Professional Documents
Culture Documents
Nautican Army PDF Draft 5 Unofficial Warhammer Army List
Nautican Army PDF Draft 5 Unofficial Warhammer Army List
Nautican Army PDF Draft 5 Unofficial Warhammer Army List
Acknowledgements
Thanks to the Warhammer community for bringing this army to life. In particular, many thanks to :-
Joel
My play testing buddy, many of Joel’s ideas and suggestions have now become part of the army list.
Gareth Pannan
The artist who designed the army book cover and nearly all of the artwork.
the proud sculptor of the Laughing Monk range of miniatures and available for freelance work,
contact him here :- http://www.shadowforge.com.au/monk/index.html
Dims
Who kindly painted some miniatures for me including the Siren, Wereshark and Leviathan. Visit Dims
site: http://dimsgalleries.com contact him for painting commissions: pascalrooze@hotmail.com
Kiwi
A great supporter and contributor. Visit his blog here:-
http://stumpyheaven.blogspot.com
http://www.reapermini.com/
http://hydraminiatures.com
http://www.armorcast.com/ *
http://www.freebooterminiatures.com/
* (permission was granted by DragonRune)
My Wife
for coming up with so many ideas when I was lost for inspiration !
Resources
NAUTICAN ARMY LIST ONLINE
NAUTICAN DESIGN NOTES
NAUTICAN FORUM FOR YOUR FEEDBACK
LINKS TO MY OTHER WARHAMMER SITES
This Army list is dedicated to my good friend Mark who died aged 37.
A Hammerer to the very last, I suspect you’re still hewing greenskin heads right now !
The Nautican Army List (custom rules, not images or other peoples intellectual property) are owned by
SigmarHammer@gmail.com © 2008 – 2010+ (or until Chaos is finally defeated !)
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Draft 5.0
THE NAUTICANS 4
Nautican army allowances & special rules .................................................................................................5
Army Special Equipment .............................................................................................................................8
Aqua Lore (Magic) and Spellcasters .........................................................................................................10
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The Nauticans
The deep ocean empire of Nautica was established many
thousands of years ago before the inhospitable surface world was
fully formed. The old Nautican Empire pre-dates the histories of
all the surface dwelling races and the very existence of the oldest
land based creatures. Indeed, the Nauticans have not even been
part of history until now!
Long the Nauticans lived in peace but the Chaos Gods had not forgotten the sea dwellers and their first
underwater wars. Lesser daemons and heralds were sent hither and thither and were ever intent on
searching out the hidden people of the ocean world. Thanks to the Mermaids and Sirens who sensed the
turn of evil some of the Nautican leaders were saved before their final underwater enclave was
discovered and the gates of Chaos opened. The tectonic plates parted under the Chaos pressures and the
Nauticans world was torn asunder by submarine quakes, devastating currents and grotesque underwater
daemons intent on reaping their foul God's will.
The deep had become uninhabitable, the Nauticans had no choice but to find safe dwellings in shallower
coastal waters, their survival depended on it. It was inevitable that the Nauticans would come into
contact with the surface dwellers.
The Nautican nobility and their people are bipods and are generally similar in stature to humans and
elves although just like other creatures of the deep their appearance is as variable as the oceans they
inhabit.
Typically a Nautican noble will stand slightly bowed but six feet in height when fully upright. Most
Nauticans have black eyes that can see deep into the dark ocean depths, their hands and feet are usually
webbed and they bear residual scales on their necks, wrists and ankles that all help to streamline their
bodies for ocean life.
Some Nauticans bear reptilian like spines on their backs and crests on their heads, these are seen as
marks of knowledge, wisdom and experience that may extend for up to a millenia in man years. The
Nautican's wide jaws host gills that they can use to breathe underwater or to syphon the surface air for
the short hours* they can survive out of water before they need to return for vital salts and nutrients.
