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The worlds of the Imperium of Man number in the thousands. The different environments and types of planets are incomprehensible to the average human mind. In this vast array of worlds, many are completely alien to that which human life sprang. The Lex Imperialis is a set of laws dictated by the God-Emperor himself. These laws require all those who claim to rule in his name to protect that which belongs to Him-On-Terra. The Lex Imperialis makes no difference between worlds inhabited by primitive barbarians, and those covered in factories. It makes no difference between worlds that are rock, those that are gas, or those that are water. The Imperial Governors who are given the right to rule, are also given charged to protect his realms from the heretic, the xeno, and the wyrd. In a galaxy wracked by war, the duty laid out in the Lex-Imperialis is not just an idle command. It is a divine imperative. The future of the human race lies in the balance. Amongst this vast array of worlds, are those that are made up primarily of liquids. The most common is water, but some are composed of liquid methane, molten metal, or worse. In such an environment, the only true way to provide protection is with a navy. Only a navy can allow the Imperial Governor to show the Aquilla wherever the inhabitants of his world go. Only a navy can project the Emperors will to all corners of his liquefied planet. Only a navy can interdict and stop invaders that try to thwart the will of the GodEmperor of Mankind on such worlds.
May his divine Majesty rule the waves across the galaxy.
-Attributed to the
Tactica Imperialis
Chapter Introduction
The World Of Ammoriss Playing the Campaign Mission 1- The Enemy Revealed Mission 2A- Sink the Rebels! Mission 2B- Bombardment Mission 3- Escape Pursuit Mission 4A- Send Her to the Bottom Mission 4B- Convoy Raid Mission 5- The Final Showdown Outcome Appendix Templates Quick Reference Guide
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6 10 12 15 18 22 26 29 32 35 37 38 43
Welcome to Aquanautica Imperialis, the game of fast paced naval battles in the Warhammer 40K universe. This booklet is designed to assist you get a basic understanding of the rules by playing a few games. The scenarios and forces used here are just a sampling of the excitement ahead of you as giant surface vessels bring their massive guns to bear on each other to gain dominance of the seas. What You Will Need In order to play the scenarios in this book, you will need the following items: Aquanautica Imperialis Rules This booklet
A three foot by three foot playing area A scatter dice Two six-sided dice (the more the merrier) Tape Measure A small Blast Template Two humans (The more the merrier) Included in this booklet is: The Scourge of Ammoriss template The Ammoriss Navy templates Terrain Templates Merchant Templates A Quick Play Sheet The Campaign Rules
Ammoriss is a world geographically similar to ancient Holy Terra, before the time of the GodEmperors reign. Much of the planet is composed of vast expanses of water, with two primary continents. One land mass is located in the North with a second continent in the southern hemisphere. The remaining land masses are scatter archipelagos and islands. Over half of the planets surface is water. The Northern landmass tends to be more heavily industrialized and urbanized than its Southern counterpart. The Southern continent is primarily agriculturally based. The two different economic and political structures of these two continents has led to simmering tensions, that have been mostly suppressed by the Imperial Governor and other agents of the Imperium on Ammoriss.
However, these long held tensions appear to have boiled over, as element of South Ammoriss have moved into armed rebellion against the rule of the Imperium of Man. As a result, the navies of the North and South have both taken to the seas to defend their homeland from potential invaders. Confusion around the insurrection has cut off communication to the Southern capital of Pierefoy. What elements of the South Ammoriss PDF remained loyal, and which are in rebellion is unclear. The threat of Chaos, the Great Enemy; looms like a shadow over the seas of Ammoriss. It is up to you to help determine the fate of this world! Will the chaos rebels overthrow the oppressive rule of the false-emperor, or will the loyal forces of the Ammoriss Navy suppress the rebels and keep Ammoriss in the benevolent light of the Emperor?
The Threat of Chaos In the dark times of the 41st Millennia, there are ancient, extra-dimensional dangers that threaten the very existence of humanity. Adjacent to the mortal realm, lays the Realm of Chaos. It is conventionally known as the Warp. Few know of its true nature, but without the alternate realm know as the Warp, the Imperium of Man could not exist. Entrance and exit through the warp allows faster than light travel, but at great risk. For the warp, is home to things that should not be. It is the home of predators that feed on the souls of mortals. However, these demons of the warp are wily and clever. They crave nothing more than the chance to enter the realm of real space to wreak havoc. To this end, Demons reach out and try to seduce mens minds with offers of power, immortality, and other miraculous gifts. These lures can seduce the weak willed from the divine truth of the Emperors godhood, and turn them from him. These individuals are truly the lost and the damned. It is through these cursed men and women that the demons of Chaos influence the mortal realm. Demons feed on extreme emotion, and in order to feed their lustful masters the minions of chaos will stoop to any level of depravity. Whether it is slaughtering the innocent, defiling holy temples to the Emperor, or even summoning the vile creatures of chaos to physically manifest; nothing is to heinous a deed for the followers of chaos.
