage Galg for help. With the help of the Earth Caste, of the Tau surface fleet. Unsurprisingly, a large the Galg were able to devise aquatic weapons number are themselves Galg, fitted with special Tau platforms to provide the Tau Empire with a fleet designed humidity collars to allow them to operate of water craft capable of thwarting the human away from their homeworld. However, Humans, rebels. Kroot, Vespid, and other minor races are also present in the crews. The craft were shipped and air deployed to the planet in prefabricated pieces. Once on station, Typically, a Tau Auxiliary Fleet is commanded by a they were quickly assembled onboard loyal Fire Warrior, with a Water Caste advisor. Frequently, drilling rigs. the Fire Warrior is relatively inexperienced in naval affairs, and are often younger and less experienced Once deployed, the Tau ocean going fleet was than their army Fire Caste brethren. However, a bale to restrict the rebels and their capabilities. It post in the Auxiliary Fleet can be attractive to a was only matter of time before they had been young Fire Warrior as a quick path to earn his isolated to a few key bases. Once the human Shas’El status. rebels were isolated, Air and Fire Caste forces were able to coordinate raids to finish them off. To counteract the inexperience of their commander, However, without the Galg’s surface fleet, the the ship captains of the fleet form and advisor body. rebellion would never have been thwarted. It is the role of the Water Caste envoy to work with this group and then take their wishes to the Fire Tau Auxiliary Fleet Warrior fleet commander.

Unlike other branches of the Tau military, it is became masters of the feint, distraction, and not entirely uncommon to see a member of an subterfuge in warfare. This style of combat has Auxiliary race themselves acting as the informed the designs they assembled with the commander of a Tau Auxiliary Fleet. In some Earth Caste. The Galg way of naval warfare, occasions, a Fire Warrior will simply not be fused well with existing Tau combat doctrine. available to lead the fleet. In such cases, the senior ship captin will be appointed as the A Tau Auxiliary Fleet is not interested in meeting commanding officer, and this can be a human, the enemy fleet in a decisive fleet engagement. Galg, Kroot, or other Auxiliary race. Typically, They are not interested in an open battle where such an experienced officer is given the title of one side smashes the other until one side sinks. Galg’El to suggest their rank within the Auxilary Instead, they prefer to engage in a series of fake Fleet as opposed to the more traditional Tau attacks, raids, feints, and long range armed forces. bombardments. The idea is to cause confusion, disorganize the enemy, maximize chaos, and Due to its ad-hoc and blended nature, the Tau splinter the enemy so they can be defeated in Auxiliary Fleet can be a microcosm of various detail. It is designed to cause a breakdown in the cultures found within the Tau Empire as a whole. enemies chain of command, where some ships Despite this, the force is still united by the goal rush to the attack, others waiver, and others flee. of furthering the Great Good. It is known as the Gglllla’ackoak or the “Death by a Thousand Needles”. The fleet itself is organized into loose hunting groups called a Gryl’Ackryl, or a “Raidpack”. A traditional Raidpack is composed of one capital ship plus any associated escort craft. It is common for a Fleet to be composed of a number of smaller Raidpacks. Frequently, the Raidpack is named after the largest ship, while a fleet will be named after the Flagship of the fleet. Air caste forces are considered autonomous on paper, but typically coordinate closely with the commander of any ships they are assigned too.

Death by a Thousand Needles

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

Name: Marlin Points: 20 Type: Hunter Leadership: 7 Hull: 3 transport: 0 Speed: 6 Screw: 2 Dive: 2 Maneuver: 2 Depth: 9 Stealth: 5 Augur: 4

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

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

Name: Spearfish Points: 25 Type: Boomer Leadership: 7 Hull: 3 transport: 0 Speed: 6 Screw: 2 Dive: 2 Maneuver: 2 Depth: 9 Stealth: 5 Augur: 4

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

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

Name: Knarloch Points: 10 Type: Hunter Leadership: 7 Hull: 1 transport: 0 Speed: 6 Screw: 3 Dive: 1 Maneuver: 3 Depth: 3 Stealth: 6 Augur: 1