The Nautican seers believe their race are the ancestors of the humans and the Elves and that the Nautican
people have some great part to play before the end of times when the seas will once again engulf the
world.
* Nauticans are able to breathe the surface airs for several hours at a time albeit not comfortably. Their
presence on land is helped by the powerful elemental magic that surrounds the Nautican army and keeps
the air moist and cool.
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Choosing Troops
Army Points Value Core Units Special Units Rare Units
Less than 2,000 2+ 0-3 0-1
2,000 or more 3+ 0-4 0-2
3,000 or more 4+ 0-5 0-3
4,000 or more 5+ 0-6 0-4
Each +1,000 +1 +0-1 +0-1
Seaborn rules
The Nautican army is a composite mix of a various sea creatures and Nautican peoples. Nauticans share
common characteristics and these are represented by the Seaborn rule which is noted in each unit's
special rules.*
* All units in the Nautican Army have the Seaborn rule except for Sandgangers which come from the
shores and not the seas. Special Characters have the seaborn rule if noted in their profile.
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Sea Storms
The Nautican player can declare at the beginning of the game that he is summoning a sea storm (if the
Army includes a Chanty Singer). If the Nautican player summons a Sea Storm then he sacrifices his
chance of going first and the opponent has the option of taking the first turn.*
* if both armies have sacrificed the option to choose who goes first then roll a D6 as normal.
To summon a Sea Storm place a marker on the board at the very beginning of the 1st Nautican turn (the
marker remains immovable for the duration of the storm). All enemy units with one or more models
within 12" of the marker at the beginning of each Nautican turn are affected as follows (while the storm
lasts):-
All enemy BS -1
Gunpowder weapons do not work on a D6 roll of 6* (test for each weapon fired).
Enemy units’ basic move rate is reduced by 1 ** (flyers must pass a strength test to fly if they fail
they can only move at half of their movement rate)
At the beginning of the battle, the Nautican player can cast a bound (power level 6) lightning
strike spell *** on one enemy unit which inflicts D6 str 4 hits.
The storm always lasts for the whole of turn 1. Roll a d6 at the beginning of subsequent turns to see if the
storm continues....
The Nauticans are comprised of Creatures and Nautican peoples from across the oceans, from the deep to
the very shores of their surface dwelling enemies. The sea people unite to protect their common interests,
the creatures are bound by Nautican magic to serve their Nautican masters.
Both creatures and peoples have different origins, these origins affect their natural abilities and translate
into very disparate battlefield abilites.
All Nauticans* are either from the Deep, the Reefs or the Shores.
* The Sea Creature Origin rules do not apply to all Special Characters (see their respective profiles).
Special Rules:-
The Nauticans of the deep oceans live in an extremely inhospitable environment. The They are plagued
by denizens of the deep spawning around chaos vents leaking twisted magic into the seas. These
Nauticans are the most resilient of the Nautican creatures and their bodies have adapted to heal quickly.
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The Reef dwellers live in symbiotic harmony with the living coral about them. They are at one with the
conditions and they carry with them the magical essence of the coral environment.
On land, the living coral will form around "Reefers" who do not move. This provides some protection
from missile fire and makes "Reefers" move difficult to shift in close combat.
Creatures of the Reef who are not in combat and do not move in the movement phase benefit from soft
cover (-1 to hit for missile fire)
Creatures of the Reef gain +1 to their combat resolution* as coral forms around them and they become
more difficult for the enemy to dislodge.
* This benefit does not apply in the first turn of combat if the Reefer unit charged into combat.
The shoreline dwellers that reside in coastal inlets and shores are at one with tidal magic. They move
easily and quickly adapting to the changing tides and are ever the most battle ready of all Nautican units.
Creatures of the Shores can deploy 6 inches further into the battlefield (beyond the usual deployment
area for pitced battles)
Weresharks
Octobipods
Rare Units Giant Octopus
Leviathan
Fortunis
Note: The Tripoon Battery is crewed by Wave Breakers which are Cretures of the Shore but because it is a war machine it does not
benefit from the advanced deployment rules.