The Story Thus Far The commanders of the South Ammoriss Navy recognized that they could not match the industrial capacity of the North when it came to battleship production. The Southern planners realized that the North relied on imports of raw materials and foodstuffs for its survival. If these imports from the outlying areas of Ammoriss to the North could be cut off or stopped, the Norths industrial advantage could be neutralized. As a result, the Admiralty of the Southern Ammoriss forces focused their attention on building a handful of fast, powerful battleships to act as surface raiders. These battleships were never intended to go head to head with the larger battleships of the North Ammoriss fleet. However, they were expected to go toe-to-toe with Northern cruisers and lighter units, as those were the only forces capable of catching up with the Southern fast battleships. The Pride of Pierefoy was one of these battleships. Made with the most modern construction techniques and armed with the latest weapon systems, the most powerful reactors, the strongest armor, and the latest electronics. She was the pride of the South Ammoriss fleet. Two months before the rebellion broke out the Pride of Pierefoy was sent on a world tour by the South Ammoriss Naval Command. Along with an accompanying surface fleet, the majestic craft sailed to some of the major ports around the various archipelagos, industrial platforms, and
rebellious battleships location, so larger forces could be routed to sink her. The Scourge of Ammoriss was now priority one. The hunt for the Scourge of Ammoriss was on! The Scourge of Ammoriss Unbeknownst to the loyal PDF commanders of the North was the true threat that the Scourge of Ammoriss presented. The crew of the mighty vessel had been enticed and seduced by the sublime whispers of a Greater Demon of Tzeentch the Changer of Ways. Their desperate desire for the toppling of the North and raising of South Ammoriss to superiority had been tapped into and exploited by the foul demon. For months, a secret cabal of officers aboard the ship spread vile whispers and organized illicit sermons. Secretly, the cabal spread until most of the crew were involved, and those officers still loyal to the Emperor were removed via accidents and outright murder. During the world cruise of the Pride of Pierefoy the Greater Demon of Tzeentch; Manzikirt revealed to the ships captain a sacred rite that would make his ship invincible. While the ship was at sea no one could detect the level of insidious corruption that oozed inside her armored hull.
islands of Ammoriss. The Pride of Pierefoy made anchor and began resupplying and refitting in the free ports of the Zeek Islands. The authorities registered strange occurrences around the wharf and waterfront district near the new battleship, and duly reported them to the South Ammoriss authorities. Two days before the official break out of the rebellion, the Pride of Pierefoy slipped out of the harbor to the open ocean. No official departure notice was ever received. Days later, the Ammoriss Insurrection began as the South Ammoriss rebels began their campaign with an assault on the southern capital of Pierefoy. Immediately NavComm North, the naval command center for the North Ammoriss Navy went to high alert. They began sending cruiser squadrons across the oceans to find and determine the loyalties of any South Ammoriss Navy units still at sea. It was imperative to quickly find and neutralize any Southern ship to protect the flow of imports to the North. The location of the Pride of Pierefoy was unknown. However, that didnt last long. A very brief vox communication from the merchant ship Grace revealed to the admirals at NavComm that the Pride of Pierefoy was a foe and not a friend. She was quickly re-designated the Scourge of Ammoriss and immediately, a nearby task force was dispatch to fix the
The rite culminated just outside the harbor of the Zeek Islands. The crew and their battleship slipped away from port preparing for the coming anarchy. After a ritual of unspeakable horrors and mind destroying warp craft, the crew and captain completed the secret rite given to them by Manzikirt. The Demon chortled merrily as he merged with the rebels battleship and filled it with his warp crafted will. The foolish mortals were no match for his awesome might, and they were sealed to their posts, unable to move, but still entirely conscious of the unspeakable evil that they had unleashed. Most went instantly insane. The captain himself stood frozen to the deck plates, a blasphemous grimoire welded to his hand, his eyes sealed open for eternity, a silent scream stuck forever in his throat. The demon had given the captain and crew what he promised, a powerful vessel the likes of which the oceans of Ammoriss had ever seen, but the cost was their souls. They were all damned. Manzikirt was now free to roam and wreak
destruction on the material world. The corruption of his presence quickly twisted and warped the strongest metals in the universe into insane parodies of their former self. The barrels of cannons twisted and warped into the insane gargoyle like bird heads ready to spew gouts of magic laced flames at Manzikirts foes. The armor plates of the ships hull buckled and shifted as the mighty symbol of Tzeentch formed along the bow. Flickering tongues of pink and blue flames ensconced the ship in their protective embrace, making the vessel dance and wave to the mortal eye. A fowl psychic blast of warp energy resonated around the world as the demon laughed at its triumph. Quickly, the demon-vessel reached out with its mind and located the soul lights of his first victims. With a surge of willpower, the mighty screws of the battleship twisted and turned. They chopped the water with abandon as the Scourge of Ammoriss sliced through the oceans of Ammoriss like a corrupted scalpel. The thoughts of the Greater Demon of Tzeentch were focused on one goal. Kill mortals.
This campaign will follow the story of the Scourge of Ammoriss and her impact on the rebellion. Before you begin playing, it is a good idea to have reviewed the Aquanautica Imperialis rules and this campaign pack so you are familiar with them. In addition, you will need one player to volunteer to play as the Scourge of Ammoriss and the other to be ready to play as the Ammoriss Naval PDF. Essentially, a campaign is a linked series of battles that try to tell a story. The results that occur in one battle will influence what direction the campaign takes. There are many types of campaigns. The campaign presented in this packet is a modified ladder campaign. Essentially, victory in one battle will determine what the next battle will be. In addition, events that occur in one battle may carry-over and effect future battles. This is the campaign outlined in this book. Campaign Rules Later in this book, we will detail each individual step in the campaign. That section will detail the forces involved, any special rules, how to win, setting up the battle, and how you determine the winner. At this point, here are some overall rules to keep in mind while playing the campaign. 1. The first and most important rule is to have fun. Whats winning and losing if both players cant walk away from the table and say that they had fun. That means try to keep disagreements to a minimum in order to keep the game flowing. If in doubt, be generous to your opponent. If there is a rules dispute that cannot be resolved, then roll a d6. On a 1-3 the person
who rolled wins the argument. After the battle refer to the rulebook and work out an agreement for playing the rest of the campaign. 2. The Scourge of Ammoriss is a possessed Devoted Class Battleship ship with the Mark of Tzeentch.
Possession means the ship cannot be boarded or launch boarding actions of its own. Possession means that the ship cannot become crippled if reduced to half damage. Mark of Tzeentch means all shots at the Scourge of Ammoriss are treated as obscured.