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

Name: Bluefin Escort Points: 15 Type: Surface Leadership: 7 Hull: 4 transport: 0 Speed: 8 Screw: 2 Dive: 0 Maneuver: 2 Depth: 0 Stealth: 4 Augur: 4

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

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

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

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

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

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

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

Some of the most remote settlements in Greater organization. However, their treacherous and Ammoriss have geared their entire economy forceful expelling of North Ammoriss enforcers around pirates. They provide a market, illicit made the Imperial authorities rethink the groups shipyards, gambling dens, and worse. The Zeek designation. Islands have made an economy around laundering pirate goods for these smaller Pirate Fleets communities. Pirate fleets are not organized like other naval forces To make matters worse, the various factions in on Ammoriss. They are a barely organized the Ammoriss government would be complicit. collection of vessels. Each craft is unique and is The officials would bribe favors and provide answerable only to the whims of its captain. arms in exchange fro free passage for their ships, and to harass their opponents. The North or Typically, such fleets are led by a pirate King. He is South Ammoriss naval patrols might overlook usually the pirate with the best ship, biggest guns, certain pirate activities. and toughest crew. He is also entitled to the largest However, pirates are an untrustworthy and fickle haul of the booty. The various captains lot. Such arrangements do not last long. Often acknowledge the Kings right to lead, because to do times, the side who provided the pirates otherwise would be to invite destruction. However, weapons, would find them being used on them. in some cases, a fleet will have rotating leadership, or a leadership council. The organization of each The Syndicate fleet varies greatly.

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

Name: Marauder Points: 15 Type: Hunter Leadership: 5 +d3 Hull: 2 transport: 1 Speed: 7 Screw: 1 Dive: 2 Maneuver: 1 Depth: 7 Stealth: 4 Augur: 3

Weaponry: Type Arc Firepower Damage Ammo Special Torpedo Front 2/3/1 4+ 6 Torp Torpedo Stern 1/2/0 4+ 4 Torp

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

Name: Assassin Points: 15 Type: Hunter Leadership: 5 +d3 Hull: 1 transport: 0 Speed: 10 Screw: 2 Dive: 3 Maneuver: 2 Depth: 7 Stealth: 5 Augur: 3

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

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

Name: Monitor Points: 12 Type: Surface Leadership: 5 +d3 Hull: 2 transport: 0 Speed: 8 Screw: 1 Dive: 0 Maneuver: 1 Depth: 0 Stealth: 0 Augur: 2

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

The Tyranid Menace them.

Tyranids are not native to Ammoriss. In fact, they As a species Tyranids survive by eating. They may not native be to this galaxy. They are a consume biological material, break it down, and menace that has come from the darkest depths of then reprocess it into new organisms. Without deep space. Some of the most learned men of the this new bio-mass, the Tyranid race would Imperium have speculated that they are distant effectively starve. travellers from another galaxy, bent on one thing. Consumption. However, Tyranids do not function as individual creatures. They are all part of a larger gestalt Unlike most armies, the Tyranids do not want to entity referred to as the Hive Mind. It is this enslave you. They do not want to take your land. psychic amalgamation of the will to survival that They do not want you to suffer. They simply want directs and leads the Tyranid race. If a single to devour you. To strip you down to your Tyranid creature starves, it has little to no impact component bio-mass, and rebuild you into more of on the race.

The Hive Mind is not a single creature, or even a massive conglomerations of ships. The psychic genus of the Tyranid race. It is a consciousness power of the Hive Mind is so strong, that it created by the Tyranid race as a whole. actually blocks out other psychic signals. This is Individuals Tyranids creatures maybe able to referred to as the Shadow in the Warp. channel the gestalt consciousness of the Hive Mind through a special connection called a However, some Splinter Fleets are smaller affairs. synapse. However, if these creatures are They may only have a single large Hive Ship destroyed, it has no effect on the Hive Mind present, and their attendant smaller bio-vessels. itself. Even these smaller fleets, can bring anarchy and destruction to the unprepared planet. Tyranids do not utilize technology. Instead, they have harnessed the power of evolution on an In many instances, these smaller Splinter Fleets incomprehensible scale. All Tyranids “devices” will bypass a well-defended world. The cunning are actual Tyranid creatures tasked to perform of the Hive Mind recognizes that the loss in Bio- very specific functions. The are all living mass in attacking, would be worse then what they organisms from the great naval beasts, down to would potentially gain by winning. Such small the Flesh Borer ammo of the lowliest foot fleets may cruise quietly through space, passing soldier. Everything is a bio-construct built to up potential lush targets in search of the right serve the Hive Mind’s need to propagate. target to strike.