Characters*
Nautican Lords & Princes - Deep
Mermaids & Sirens - Deep
*not including special characters. Sea Creature Rules are noted in the Special Character's profiles where
applicable.
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Weapons:-
The Oceanic Trident The Nautican Speargun
The oceanic diamond tipped trident is an Used primarily for underwater deep sea fishing
extremely rare but fearsome weapon due to it's these weapons adapted well to surface use and
reach and the barbed nature of the three forked were tipped with poison by the Nauticans. Their
diamond tipped spikes which glow white hot range is limited but they remain a versatile
and can never be blunted. This weapon is weapon which can deal with high toughness
imbued with elemental energy and emits a high enemies.
pitched ring when it is brought down into a
defensive position and the haft is driven into the 16 inches, strength 4, poisonous.
ground. It is also a formidable weapon against
both cavalry and armoured foot troops.
The Fisher Speargun
+1 strength, armour piercing, can be used in 2
ranks (except when charging) Designed for fishing in the shallows, the
weapon nonetheless remains effective on land.
The Sea Trident 16 inches, strength 3.
The sea trident is the common weapon of choice Clam Machete
for the Nautican elite warrior. It's reach and
light weight allows it to be used with a shield A specialist tool designed and used solely by the
and in two ranks like it's cousin the oceanic deep divers for prising open giant clams in
trident. This trident is however, in all respects, a search of their rare and precious rainbow
mundane weapon albeit a unique and powerful pearls. This single handed weapon has been
addition to the Nautican armoury adapted into a formidable machete like weapon
capable of tearing apart light armour and
+1 strength, can be used in 2 ranks (except cleaving shields in two. However, the clam
when charging) machete's highly honed edge is soon blunted by
modern metal armour that is designed to absorb
impact.
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Armour:-
Leviathan Scale Shields Scalemail
The Leviathan was thought to be a mythological This is a light chainmail like armour which is
beast by the surface dwellers found only in sewed together from giant scaled fish that
sailors songs and in tales to frighten children traverse the deep uncharted waters in ocean
away from the water. The Nauticans, from bitter trenches unknown to the surface world. The
years of experience, know this not to be the mail illuminates the deep oceans and wards off
case. predators and attracts other fish which
congregate in giant shoals that can even be seen
The Leviathan was the scourge of the Nautican as small pin pricks of light on the ocean surface.
Empire while it was in it's prime and before
Chaos arrived. Indeed, some of the wise said the The scales and light they emit is so bright on the
emergence of the underwater behemoth was the surface world that any enemy seeking to strike a
first sign that Chaos had forced it's way into the Nautican wearing scalemail suffers -1 to hit.
world.
The mail acts as light armour 6+ save.
The Nauticans defended themselves from "The
Beast" with strong elemental magic that, over
millennia, the Leviathan became resistant to.
Clam Shields
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Aqua Lore
Spell Generation
The Nautican spellcasters are exclusively
female. They are rare and mostly shy but Roll a d6 to randomly generate:-
sometimes venture to the surface waters to sate
their curiosity about the "land beings". Many 1 - Waterblast
stories are told about these beautiful spellcasters 2 - Symbol of the Southern Ocean
which surface dwellers call by the names of 3 - Sea Surge
Muses, Sirens and Mermaids. Many races fear 4 - The Dead Seas of Time
the Sirens saying they deliberately draw their 5 - Summon Water Elemental
ships onto rocks enchanting the sailors with 6 - Tidal Wave
their songs. Others say the Sirens are friendly
and have rescued drowning mariners. Little else
is known about the Sirens on the surface world The Sea Sirens and Mermaids float atop ever
except that powerful elemental magic always present magical waves and join the Nauticans
follows in their wake. in their quest to inhabit the shallows and
colonise coastal bays away from the terrors of
the deep.