3. The Scourge of Ammoriss is a possessed ship, and hence has no repair crews to fix her in between battles. The powerful warp magiks of Manzikirt and the nature of possession do allow the Scourge to try and heal her damage in unnatural ways. After each battle, roll a d6 for every damage point the battleship has received. Each dice roll of 4+ will heal one damage point for the next battle. For example, after Mission 1: The Enemy Revealed the Scourge of Ammoriss has taken two points of damage, which leaves eight damage points remaining. Before beginning Mission 2, the player for the Scourge of Ammoriss rolls two d6 as that is the number of damage points inflicted on the ship. He rolls a 4 and a 3. That means at the beginning of the next battle the Scourge of Ammoriss will have nine damage points instead of the usual ten for a battleship. Critical Hits do not carry over from battle to battle.
Mission 1: The Enemy Revealed The Scourge of Ammoriss Versus ANS Steadfast, 2 Constant, and 2 Assured Rebel Ambush
If the ANS wins Mission 1 then: Mission 2A: Sink the Rebels Scourge of Ammoriss Versus ANS Reliable and ANS Dependable Meeting Engagement
If the Scourge wins Mission 1 then: Mission 2B: Bombardment Scourge of Ammoriss Versus 2 ANS Constant and 5 Assured Bombardment
Mission 3: Escape from Pursuit The Scourge of Ammoriss Versus ANS Reliable, ANS Stalwart, 2 Constant, and 1 ANS Hunter Blockade Run
If the ANS wins Mission 3 then: If the Scourge wins Mission 3 then: Mission 4A: Send her to the bottom! Scourge of Ammoriss Versus ANS Reliable, ANS Stalwart, and 2 ANS Hunters Pursuit Mission 4B: Convoy Raid Scourge of Ammoriss Versus ANS Stalwart and 2 Constant Raid
Mission 5: The Final Showdown The Scourge of Ammoriss and rebel fleet Versus Ammoriss Naval Fleet Relief Force
This mission is designed to play out what happened to Task Force 257 on their mission to locate the Scourge of Ammoriss.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Sea Sprite- Steadfast Light Cruiser Crew: 0 Leadership: 7 Type/Hits: Cruiser/5 Speed: 10 Turns: 45
Armament Point Defense Weapon Battery Weapon Battery Range/Speed Point Defense 18 18
Armor: 4+ Firepower 1 3 2 Arc All Arcs Bow, Port, Starboard Stern, Port, Starboard
Escort Group Thunderball- 2 Constant Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armor: 6+ Armament Point Defense Torpedo Tubes Weapon Battery Range/Speed Point Defense 12 18 Firepower 1 2 1 Arc Bow, Port, Starboard Bow Bow, Port, Starboard
Escort Group Harpoon- 2 Assured Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Weapon Battery Range/Speed Point Defense 18
Armor: 6+
Firepower 1 2 Arc Bow, Port, Starboard Bow, Port, Starboard
++The Objectives++
The Scourge of Ammoriss wants to avoid detection for as long as possible. Given time, she can break out into the main sea lanes to North Ammoriss and wreak havoc on the merchant ships found there. However, Task Force 257 is trying to locate her and communicate word of her location to NavComm, so further mainline naval units can be deployed to sink the Scourge. For the Scourge of Ammoriss to win, no enemy ships maybe allowed to leave the board. If the taskforce does not escape the board in 6 turns, they will be assumed destroyed by the battleship. For Taskforce 257 to win, at least one ship from the force must successfully flee the far table edge. Once successfully off the board, the surviving ship will be able to open a channel to NavComm North and relay the coordinates of the Scourge of Ammoriss.
++Scenario++
It is early morning and a thick fog has still settled over the ocean. As a result, visibility has been reduced. Taskforce 257 is maneuvering through an area of ocean that is home to a number of small rocky atolls and shallow water. It makes the perfect situation for a larger ship to set upon smaller and faster foes. The commodore of Taskforce 257 knows this, and so does Manzikirt of the Scourge of Ammoriss. The Scourge of Ammoriss knows the location and presence of the Taskforce through foul warp divinations. However, the Taskforce is unaware of the lurking danger. The possessed battleship has found an ideal ambush location behind a small island located to the south. Meanwhile, Taskforce 257 creeps carefully through the corridor of ocean created by the islands. If the Scourge is sighted, the Task Forces only chance is to flee into the cover of the fog banks.
++The Board++
The board should be at least 3 ft. by 3ft. in order to play this scenario. If you choose to use a larger board, some of the set-up rules will need to be reviewed before playing the Mission. In addition, you will want to set up the board with one medium sized island on the bottom/South side of the board at the midway point. Next, you will want to scatter some additional terrain on the board. Two medium sized islands and a couple of rocky outcroppings should be sufficient. Taskforce 257 should begin on the west side of the board. At the center of the board should be the Sea Sprite, with either escort squadron positioned up to 6 inches away on either side. The Taskforce should be situated along the board edge. The Scourge of Ammoriss should be deployed behind the island to the south. That would put her along the southern board edge and out of direct line of sight from the Taskforce.
++The Battle++
In this mission the Taskforce cannot make any special commands until the start of turn 2, since they are being ambushed. The Scourge of Ammoriss will be allowed to activate first. The battle will last 6 turns. After the End phase of the 6th turn, the game will be over. Determine which side has met their victory conditions.
NavComm North quickly responded. The Reliable class cruiser Duke of Iron and the Dependable class cruiser Prince of Fire were tasked with intercepting the Scourge of
This new taskforce was designated Aquila Strike. This mission is designed to play out the encounter between the Scourge of Ammoriss and Taskforce Aquila Strike.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Ammoriss Naval PDF- Taskforce Aquila Strike Duke of Iron- Reliable Cruiser Crew: 2 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Batteries Weapon Batteries Torpedo Tubes Range/Speed Point Defense 24 24 12
Armor: 4+ Firepower 2 4 4 2 Arc All Arcs Bow, Port, Starboard Stern, Port, Starboard Bow
Prince of Fire- Dependable Cruiser Crew: 2 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Las Battery Weapon Battery Weapon Battery Range/Speed Point Defense 18 24 24
Armor: 4+ Firepower 2 2 2 2 Arc All Arcs Bow, Port, Starboard Bow, Port, Starboard Stern, Port, Starboard
++The Objectives++
This mission is a standard engagement between large fleet elements; it represents the ideal of naval warfare as envisioned by admiralty staff. Force Aquila Strike is focused on sending the Scourge of Ammoriss to the bottom and removing her as a threat to the commerce of North Ammoriss. They can do this by removing all of her damage points.