The Hive Fleets Tyranids on Ammoriss

No one knows how old the Tyranid race is. No The Tyranids came to Ammoriss when the planet one knows where exactly they are coming from. was being ripped apart by war. The incursion was The only thing that matters, is that they are here, a Splinter Fleet, most likely a survivor from the and they are coming. shattered Hive Fleet Kraken. The Splinter Fleet stayed mostly out at the fringes of the system, Tyranids travel through the cold, black depths of lying in wait. However, a series of mycetic spores space in large organic craft called Hive Ships. were launched to seed the planet with potential These ships group together into entities referred scout organisms. to as Hive Fleets. The three largest are Leviathan, Kraken, and Behemoth. Each has The majority of these Mycetic spores were entered the galaxy, and each has been forced to directed at the vast ocean’s of Ammoriss. Few splinter into various smaller fleets. believe that the Hive Mind of the Tyranids to be cunning enough to avoid the open battles These so called Splinter Fleets fall upon occurring on the surface, but the facts are clear. unsuspecting worlds and strip them bare. The main bombardment of Mycetic Spores When the Splinter Fleet moves on, the target is targeted the ocean realms of the planet. There left as nothing more than a barren, lifeless, rock. they sunk quickly beneath the waves. For the Splinter Fleet, it is a matter of survival. If the world does not provide the needed Bio- Only a few observers noticed, and their reports mass, the fleet will literally starve to death. were quickly lost in the frantic days of the Rebellion. As time progressed, strange stories Splinter Fleets come in various sizes. A few are began to circulate around with the merchant captains and Ammoriss Naval PDF crews. of bio-mass, the creature will die. This means, Reports of strange sea monsters, the kind of the Sea Swarms are not only exploring, but also stories that hadn’t been heard since the days hunting. They will attack and consume in order before St. Augustine. to stay operational in the field until they can be reabsorbed into the Hive Ship. This Tyranid Sea Swarms consumption also serves a secondary function as it allows the Sea Swarm to convey information Hatched from those Mycetic Spores that fell to to the Hive Ship about the Bio-mass available on the ocean were the deadly Tyranid Sea Swarms. the planet. The enhanced evolutionary processes of the Hive Fleets had spawned a new menace. Creatures On Ammoriss, the Sea Swarms have mostly been that were adept at surviving in the oceanic encountered in the largely uncharted, and deep realms. The situation on Ammoriss was oceans of Greater Ammoriss. However, reports perfectly suited for these new constructs. of fleeting glimpses have been reported much closer to the mainland as the war heated up. The new Tyranid genus were constructed as Many fearful mariners consider the scout organisms. Their role in the strange disappearance of a ship to be the work of hierarchy of the Tyranid command structure is to Tyranid creatures instead of enemy subs. determine if a target planet has sufficient bio- mass to satiate the needs of the Hive Ship. To do Horrors of the Deep this, they must explore the ocean depths, surface, and coast line. The Sea Swarms can operate above or below the ocean waves depending on the exact genus of the Sea Swarms have some common traits with their Tyranid creature encountered. This makes them fellow Tyranids, but they also have some unique even more deadly, as they can rise up and appear abilities. Like their brothers, all Sea Swarms with little warning. must maintain direct connection with the Hive Mind aboard their ship in order to act in a In addition, the Sea Swarm is composed of unified way. Without the direction of the Hive creatures of various sizes, from lowly flying Mind, the Sea Swarm will revert to instinctive gargoyles up to monstrous creatures that simply survival mechanisms. Like their land bond dwarf the largest North Ammoriss battleships. cousins, the Sea Swarms maintain their connection through larger Tyranid creatures that Typically, a Sea Swarm will be composed of a have a larger psychic capacity. These command larger Synapse creature or two. They will be and control Tyranids are referred to by Imperial accompanied by a smaller escort of various authorities as Synapse creatures. Tyranid creatures. These smaller creatures will act as advanced scouts to locate potential prey Unlike other Tyranid constructs, the Sea Swarms and to harass enemies. must be able to consume Bio-mass on their own to maintain effectiveness in the field. Since they Normally, the Sea Swarm operates relatively are operating far from their Hive Ship, the close together. It has been observed, that when a creatures of the Sea Swarms contain the smaller creature moves to far away from a necessary digestive system to consume bio-mass Synapse monster, the smaller creature may begin and assimilate it to their needs. Without a supply to act like a common beast. Thankfully, a Sea Swarms “footprint” is then contained by this literally tear an opponent into scrap. This is often mysterious natural limitation. frequently accompanied by a blitz of smaller Tyranid gaunts rushing forward to board and The majority of the weaponry is biological in overwhelm the enemy ship. nature. The most common Tyranid is the Venom Cannon. It is a huge Finally, it is not uncommon to see the Sea Swarms creature, within a creature. The cannon is a sack unleash a cloud of Tyranid Gargoyles or spores to like organ that creates and holds acid toxins that lead off an attack. The Gargoyles sweep in and can eat through flesh and metal with ease. When attack while the larger creatures move in for the fired, a series of muscles within the sack tighten, kill. Any crew men left exposed are likely to be which expels the acid outward for amazing pulled screaming from the ships decks, or distances. suffocating from the toxic spores. It is not unheard of for the Sea Swarms to use these Tyranid Sea Swarms also frequently favor huge methods to attack coastal communities, ocean talons, claws, and horns that act as rams to rigs, and platforms as well as other ships.