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The crest of a wave is summoned to drive the Nautican army into the fray.
Target any friendly unit with the Seaborn rule within 18" (no line of sight is required). The unit is
immediately moved 2d6 inches directly forward*. If this results in contact with the enemy then resolve
combat in the next phase as though the Nautican unit had charged**, the only allowable enemy charge
reactions are "hold" or "flee."
* no unit can be moved more than once with the Sea Surge spell per Nautican magic phase
** the Nautican unit is not subject to any charge related psychology tests.
Through song and dance the Siren conjures up images of the dead seas where no being or thing can
survive. A highly corrosive salt covers everything and instantly eats into the enemy's skin, scales, armour
and weapons alike. The salt is not lethal but very painful and distracting
Target any enemy unit within 18" that the caster can see, the unit's armour save, weapon skill and bow
skill are all reduced by -1 for the remainder of the battle. Casting this spell more than once on a unit has
no additional effect.
In times of dire need and usually only for their own protection a Siren can use great powers to animate
water elementals to do their bidding. The concentration required for such a feat is great and exhausting
and the elemental's existence in this world is a fragile one held in place only by the great will of the
Nautican spellcaster.
M Ws Bs S T W I A Ld
Water
4 4 0 4 4 4 4 4 8
Elemental
Drown:-
The Water elemental attacks by attempting to drown it's enemies in a torrent of water and
punches with watery fists as hard as iron that can smash stone and bones alike. Armour is of
small help against a water elemental.
Elemental Singularity:-
A water elemental cannot coexist in the presence of it's equal and opposite fire elemental or any
part of it (even a single ember)
A water elemental will be immediately banished and cease to exist if it is hit (not necessarily
wounded) by any kind of flaming attack whatsoever.
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6 - Tidal Wave (casting power 13+) The spell is equally effective against the undead
(even though they cannot be drowned) because
the wave is infused with Nautican magic that
cleanses the unnatural sorcery that binds the
undead to the living world. The longer the
undead are held under the waters the more
damage that is done.
The most powerful and deadly of all the Siren * Tidal Waves can be cast into combat because
spells. The raw unadulterated power of the seas Nauticans suffer no ill effects from being hit by
is captured in a tidal wave. A power that can a tidal wave, they sense it coming, can breathe
sweep across the battlefield destroying all in it's underwater and are literally in their element !
path. Enemies encumbered by armour or heavy,
scaly skin and cavalry are particularly
vulnerable because they are less able or totally
unable to rise above the wave, they are literally
pinned to the ground and are crushed and
drown where they stand. Likewise, those
inanimate objects which not designed to
function underwater are more readily damaged,
flooded or rendered inoperable.
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Nautican Lord
The Nautican Lords are at the pinnacle of the Nautican civilisation in regards to nobility, honour and
wisdom. The Nautican peoples gladly answer their rallying call in times of war.
M Ws Bs S T W I A Ld
Nautican Lord 4 6 5 4 4 3 7 4 9
Options: may have a great weapon (+8 pts) or an Oceanic Trident (+8 pts) or a Clam Machete (+6 pts)
or an additional hand weapon (+8 pts)
May wear Scalemail (+12 pts), Leviathan Shield (+35 pts) or Clam Shield (+18 pts)
May ride in a Royal Chariot (+110 pts) or on The Great White Titan (+80 pts)
May choose up to 100 pts or magic items from the Common or Nautican magic items list.
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M Ws Bs S T W I A Ld
King of the Seas 6 7 6 7 5 5 3 4 10
Royalty:-
If the King leads an army he is automatically the army
general. The King is of great power and ancient nobility, it
is beneath him to join a unit and he will never join a unit
irrespective of the circumstances facing him.
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Draft 5.0
M Ws Bs S T W I A Ld
Guardian of Time 6 4 3 6 6 5 5 5 9
These chains have been the death of countless enemies, the Guardian uses them in close combat to lash
and throttle his enemies.