The Scourge of Ammoriss on the other hand wants to bypass the conflict as much as possible and join with his fellow followers of chaos. However, Manzikirt knows that he cannot leave these foes to his rear. They must be engaged and destroyed or crippled. If left in a crippled state, the loyalist ships will be unable to continue a credible pursuit. The Scourge would be free to meet up with allied fleet elements and engage in a reign of terror on the oceans of Ammoriss.
++Scenario++
As dusk begins to creep across the ocean, the spotters on the loyalist Taskforce make out the flickering outline of the Scourge of Ammoriss on the horizon. The captain of the strike force quickly decides to engage before the onset of night makes a proper engagement impossible.
++The Board++
Like the previous Mission, this one should be carried out on a three foot by three foot board or larger. If the board size is increased, you may want to modify the starting points or number of turns for each force. The board should have a good spread of terrain to act as obstacles and obstructions. Typically, one medium sized island near the center top/bottom, and three to four smaller pieces around the edges.
TaskForce Aquila Strike should start the battle on the west side of the board. The two ships should be placed on the board edge at any point and within 2 inches of the board edge.
The Scourge of Ammoriss should start along the board edge on the opposite side as Taskforce Aquila Strike.
++The Battle++
Follow the normal rules found in the Aquanautica Imperialis rulebook for determining initiative and starting a battle. The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Ammoriss Naval PDF- Regs Drift Defense Flotilla Escort Group Shield- 2 Constant Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Torpedo Tubes Weapon Battery Range/Speed Point Defense 12 18
Armor: 6+ Firepower 1 2 1 Arc Bow, Port, Starboard Bow Bow, Port, Starboard
Escort Group Gauntlet- 2 Assured Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Weapon Battery Range/Speed Point Defense 18
Escort Group Guard- 3 Assured Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Weapon Battery Range/Speed Point Defense 18
Augur Installation Beta/1562/Delta- Shore Target Crew: 0 Leadership: 7 Type/Hits: Shore/10 Speed: 0 Turns: 0
Armor: 5+
Immobile- The Augur installation can not move or issue any Special Orders.
++The Objectives++
Manzikirt has chosen to try and blind his enemies so he can proceed unmolested to the convoy routes to North Ammoriss. In order to do this, he will need to eliminate the Scanner installation at Regs Drift. This can be accomplished with a coordinated and effective bombardment of the site. The installation is lightly armored and defended. The Scourge of Ammoriss must reduce the shore target to 0 damage points to consider it destroyed. However, the installation is not completely defenseless. A flotilla of patrol boats keeps unwanted visitors at bay and to patrol the local waters. The Flotilla knows they are no match for the Scourge of Ammoriss one on one, but they may be able to delay the battleship and prevent her from completely destroying the Scanner facility under their protection.
++Scenario++
The scanning station at Regs Drift had plenty of early warning. The scan operators had spent at least an hour watching the enemy battleship approach on their scopes. NavComm North had advised them that no capital ships would be available to support them in time. The station officer had commenced evacuation of all nonessential personnel, but mostly they were huddled in the interior of Regs drift around a small tent city. There were few places on the island that they could go.
++The Board++
This Mission is designed to be played on a three foot by three foot board. It may be played on a larger board, but you will want to modify the mission set up to ensure playability. In this Mission, the primary objective is the radar installation on Regs Drift. Therefore, place an island or lands edge piece in the southwest corner of the board touching the board edge. Then place a scattering of small islands, rocky atolls, and shallow water in a ring around the island from the center of the west board edge to the center of the south board edge. There should be 2-4 of these obstacles. The Scourge of Ammoriss will start the battle in the northeast corner of the board touching the board edge. The Escort groups can start anywhere on the board as long as they are 18 away from the Scourge of Ammoriss at the start of the battle.
Meanwhile, the bases flotilla casted off from the small pier and headed out to sea. The seamen on board were convinced they would never touch dry land again. They dutifully loaded torpedoes and prepped their weapons to face the oncoming monstrosity.
++The Battle++
Follow the normal rules found in the Aquanautica Imperialis rulebook for determining initiative and starting a battle. The Scanner Installation may not go on special orders such as Brace for Impact. However, it can make armor saves to prevent damage as normal. Once the shore target is reduced to 0 damage points it is considered destroyed. The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Ammoriss Naval PDF- Picket Line Hemlock Sovereign of the Sea- Reliable Cruiser Crew: 2 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Batteries Weapon Batteries Torpedo Tubes Range/Speed Point Defense 24 24 12
Armor: 4+ Firepower 2 4 4 2 Arc All Arcs Bow, Port, Starboard Stern, Port, Starboard Bow
Lord Drath- Stalwart Cruiser Crew: 1 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Battery Launch Bays Range/Speed Point Defense 18 12
Armor: 5+ Firepower 2 1 6 Arc All Arcs Bow, Port, Starboard, All Arcs
Escort Group Arrow- 2 Constant Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Torpedo Tubes Weapon Battery Range/Speed Point Defense 12 18
Armor: 6+
Firepower 1 2 1 Arc Bow, Port, Starboard Bow Bow, Port, Starboard
Hunter H-432- Hunter Attack Submarine Crew: 0 Leadership: 7 Type/Hits: Sub/1 Speed: 6 Armament Torpedo Tube Torpedo Tube Weapon Battery Range/Speed 12 12 18
Turns: 90 Firepower 3 1 1
++The Objectives++
Manzikirt could feel his foes closing in on him. Part of him craved to turn into them and destroy them under his guns, but his diabolical intellect restrained his more beastly tendencies. He knew he was outnumbered and his best chance was to break through their lines and make for friendlier waters. With the support of his human followers and their ships, he would be able to strike a more lasting blow against the false emperor. Looking into the warp, he could see that the loyalists were going to try and pen him in at a nearby strait. The locals had a name for it, but he didnt care. Passage through this strait was the most direct line to the southern continent, and his waiting allies. His enemies were going to try and block him from passage. Now it was a race against time, if he could get through the straits he would be free. If he was penned in, he would have to make a costly detour around a large island chain. He had to get through. The Scourge of Ammoriss must make it off the opposite board edge.