Tyranid Sea Swarms Aberration Tyranid Sea Swarms are not just large beasts. Termagaunt fleshborer to act as torpedoes. Once They are typically composed with a host of one of these living torpedoes strikes, it simply smaller genus of Tyranid creature. The continues to bore and scissor until it has eaten Abherration is one of these genus. Like human through the target, or run out of its limited fleets, the various Tyranid constructs seem to amount of stored energy. Both of these weapon play a distinct role in the overall Sea Swarm, and systems are ideal for the Aberration's role of sub- none of them seem to be capable of operating aquatic protection. independently without reverting to instinctive behavior. It is not uncommon to see such creatures roam far ahead of a larger fleet. However, when they do The Aberration seems to focus on protecting the so, they revert to instinctive behavior. This larger creatures from attacks from undersea means they are less coordinated than with the threats such as other sea creatures and larger fleet, but are still very aggressive. They submarines. Their potent mycetic spores that then return to the fleet, and the larger organisms function like depth charges, while they are seem to learn what the scout organisms observed. evolved with an internal system similar to the How this occurs is unclear.

Name: Aberration Organism Points: 20 Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 0 Speed: 8 Screw: 2 Dive: 2 Maneuver: 2 Depth: 7 Stealth: 5 Augur: 2

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

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24 inches of it for the purposes of Special Order tests.

Tyranid Sea Swarms Abomination Like its related genus, the Abherration; this On there own, the Abomination tends to attack genus also acts as a picket and defender of the poorly defended targets. Its preferred larger creatures. On their own, they will quickly prey is merchant ships. Against submarines, it is revert to instinctive behavior, but as part of a virtually powerless, but it can be a dangerous swarm, they attack with ruthless efficiency. opponent for Surface units.

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

Name: Abomination Organism Points: 12 Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 0 Speed: 8 Screw: 2 Dive: 2 Maneuver: 2 Depth: 7 Stealth: 5 Augur: 2

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

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24 inches of it for the purposes of Special Order tests.