1. Lash - the Guardian can stand and shoot using the chains, range 8 inches, d6 str 6 hits.
2. Throttle - the Guardian can forego his usual attacks and attempt to wrap the chains like a noose
around a single enemy model (of any size !) in base to base contact. The Guardian makes his
throttle atempt before combat begins but after impact hits. If the Guardian passes an initiative
test and the enemy fails their initiative test then the enemy is trapped in a chain noose and
immediately suffers d3 str 6 automatic hits.
At the beginning of each subsequent combat phase the entrapped model must pass a strength
test to break free (a roll of 6 is a failed str test) or suffer a d3 str 6 automatic hits. The entrapped
enemy cannot attack the Guardian of Time until it breaks free. An enemy that breaks free can
attack in that combat phase and can be attacked normally by the Guardian.
* while using the throttle attack other enemies automatically hit The Guardian of Time in close
combat
The Anchor is utterly indestructable and immovable, it will instantly disappear for the remainder of the
battle if the Guardian of Time is destroyed or moves more than 12" away from it.
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Anchor Bound:-
The Guardian is Stubborn whist within 12" of the Anchor (which remains stationary throughout the
battle).
The Anchor's pure size and weight absorbs the residual magical energies on the battlefield like a giant
whirlpool. A Nautican army including the Guardian of Time gains 1 extra power dice and 1 extra dispel
dice (while the Guardian remains alive and within 12" of the Anchor). The power dice can only be used
by a friendly spellcaster within 12 inches of the Anchor.
Loner:-
The Guardian may never join a unit or be the army's general, he has his own mysterious agenda.
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Mermaid
Creatures of exquisite, enchanting beauty, Mermaids radiate an aura of unadulterated grace. Few of the
good can bear to look into a Mermaid's eyes and suffer the reflection of their own conscience. Even evil
enemies are left confused and disorientated in a mermaid's presence.
Peerless Beauty :-
Mermaids can only be attacked in hand to hand combat if the attacker passes a leadership test -2. * If the
Mermaid is operating independently or has joined a unit and is being selectively targetted by a missile
weapon (a hochland long rifle for example) then the ranged missile unit must take a leadership test -2 to
fire upon her. If the Mermaid has joined a unit the enemy does not have to take a leadership test to fire
upon the unit as a whole (even if, for instance, an area effect template could result in the mermaid being
wounded or killed).
* spellcasters (ie models allowed to take arcane items) and units immune to psychology can see through
the mystical presence of the mermaid to the threat that lies beneath and do not need to take a leadership
test.
Ocean Grace :-
Mermaids are able to manipulate the waves of magic like no others, their only peers on the surface world
are the High Elves and the Slann.
Miscast rule – if a miscast is rolled then roll another dice. The miscast is ignored on a roll of 5 or 6
Sole Legend :-
While Mermaids possess great strength of mind and will they are naturally reclusive and are reluctant to
join most units, preferring to rely on their own wits.
Mermaids only be field alone or in a unit of Trident Guard.
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Nautican Prince
The Nautican Princes are trained and nurtured from early age to turn them into true leaders of their
people. They are honourable, tactically aware and have the admiration of all Nautica.
Points/model: 65 pts
M Ws Bs S T W I A Ld
Nautican Prince 4 5 4 4 4 2 6 3 8
Options: may have a great weapon (+5 pts) or an Oceanic Trident (+5 pts) or a Clam Machete (+4 pts)
or an additional hand weapon (+4 pts)
May wear Scalemail (+8 pts), Leviathan Shield (+25 pts) or Clam Shield (+12 pts)
May ride in a Royal Chariot (+110 pts) or on The Great White Titan (+80 pts)
May choose up to 50 pts or magic items from the Common or Nautican magic items list.