++Scenario++
The exact route the Scourge of Ammoriss would take was unclear to the admiralty staff at NavComm North. There were a number of possibilities depending on what the possessed crafts aims were. As a result, several picket lines were organized to block the most likely routes. The Straits of Khaled were one of the shortest passages to get south, provided that was where the enemy wished to go. However, it seemed outside of the steaming range of the Scourge of Ammorisss last estimated position. As a result, a submarine was assigned to watch the strait. As the third night of the pursuit approached ANS Hunter H-432 voxed an urgent message to Picket Line Hemlock. The Scourge of Ammoriss was located steaming on a course for the strait. Picket Line Hemlock immediately responded, and made speed to the straits to block the Scourge before nightfall.
++The Board++
This mission uses a three foot by three foot board. Of course you can use a larger board if you wish, but some mission parameters may need to be modified for a successful mission. The board should be roughly divided in half with a large coastal land mass touching the north and south board edge, with a 12 inch wide gap between them in the center of the board. No other terrain is required, however players may mutually agree to add more. The Scourge of Ammoriss will start the game touching the board edge of the east side. Picket Line Hemlock will start the game off the board, in reserve.
++The Battle++
The Scourge of Ammoriss will begin the game, but cannot use any special orders until turn 2. Picket Line Hemlock is beginning the game off the board, in reserve. During the End Phase of each turn roll a d6 for each ship/squadron, on a 4+, it can be set up anywhere on the western board edge. The ship/squadron may be activated as normal in the following turn. The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Ammoriss Naval PDF- Pursuit Group Aquila Ascendant Lord Justice- Reliable Cruiser Crew: 2 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Batteries Weapon Batteries Torpedo Tubes Range/Speed Point Defense 24 24 12
Armor: 4+ Firepower 2 4 4 2 Arc All Arcs Bow, Port, Starboard Stern, Port, Starboard Bow
Star of the North- Stalwart Cruiser Crew: 1 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Battery Launch Bays Range/Speed Point Defense 18 12
Armor: 5+ Firepower 2 1 6 Arc All Arcs Bow, Port, Starboard, All Arcs
Hunter H-381 and H-617- 2 Hunter Attack Submarines Crew: 0 Leadership: 7 Type/Hits: Sub/1 Speed: 6 Turns: 90 Armament Torpedo Tube Torpedo Tube Weapon Battery Range/Speed 12 12 18
Note: This vehicle may submerge. ***If each player agrees, the ships involved in this mission could be any surviving ship from the previous mission. For additional fun, you could force surviving ships from Mission 3 to follow the repair rules that the Scourge of Ammoriss must follow between battles. Any ship that could not carry over from Mission 3 would simply be replaced with the ones listed above.
++The Objectives++
The Scourge of Ammoriss must break away from her pursuers and escape from under their guns. To do this, she needs to outrun them off the opposite board edge, as they try to close in and finish her off once and for all.
++Scenario++
Pursuit Group Aquila Ascendant finally made up the distance on the Scourge of Ammoriss with some skillful seamanship and navigational trickery. Now, the men of the Ammoriss Naval PDF were determined to make good on their efforts. The demon ship had been remarkably resilient, but all the captains involved were confident that the Scourge of Ammoriss would be sent to the bottom this time. The only flaw in their planning was an unexpected squall that was blowing in from the west. If the enemy battleship could make it into the storm, the AN ships would be unable to finish her off.
++The Board++
This mission uses a three foot by three foot board. Of course you can use a larger board if you wish, but some mission parameters may need to be modified for a successful mission. I recommend placing a coastal land mass or two along the north edge of the board to represent the Khaled island chain. Scatter two or three other pieces of terrain randomly on the board. The Scourge of Ammoriss should begin the game 6 inches from the eastern board edge. Pursuit Group Aquila Ascendant should start the battle in the lower southeastern board section, with their sterns touching the southern board edge. The two cruisers should be 4-6 inches apart.
++The Battle++
Follow the normal rules found in the Aquanautica Imperialis rulebook for determining initiative and starting a battle.
The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting.
Ammoriss Naval PDF- Convoy M-141B Star of the North- Stalwart Cruiser Crew: 1 Leadership: 7 Type/Hits: Cruiser/8 Speed: 8 Turns: 45 Armament Point Defense Weapon Battery Launch Bays Range/Speed Point Defense 18 12
Armor: 5+ Firepower 2 1 6 Arc All Arcs Bow, Port, Starboard, All Arcs
Escort Group Spear- 2 Constant Escorts in squadron Crew: 0 Leadership: 7 Type/Hits: Escort/1 Speed: 12 Turns: 90 Armament Point Defense Torpedo Tubes Weapon Battery 6 Merchantmen Crew: 0 Type/Hits: Light Cruiser/4 Range/Speed Point Defense 12 18
Armor: 6+ Firepower 1 2 1 Arc Bow, Port, Starboard Bow Bow, Port, Starboard
Armor: 6+
Notes: Merchantmen cannot Brace for Impact. Merchantmen can not engage in a Ram.
++The Objectives++
The Scourge of Ammoriss will gleefully cause havoc and destroy as many merchant ships as she can. If 4 or more of the merchantmen are reduced to 0 Damage points the chaos vessel will be satisfied with its work.