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

Name: Atrocity Organism Points: 15 Type: Hunter Leadership: 4 +d3 Hull: 2 transport: 2 Speed: 8 Screw: 2 Dive: 2 Maneuver: 2 Depth: 7 Stealth: 5 Augur: 2

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

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24 inches of it for the purposes of Special Order tests.

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

Name: Gruesome Organism Points: 95 Type: Hunter Leadership: 6 +d3 Hull: 16 transport: 3 Speed: 8 Screw: 1 Dive: 2 Maneuver: 1 Depth: 7 Stealth: 3 Augur: 2

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

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24 inches of it for the purposes of Special Order tests.

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

Name: Macabre Organism Points: 75 Type: Hunter Leadership: 6 +d3 Hull: 16 transport: 10 Speed: 8 Screw: 1 Dive: 2 Maneuver: 1 Depth: 7 Stealth: 3 Augur: 2

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

Special Rules: Synapse- A Tyranid organism can use the Leadership of any creature within 24 inches of it for the purposes of Special Order tests.

Battle for the Depths Missions Mission Selection Submarines and warships do not simply flail against each other mindlessly. Instead, they are attempting to accomplish strategic objectives intended to bring the Battle for Ammoriss closer to completion.

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

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

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

In all Missions, there is an attacker and a The North Ammoriss PDF were on the defensive defender. The Mission will help you determine most of the war, trying to defend against various which player will have which role in the threats. The Congregation of the Unfaith had an Mission. aggressive and experienced submarine force, hence the +1. Pirates rarely have anything worth Once you have determined the Mission type, roll defending, hence the +2.

Raid Mission: The Hunt Once the extent of the heresy in South Ammoriss With the outbreak of hostilities, both sides tried to was revealed it became imperative for the North turn their intelligence gathering into advantage. Ammoriss Naval PDF to hunt down and destroy Submarines were moved to the “known” location the traitorous vessels. Orders went out from of enemy units. However, in many cases the NavComm North to all North Ammoriss Naval hunters became the hunted. vessels. They were to locate, identify, and then sink all traitors. The first few days of the Rebellion are often referred to by submariners as the “Black Waters”. Traditionally, the submarines of the South and The ratio of submarines lost to their overall forces the North had played an undersea game of cat was higher during the first week of the Battle for and mouse. Both sides had kept tabs on their Ammoriss than any other time in the war. respective rivals undersea forces.

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

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

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

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

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

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

Attackers: Defenders: North Ammoriss Naval PDF Ork Kill Fleet

1 Constant Class 10 Points 1 Grot Sub 10 Points

1 Hunter 20 Points 1 Sneaky Gitz 35 Points + Hunter/Killers

1 Hunter 15 Points

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

Once the Attacker has placed his units, the Defenders start on either long edge up to 4 inches in at any speed or depth.

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

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

1 Hidden Class 20 Points 2 Constant Class 20 Points

1 Hidden Class 20 Points 2 Faithful Class 20 Points

1 Unseen Class 35 Points 2 Hunter Class 30 Points

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

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

Once the Defender has placed his units, the Attackers start on either long edge up to 4 inches in at any speed or depth.

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

Attackers: Defenders: Ork Kill Fleet North Ammoriss Naval PDF

1 Big Boomaz 35 Points 2 Constant Class 20 Points

1 Grot Sub 10 Points 1 Hunter Class 15 Points

1 Grot Sub 10 Points 1 Hunter Class 20 Points + Hunter/Killers

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

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

Attackers: Defenders: Pirate Fleets North Ammoriss Naval PDF

1 Marauder 15 Points 2 Constant Class 20 Points

1 Marauder 15 Points 1 Faithful Class 10 Points

1 Assassin 15 Points 1 Hunter Class 15 Points

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

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

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

1 Hidden Class 20 Points 1 Protector Class 18 Points

1 Unseen Class 40 Points 2 Constant Class 20 Points + Seastrikes 2 Hunter Class 40 Points 2 Pious Class 30 Points + Hunter/Killers