Battle Standard Bearer - if the army does not include a Chanty Singer* then one Nautican Prince can
carry the Battle Standard onto the field of combat (for +25 pts). The standard bearer cannot take any
magical items if he chooses a magical standard (which can be of any points cost). The Battle Standard
Bearer cannot be the army's General even if he has the highest leadership.
* a Chanty Singer must be included in the army for the Nauticans to benefit from the Sea Storms rule (see
Nautican Army Special Rules)
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Chanty Singer
Nautican Generals often employ Chanty Singer Battle Standard Bearers in their forces. The Chanty singer
is not as adept in close combat as the equivalent Nautican Prince standard bearers but they make up for
this deficit with the rousing mystical chants and their power to bring Sea Storms into battle
Points/model: 85 pts
M Ws Bs S T W I A Ld
Chanty Singer 4 4 3 3 4 2 5 2 8
A Chanty Singer will uncontrollably chant and sing throughout the course of a battle. These songs cannot
be heard whilst a Sea Storm is in progress but will have the following effects on all friendly units within
12 inches when the storm ceases.
1-2 - tale sorrow, Nautican units with the Seaborn rule suffer -1 to their leadership
3-4 - fable of the deep, Nautican units with the Seaborn rule add +1 to their leadership
5-6 - echoes of mighty glories, Nautican units with the Seaborn rule add +1 to their leadership
and re-roll missed hits in combat
Battle Standard Bearer: if a Chanty Singer is taken he automatically becomes the army's battle standard
bearer and cannot take any magic items whatsoever (including magical banners) or any armour or
special weaponry into battle.
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Zharc
Zharc is renowned amongst the Nautican race for his hunting exploits
in the deep, he operates alone in the oceans and is credited with
awesome feats of hunting prowess.
Points/model: 210pts
M Ws Bs S T W I A Ld
Zharc 5 6 0 6 4 3 5 4 8
Zharc has lived for hundreds of years and has faced and survived many extremely dangerous, life
threatening encounters in the deep. He fought and killed the mightiest Great White shark that ever swam
the oceans with his bare hands. The encounter lasted three days and Zharc emerged half shark, half
Nautican. The Weresharks are his offspring.
The armband made from the teeth of the Great White Shark fortifies Zharc's nerves and makes him
Stubborn.
Wereshark Frenzy
Unable to contain his voracious appetitie, Zharc becomes stronger and more ferocious as he gets a taste
for his opponents blood.
Unlike normal frenzy, Zharc is not granted an automatic additional attack. Instead, he gets an additional
strength 7 attack for every unsaved wound inflicted on his enemy from his normal attacks in each round
of combat.*
Like normal Frenzy, if Zharc is beaten in combat the frenzy is lost for the remainder of the battle.
* If Zharc joins a unit of Weresharks resolve his Wereshark Frenzy separately from the unit's. The unit
does not get any additional attacks from unsaved wounds caused by Zharc and Zharc does not get any
additional attacks from unsaved wounds caused by the Wereshark unit.
Shark Father
Zharc can operate alone or lead a unit of Weresharks (his children) into combat. He will never join a
unit of "non-Weresharks."
A single unit of Weresharks lead into battle by Zharc counts as a special unit choice rather than a rare
unit choice.
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K' Li Mare
The Nautcians entice K' Li Mare to do their bidding because it is the only Octobipod they are aware of
that possesses any kind of sentient intelligence. The Nauticans believe K'Li Mare is a female octopus
although it's be difficult to tell without getting dangerously close ! "She" appears to be some kind of
matriarch in the Octobipod world with the ability to direct and control others of her kind.
M Ws Bs S T W I A Ld
K' Li Mare 6 4 0 4 4 4 4 4 7
Equipment: none
Grapple
Page 21
Draft 5.0
Zheala
Zheala is homeopathic healer, a female Nautican capable of reviving and rehabilitating other Nauticans.