++Scenario++
The convoy had been making best speed for port. They had heard the news of the Scourge of Ammorisss amazing breakthrough at the Strait of Khaled, and quickly realized they were in the danger zone. Their first instinct had been to scatter, but the AN had convinced them that their only chance was to stay together in convoy until they reached port. The Navy aircraft providing top cover helped bolster their confidence. Once the flickering outline of the Scourge of Ammoriss was sighted on the horizon the merchant captains confidence quickly faded. The command from the convoy commander confirmed their worst fears, Enemy sighted. Every ship for themselves.
++The Board++
This mission uses a three foot by three foot board. Of course you can use a larger board if you wish, but some mission parameters may need to be modified for a successful mission. No additional terrain will be needed as there will be enough ships on the board to make things interesting. The Scourge of Ammoriss should be positioned with their stern touching the edge of the board on the east side. The merchantmen should form two rows of three with 3 inches separating each ship in the center of the board. The Ammoriss Naval PDF ships can me placed anywhere on the board as long as they are at least 18 inches from the Scourge of Ammoriss.
++The Battle++
Follow the normal rules found in the rulebook for determining initiative and starting a battle. Aquanautica Imperialis. Merchantmen move like ordinary ships, however they always activate after all warships have been activated. They can be activated in any order. The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
++The Forces++
The Rebels Scourge of Ammoriss- Devoted Class rebel battleship. Crew: 3 Type/Hits: Battleship/10 Armament Point Defense Las Battery Weapon Battery Weapon Battery Weapon Battery Weapon Battery Ram Torpedo Tube Leadership: 10 Speed: 10 Turns: 45 Range/Speed Point Defense 24 24 12 12 12 14
Armor: 4+ Firepower 3 2 4 6 6 4 2 Arc All Arcs Bow Bow Port Starboard Stern Bow Bow
Possessed- See above. The Scourge cannot be crippled, be boarded, or initiate a boarding action. Mark of Tzeentch- The Scourge is treated as a smaller target for the purposes of Direct Fire shooting. Flagship- The Flagship allows one fleet re-roll You may choose up to 600 points of additional ships from the Congregation of the Unfaith list found in the Aquanautica Imperialis Fleet Lists booklet.
Ammoriss Naval PDF Ever Victorious- Ascendant Class Battleship Crew: 3 Leadership: 9 Type/Hits: Battleship/12 Speed: 6 Turns: 45 Armament Point Defense Las Battery Weapon Batteries Weapon Batteries Torpedo Tubes Launch Bay Range/Speed Point Defense 18 24 18 12 6
Armor: 3+ Firepower 3 2 6 6 2 1 Arc All Arcs Bow, Port, Starboard Bow, Port, Starboard Stern, Port, Starboard Bow Stern
Notes: This Battleship cannot use the Come to New Heading Orders Flagship- This increases the ships LD by 1 (included in the stats above) and allows one fleet re-roll. You may choose up to 600 points of additional ships from the North Ammoriss Naval PDF list found in the Aquanautica Imperialis Fleet Lists booklet.
++The Objectives++
The North Ammoriss Naval PDF is trying to sink the Scourge of Ammoriss. The Congregation of the Unfaith are trying to avoid losing her.
++Scenario++
On a beautiful, sunny day spotting distance was only limited by the horizon. The two fleets easily spotted each other at range. Signal flags and short range vox communication dashed between the ships of each fleet. The moment of decision had come. Each man said a prayer to their respective gods. Eagerly, both fleets moved to intercept. There was no doubt in either forces mind that this would be a climactic battle. The type of battle that would help shape the war, leaving the sector safe for merchant shipping; or turning the area into a death trap. It was time for the final showdown.
++The Board++
This mission uses a three foot by three foot board. Of course you can use a larger board if you wish, but some mission parameters may need to be modified for a successful mission. Place one medium sized island just off center of the board and 2 to 3 smaller pieces of terrain 12 inches away from the island. This will force the fleets to maneuver and avoid a slugfest. The Chaos fleet will start on the west side of the board with their sterns placed anywhere against the table edge. The Ammoriss Navy will start on the east side of the board with their sterns placed anywhere against the table edge.
++The Battle++
Follow the normal rules found in the Aquanautica Imperialis rulebook for determining initiative and starting a battle. The battle will end after 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.
Determining the winner of the campaign is very easy. If the Scourge of Ammoriss is sunk, then the Ammoriss Naval PDF are the winners of the campaign. If it is not sunk, then the chaos forces win.
are planning to take their war to the high seas as well. If the orks werent bad enough. Strange sea creatures have been attacking isolated platforms, merchants, and villages. Ad-mech researchers have determined them to be aquatic Tyranid creatures, perhaps the forerunners of a larger fleet. North Ammoriss Naval PDF The successful sinking of the Scourge of Ammoriss has helped secure North Ammoriss from succumbing to the threat of Chaos. By securing the supply lanes from greater Ammoriss from the Scourges threat, vital foodstuffs and raw materials have floated in. The war effort against the rebellion in the south can continue. However, the threat from the south is not over. Rebel naval units are still roaming the oceans of Ammoriss. The submarine fleet of the Great Enemy is of particular concern, and efforts to hunt down and sink them have been slow going at best. In addition, remaining surface raiders like the Scourge of Ammoriss also continue to plague the shipping lanes. However, none of these threats rises to the same level as that of the possessed battleship. In addition to the threat of the heretic, the threat of the xeno has also descended on Ammoriss. Ork roks, drop ships, and landaz have made planet fall in North Ammoriss itself. Thankfully, ork pirates have been a relatively small naval concern, but rumors are circulating that the orks Once more the Ammoriss Naval PDF is being called to the challenge. As her ships and fleets mobilize the people of Ammoriss are proud to have such stalwart defenders. NavComm North is confident that they have the men, ships, and faith to face these new challenges.
Congregation of the Unfaith All glory to Chaos! The Lord of Change, Manzikirt has managed to seal his link to the material world through the Scourge of Ammoriss and the souls of its ill-fated crew. With such a powerful vessel in the vanguard, the forces of chaos can launch enough surface raids to put a dent in the North Ammoriss war production.