Alternative Forces be going the same speed. The Defender must spend 25% of their points on Surface Units. In addition, the Defender earns 1 The Defender can then place any of his Units Merchant Ship for free for each 25 points spent within 12 inches of a Merchant Ship. They can be Round up for more merchant ships where going any direction and be at any Depth. possible. The Attackers can be placed anywhere within 4” The Attackers can have up to 20% more total of any board edge, and more than 18 inches from Points Cost to spend than the Defender. The and Defenders or Merchant Ships. Attacker can use up to 50% of their total Points Cost on Surface Units. Victory Conditions The Attackers is trying to destroy as many Special Rules Merchant Ships as possible. They are considered The Defender places one of his Merchant ships destroyed if they have 0 Hull points, regardless of in the center of the board. It must face a short whether they have sunk, exploded, or been board edge, but can be going any speed. From immobilized. Each Merchant Ship reduced to 0 there, the Defender places any other Merchant Hull is worth +10 Victory Points to the Attacker. ships in the stern arc of the first, up to 6 inches 6 inches away. Keep placing new Merchant Ships The game ends after one force disengages. in this manner until they are all placed. All Calculate Victory points as normal to determine Merchant Ships must face the same direction and the winner.

Battle Mission: Surprise Attack To the people of North Ammoriss he Rebellion PDF had the element of surprise. The opening on started unexpectedly. One day the people of attacks were swift and brutal. South Ammoriss were loyal citizens, and the next they had fallen under the sway of the As the Battle for Ammoriss progressed, many of Congregation of the Unfaith. Of course, the the rival factions took advantage of surprise to reality was much different. T eliminate their enemies whenever possible. As such, everyone had to take measures against a The initial attacks by the South Ammoriss Naval possible surprise attack.

Attackers: Defenders: Tau Auxiliary Fleet Raidpack Pirate Fleets

3 Marlin 60 Point 3 Monitors 30 Points

6 Knarlochs 60 Points 2 Marauders 30 Points

4 Bluefins 60 Points 2 Assassins 30 Points

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

Special Rules The target number is reduced by 1 for every turn The Defender places his Merchant ships within 6 after the Attack is detected. Therefore 4+ to 3+ to inches of the Center of the Board. His 2+ to automatic activation. submarines must be placed next to his Merchant Ships at Depth 0 and Speed 0. His Surface Units Once a Defender is deployed, it can be part of the can be placed anywhere within 6 inches of the Order of Activation as normal. Merchant Ships. Victory Conditions The Attacker places his Units anywhere on the The game continues until one side or the other is board and 18 inches away from a defender. If forced to disengage as normal. After the they are within 4 inches of a board edge they can Disengagement turn, calculate Victory Points as be at any speed or depth. Otherwise, they must normal. be at half speed or less and at Depth 2 or deeper.

Battle Mission: Escalating Engagement It was not uncommon for an undersea battle to Islands. A chance encounter with an Ork sub develop due to contact with the enemy. As would escalate as the PDF would try to maintain reports flowed into command, more and more he blockade, and the Orks to break it. units would be diverted into the area, and a large and slowly growing battle would ensue. Escalating Engagements are the most common type of undersea battle. What initially starts as a This occurred frequently as the North Ammoriss simple Sub Hunt turns into a meat grinder as Naval PDF attempted to blockade Da’ Deff more Units get fed in piecemeal.

Attackers: Defenders: Ork Kill Fleet North Ammoriss Naval PDF

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

4 Hunters 60 Points Alternative Forces The Units on the board can detect the other. In the Both forces should be of roughly equal points. next Initiative Phase all the Units off the board Both sides can choose up to 50% as Surface can roll for Reserves. Each Unit rolls a d6, on a Units. 4+ they can be deployed on the player’s board edge at any speed and depth. They can then roll Special Rules for Initiative as normal and participate in the Each Player places their initial Unit on the board Order of Activation. with the Defender placing first. The Units can be anywhere as long as they are 18” away from The Reserve roll is improved by 1 for every the center or the enemy Unit. subsequent turn, so 4+ to 3+ to 2+ and then auto entry. The Defender chooses a Long Table Edge, this will be their deployment zone. The Attacker Victory Conditions chooses the other. The Reserve Units are set The game continues until one side or the other is aside. forced to disengage as normal. After the Disengagement turn, calculate Victory Points as The Reserves can not come into play until one of normal.