M Ws Bs S T W I A Ld
Zheala 4 4 3 3 3 2 4 1 8
Healer :-
Nautican Benevolence:-
Zheala is a lover of the common Nautican and and will only join units of Wave Breakers, Tide Watchers
or Trident Guard.
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Vortex is wholly a water entity, she is translucent and those who have seen her up close have even
noticed small fish swimming within her form. Her presence would be barely perceptible to the naked eye
if it were not for the swirling water circling her body reflecting the dangerous light frequencies that
could destroy her.
When at peace and from a distance Vortex appears like a rainbow in the gloom of Nautican mists. When
in battle Vortex summons a whirling mass of water around her and any unit she is with. The waters
accelerate with terrifying speed, digging up the earth and rocks beneath it until it appears as a whirlpool
capable of battering the life (or unlife !) from any enemy coming into contact with it.
No one knows where Vortex comes from or where her purpose lay. The Nauticans believe her fate is
interwoven with their own for good or ill and that is why she will appear, on occassion, to aid the
Nauticans in their time of need.
M Ws Bs S T W I A Ld
Vortex "The Fateful" * 1 - 1 1 10 1 - 9
Equipment: none
Vortex must accompany a unit of Wavebreakers or Trident guard, she can never leave the unit she
started the battle with. If the unit fless or is detroyed Vortex instantly vanishes.
Whirlpool
The pace of the whirlpool gathers in speed and it's ferocity intensifies as enemies near. The full savagery
of the seas are met upon the enemy's ranks as waters and detritus pound their bodies when they come
into contact with Vortex or her unit.
The whirlpool is incredibly difficult to control, even for Vortex. The waves of magic in the water ebb and
flow in unpredictable ways meaning that a whirlpool that just tore the arm from a Varghulf may seconds
later appear calm before once again smashing into the enemy.
The following rules apply to every combat phase involving Vortex and/or her unit.
After impact hits, at the very beginning of each combat phase (both Nautican and the enemy's),
determine if Vortex is able to control the Whirlpool:-
Roll 2d6...
1) if the result is equal or less than Vortex's remaining wounds then the waters are under control. The
result of this 2d6 dice roll also determines the number of automatic hits the enemy will suffer.
The strength of the hits = the Nautican unit's rank bonus (max 3)
2) if the 2d6 roll is higher than Vortex's remaining wounds then she instantly vanishes, unable to control
the waves of magic any longer. Vortex plays no further part in the battle and Victory Points are awarded
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to the enemy as though they had destroyed her with their own hands (or claws !). The unit which Vortex
was a part of no longer benefits from the effect of any of the special abilities associated with Vortex.
Water Shield
The vast torrent of waters circling Vortex and the unit she accompanies not only act as a shield but also
make it dangerous and difficult for enemies to maneuver in combat and take advantage of flank and rear
charges.
The weight of enemy rank and file troops may continue to bear down upon the Nautican unit but due to
the torrents of water obscuring their vision of the battlefield they are unaware whether they are
outnumbered or not. As a result, the Nautican unit does not suffer the consequences that knowing they
are outnumbered sometimes proffers.
Enemies gain no combat resolution bonus for flank, rear attacks or outnumbering.
Vortex's unit does not automatically flee when defeated by an enemy it fears that outnumbers it. Test like
a normal break test against a feared enemy that does not outnmuber the Nautican unit.
Vortex and her unit benefit from soft cover for enemy missile fire purposes.
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Draft 5.0
Zu-Xhi
The largest, boldest, most intelligent and leader-like of Sprats found in the Nautican realm. Zu-Xhi is the
only somewhat reliable Sprat that the other Nautican peoples have ever come close to "trusting" (with a
very small "t").
Points/model: 50 pts
M Ws Bs S T W I A Ld
Zu-Xhi 5 3 4 3 3 2 5 3 6
Options: Zu-Xhi can take a single enchanted item into battle which can be either Limpet Mix or the Seeds
of Maze Weed at a cost of 25pts.