In addition, the presence of the Scourge of Ammoriss and her fleet in being makes transporting troops to assist the beleaguered South Ammoriss PDF defend the capital of Pierefoy impossible. The likelihood of the transports being destroyed on route is too high. Without those vital reinforcements, it is only a matter of time before Pierefoy falls to the siege and all of South Ammoriss is over run by chaos forces. All ready, rebel forces are moving to secure more Naval PDF resources for their own.
However, rebel ships are not the only raiders prowling the sea lanes anymore. Frequently they are coming in contact with xeno raiders as well. Orks and Tyranid monstrosities are coming into conflict with chaos raiders and spoiling raids and sinking the limited number of chaos ships. What purpose brings these raiders from the stars is unclear, but it is certain that they bear no love for Chaos.
The following pages will contain all the ship templates you will need to play the scenarios contained in this booklet, including aircraft tokens. The only exception is Mission 5: The Final Showdown. Since that scenario allows you to select your own fleet, their would be too many options for this tome. Instead use the Aquanautica Imperialis Fleet Supplement book for additional templates you may need. Next is a page of Merchant ships for use in Mission 4B. There are more Merchantmen than is needed to play the mission.
This packet also includes a page of tokens to represent Torpedoes, Wake, and Mines. This Campaign Pack does not make use of Mines. However, as you expand your games of Aquanautica Imperialis, these tokens will come in handy.
The tokens are follwed by a page for Scenery that can be used to sprinkle through your battles. The first page of scenery is Regs Drift and is ideal for Mission 2B. However, it can be used during any battle. The second page is general scenery. Finally, a Quick Reference Guide has also been included in this Campaign Pack. This guide will be a handy resource as you play the scenarios in this packet. All the majors rules you will need to play can be found on the Quick Reference Guide. However, it is not a sufficient replacements for the core Aquanautica Imperialis rules. Thanks for playing. I hope you had fun. You can download all the Aquanautica Imperialis rules for free here: http://www.box.net/shared/e2dmaf1zaj Please join the Aquanautica Discussion Forum here as well: http://z13.invisionfree.com/Aquanautica_Forum/index.php
Regs Drift
Aquanautica Imperialis
Quick Play Reference Guide
Game Turn: 1. Initiative Phase 2. Movement Phase 3. Battle Phase 4. End Phase Special Orders- Roll a 2d6. If the vessels LD or lower, the test is passed. Ships in Squadron all take one test with the highest LD. This includes Brace For Impact. Orders stay in effect until end of Game Turn. All Ahead Full- Movement- Move up to double movement forward. No ordinance, half firepower, no turns Reverse Engines- Movement- Stop OR move below minimum speed. No ordinance, half firepower Come to New Heading- Movement- Turn twice. No ordinance, half firepower Cut Stragglers- Movement- Leave behind a straggler. Straggler loses Squadron benefits Evasive Maneuvers- Movement- Avoid collisions on a 4+. No ordinance, half firepower Load Ordinance- Battle- Can use Ordinance, Failed no Ordinance can be launched Lock-On- Battle- Reload misses, does not impact ordinance, can not turn Brace for Impact- Any- Provides a 4+ save, replaces other Special Orders, Can only try to activate once per turn. Special Ship Type: Submersibles Start in Reserve. Choose to Activate, on successful Command Check the Sub may enter play. Determine entry point, roll Scatter and 1d3 to determine final entry point. Hit means the sub does not deviate from entry point. Otherwise, move sub in direction of arrow the number of inches indicated. Can be placed facing any direction. Subs at Attack depth may not be targetted by or use Direct Fire weapons, Rams, or Boarding. Subs can not use Launch Bays unless forced to surface. A sub can choose to surface in any movement phase, but can not re-submerge until the following movement phase. If a Sub takes a Critical Hit it will surface automatically. Special Order- Run Silent, Run DeepMovement- Advantage: Sub is removed from board and placed back in Reserve. Disadvantage: If test is failed, sub moves straight ahead, not shooting or Ordinance may be used.
Initiative Phase:
Both sides roll a d6 and add their Admirals leadership (Or highest LD present) The winner has the highest number. If a tie, roll again. Winner can choose to activate first or second
Movement Phase: Alternate activation Minimum speed is half of cruising speed 1 turn per phase Move 2 inches, turn, move two inches Collisions- 1d3 Damage per ship, armor and Brace saves apply. Entangled Entangled- Ships drift in End. Fire as normal, immobilized. Disentangling- Activated ship can go on Rev Engine SO. 4+ disentangled and placed back half cruising speed. Move ends. Ram- Declared, All Ahead Full SO, come in contact with target. 1d3 damage on both. Entangled Boarding- After collision/ram are calculated. Both roll d6 + Crew rating. Highest wins. Loser = -1 crew, If below 0 crew it is -1 DP. Grounding- Touch land, or 1 inch of land& fail Command Check. 1d6 DP, no save. Rev Engines SO- 5+- moves vessel half cruising speed back from shore.
Aquanautica Imperialis
Quick Play Reference Guide
Battle Phase: -Direct Fire -Range- Mid-point to Mid-point. If out of range. Auto miss -True LOS- Straight line between ships -Third Party LOS- Another ship in fleet can draw LOS. Target considered Fully Obscured -No LOS- No firing can be done -Target Priority- Fir eon nearest ship that weapons can effect first. Successful Command Check allows to target others. Failed check then no firing takes place -Obscured- If LOS can not be drawn to midpoint of target, then it is considered Obscured, or -1 to hit. -Fully Obscured- Only hit on a natural 6. -Point Blank- Within 3 inches, than all shot shit on 2+ -Las-Batteries hit on 4+, Obscured and Point Blank still apply. Only Brace for Impact saves allowed. -Moving Abeam- Moving across the fire arc of Modifiers: To Hit the firing ship. Situation Modifier Cruiser/Battleship firing on Escort Target moved over 2 inches Target moved over 24 inches Target is moving abeam Target is Ordinance Obscured Touched Wake -1 -1 -2 -1 -2 -1 -1 Crippled: Escorts can not be crippled -Ship is crippled at half starting damage points. -Reduce speed by 2 -Can not use Defense Lasers -Half Firepower (rounding down) Overkill: Ship takes half of starting DP past 0, it sinks immediately.