Battle Mission: Run the Gauntlet The Ork forces on Da’ Deff islands were eager to fleets of submersibles would organize their break out and support their brethren that had efforts and try to break out into Greater landed near the Alset Mountains. However, the Ammoriss all at once. It is unclear how North Ammoriss Naval PDF was just as eager to organized these break-out attempt were. keep them penned in. The Naval PDF would respond in kind and try to As the number of Orks on Ammoriss increased, sink or hem in the Ork submersibles. This would they became more aggressive. Frequently large lead to large undersea battles..

Attackers: Defenders: Ork Kill Fleet North Ammoriss Naval PDF

6 Grot Subz 60 Points 2 Hunters 40 Points +Hunter Killers 2 Sneaky Gitz 70 Points 2 Hunter Model L 30 Points 1 Big Booma 35 Points 2 Hunters 30 Points

2 Faithful Class 20 Points

2 Constants 20 Points

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

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

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

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

2 Hunters 30 Points 4 Monitors 40 Points

2 Hunter Type-T 30 Points 4 Marauders 60 Points

1 Protector 18 Points 2 Assassins 30 Points

2 Constants 20 Points

Reserves: 5 Merchant Ships Free

2 Hunter Model L 30 Points

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

Special Rules If the reserves do not roll a 5+ the target number is The Defenders choose a long table edge, and reduced by one each subsequent Initiative Phas; so places a Coastline or Island. The Defenders can 4+, 3+, 2+, then automatic. be placed anywhere on their half of the board at any speed or depth. Victory Conditions Transports can deploy one troop Unit within 6 The Attackers can deploy up to 4 inches in at any inches of the Coastline when at speed 0 per turn. speed or Depth from the opposite long table Each troop unit deployed is worth +10 Victory edge. Points. Play until one side disengages as normal and calculate Victory Points as normal.

Battle Mission: General Action The Battle for Ammoriss had many notable enemy fleets manage to engage the enemy, either general actions between Naval forces. Many of by design or circumstance. these were in the periphery within Greater Ammoriss. Such actions would often dictate the In Greater Ammoriss, the winner of such a ownership of an Island Chain or dictate the flow General Action generally gains strategic control of commerce through a section of the Ocean. of the vicintiy. This can be a big gain to the war effort as the resources begin to flow to the A General Action is a situation where both winner, and the loser is forced to withdraw. Attackers: Defenders: North Ammoriss Naval PDF Congregation of the Unfaith

5 Hunters 75 Points 4 Hidden 80 Points

2 Hunters 40 Points 1 Unseen 40 Points + Hunter/Killers +Depth Charges

1 Protector 18 Points 2 Pious 30 Points

2 Constants 20 Points 2 Brave 24 Points

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

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

The Attackers can deploy up to 4 inches in at any speed or Depth from the opposite long table edge.

Victory Conditions The game continues until one side or the other is forced to disengage as normal. After the Disengagement turn, calculate Victory Points as normal.

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

Name: Merchant Ship Points: 5 Type: Surface Leadership: 4 +d3 Hull: 4 transport: 25 Speed: 6 Screw: 1 Dive: - Maneuver: 1 Depth: - Stealth: 0 Augur: 0

Weaponry: Type Arc Firepower Damage Ammo Special None

Special Rules: Merchants- Any faction can purchase a Merchant Ship that is faction specific. They count as a Surface Unit. In some scenarios they are available for free.

Battle for the Depths Templates North Ammoriss Naval PDF

Hunter Submarines

Protector Class Constant Class

Faithful Class Congregation of the Unfaith

Hidden Class Submarines

Unseen Class Submarine Hidden Class Submarine Congregation of the Unfaith

Pious Class Escort

Brave Class Escort

Mine Templates