Critical Hits: -Each hit roll a d6. On a 6 a critical hit has occurred. Roll 2d6 and consult the chart below: 2-4: One random weapon system is knocked out. 5- Massive casualties!- Crew reduced by 1. 6- Rudder jammed!- Ship unable to turn. 7-8 Fire!- If fire is not put out in End phase, it causes an additional 1 Damage Point until extinguished. 9- Screw Fouled: Speed reduced by 2 inches. 10- Bridge destroyed: Reduce LD by 3- Can not be repaired. 11- Hull Breach: reduce ships armor by 1. 12- Bulkhead Collapse: Ship takes an additional 1d3 Damage Points
Damage: -Each hit can be saved by armor. Roll d6 and get armor value or higher to negate the hit. - Brace for Impact saves are taken after armor. 4+ is a success -Each hit subtracts 1 from DP
Sinking: A ship at 0 DP may no longer function. It becomes a drifting hulk. -In End Phase any ship at 0 DP must roll a d6. 1: Explosion- Replace ship with small blast marker. Any ship touching marker takes 1d3 hits. Normal Armor and Brace saves apply. 2-5: Ship continues to drift as a hulk. 6: The ship sinks. Replace it with as many Wake Markers as the ship had starting DP.
Aquanautica Imperialis
Quick Play Reference Guide
Wake Markers: -Place Wake Markers in the following situations: Where a ship Explodes, with a number equal to starting DP of ship. When a ship sinks with a number equal to starting DP of ship Where a Defense Laser strikes. Fill the Blast template space. Where Depth Charges Detonate. Fill the Blast template space Where Ordinance is destroyed. Replace one for one. Where Firepower stacked to 10 strikes. 1 marker per point over 10. -Wake markers have the following impacts when a ship comes in contact with them. Multiple wake markers do NOT have cumulative effects: Speed reduced by 1 Firing at -1 to hit Ordinance can not be launched No Boarding Actions can be launched Damage Control at half rounding down. Torpedoes: -Move straight line at maximum speed. - Can be used against submerged targets, skimmers, and ships - Roll a 4+ to hit for each point of Firepower - Misses continue in a straight line. Depth Charges: -Speed is distance the Depth Charge can be launched from ship - Once deployed, they immediately detonate - Place hole of small blast template over target point - Only attack submerged targets - PD can not be used against a depth charge - Roll to hit on a 4+ per firepower rating of the Depth Charge Mines: -Speed is distance deployed from the launching ship - Firepower is the number of Mine markers deployed - Mine markers from the same ship must touch to make a field - Each Mine Field is subject to drift - Can attack ships, submerged, or skimmers - Torpedoes moving through Mines remove both markers on a 4+ - Mines hit on a 4+ per marker that touches the target Aircraft: - Deployed by Launch Bays, each point of firepower allows one aircraft marker to be deployed at one time. - Choose to launch Bombers, Interceptors or a mix - Can deploy from any arc - Turn freely while moving, between half and full speed - Can move freely over obstacles and other ships - Can be used for Third party LOS
Ordinance: -Weapon types launched in the Battle Phase, moves in End Phase - Can not be used again until a Reload Ordinance check is passed. - Ordinance comes in contact with a target, it immediately attacks - Can not Ram, Board, or be part of a Collision - One type of Ordinance moves over another of same type, both removed on a d6 roll of 6+. - When Ordinance comes in contact with a ship, immediately determine the results. - Ordinance that goes aground is destroyed, except for Aircraft. - Move using alternate activation by ordinance Type, i.e. all Torpedoes, all Interceptors, etc. - PD fires before Ordinance can attack, hits on 4+, 1 shot per Firepower.
Aquanautica Imperialis
Quick Play Reference Guide
Interceptors: Remove other aircraft from play If Interceptors, both markers removed If Bombers, the bombers are removed, on a roll of 4+ on a D6, the Interceptors stay in play. Interceptors touching a ship can suppress one point of PD in the arc the marker is touching. Bombers: Bombers can attack ships, skimmers, and submerged. Bombers hit on a 4+ After bomb attack roll a d6. On a 4+ the Bombers can stay in play. If failed, the marker is removed Determine Drift: The following drifts: Ships with 0 DP, Mines, Ships that are entangled -Roll a d3 and the Scatter dice -Move the drifting item the direction of the arrow on the dice, and the number of inches on the d3. - If a HIT is rolled, use the arrow at the top for drift direction - Work out results of all Collisions, Grounding, etc. as it happens. Remove Wake Markers: -Each player rolls a d6. the number rolled is the number of Wake markers that can be removed. -Player that has the initiative may remove Wake Markers first, followed by second player. - Wake markers can be removed from any part of the board - If fewer Wake Markers than the numbers rolled, remove all wake. Damage Control: This time is used to repair damage from Critical Hits. -Player with Initiative can choose to repair first - Roll a d6 for each DP remaining on the ship - On a 6, one piece of Critical damage is repaired - More than one Critical Hit can be repaired per roll - Some Critical damage may not be repaired - If touching a Wake Marker, Damage is at half dice rounding down - Once first player has completed all Damage Control, the second player may begin to repair his ships.
End Phase: During the End Phase, complete the following steps: 1. Move Ordinance 2. Determine Drift 3. Determine Sinking 4. Remove Wake Markers 5. Damage Control
Move Ordinance: -Player who goes first chooses and Ordinance type and moves it - Types are: Torpedoes, Mines, Interceptors, or Bombers - 1st player moves all of one type - 2nd player moves a type of Ordinance (Not necessarily the same ordinance type as player 1) - 1st player chooses next type - This process continues until all Ordinance has been moved - Resolve all Ordinance and PD attacks as they occur.