"Small Fry"
Page 25
Draft 5.0
M Ws Bs S T W I A Ld
Coastal Hermit 4 3 3 3 4 2 3 2 8
In times of great need the hermit can summon help from the wildlife
about him. The hermit can use any of the below bound spells in the
Nautican magic phase, he cannot use the same spell in consecutive
turns. Roll a d6 before using the staff to summon, on a roll of 1 the
power of the staff is not great enough to use that turn.
1. Snatch and Soar - the hermit summons a giant albatross to snatch any enemy model, within 18
inches and in line of sight, from it's unit and remove the enemy model from the battlefield
(presumably to be dunked into the nearest sea or fed to the chicks !).
This spell can only be cast against models with 1 wound on their starting profile. If the targetted
unit has missile weapons it can make a stand and shoot reaction (at the usual -1 to hit) to
attempt to slay the albatross before it plucks a member of their unit. If the albatross is slain then
it cannot be summoned again during the battle.
M Ws Bs S T W I A Ld
Giant Albatross - 3 - - 5 1* - - -
The targetted enemy model can either attempt to kill the albatross by using his normal attack(s) or
can take a strength test on d6+2 to avoid being snatched.
2. Call Gulls - This spell can be cast against any enemy unit within 24 inches and line of sight of
the hermit, the spell can be cast into combat. The Gulls are summoned to harry enemy units and
cannot be killed like an albatross, there are simply too many of them and they are too difficult to
hit. If the spell is not dispelled then the target unit will suffer -1 Ws, -1 Bs and -1 Initiative until
the end of the Nautican player's turn.
3. Coastal Mists (remains in play) - This spell can be cast against any unengaged friendly unit
within 18 inches no line of sight is required. The Mists surround the unit until the beginning of
the next Nautican magic phase. Enemies targeting the unit with missile weapons using their Bs
suffer -1 to hit.* The mist is not dense enough to have any effect for the purposes of close
combat.
* does not affect missile weapons that do not use Ballistic Skill
Page 26
Draft 5.0
Siren
Sirens are similar to Mermaids in form with a fish like tail and Nautican
like upper body largely covered with scales and small fins that allows
them to glide gracefully through the seas. Sirens scour the seas looking
for contact with surface dwellers to sate their curiosity about the air
breathers. These magic users sing medolic enchantments that bewilder
and confuse those that do not understand the bewildering nature of the
seas.
M Ws Bs S T W I A Ld
Siren 4 3 3 3 3 2 4 1 8
Enchanting Dream :-
M Ws Bs S T W I A Ld
Royal Chariot - - - 5 5 4 - - -
Trident Guard Captain 4 4 - 4 - - 5 2 8
Two Hippocamps* 7 3 - 3 - - 3 1 -
Equipment:
Scythes, Oceanic Trident & Scalemail for
Trident Guard Captain
*Sea Horses
(resembling normal horses with fish-like
tails)
M Ws Bs S T W I A Ld
The Great White Titan 7 4 - 5 4 3 2 2 4
Special Rules: Bloody Frenzy, Scaly skin 4+, Causes Fear, Armour Piercing Teeth, MR (1)
continued…
Page 28
Draft 5.0
Bloody Frenzy
Once the White Titan has caused an unsaved wound on an ememy it becomes Frenzied for the remainder
of the battle. This frenzy is never lost even if the White Titan is beaten in combat.
For every unsaved wound the Great White Titan causes in it's first round of attacks during each combat
phase it may make 2 additional attacks.
"Monstrous Mount"
The Great White Titan follows all the rules for monstrous mounts.
The is only one White Titan so only one can be included in a Nautican Army.
M Ws Bs S T W I A Ld
The Eternal Wave 20 - - 4 - - - - -
Special Rules: Flyer, Breaking Wave, Magic Resistance (2), Held Aloft, +1 army dispel dice
Flyer
If the Mermaid or Siren is part of a unit then
The Wave allows the Mermaid or Siren to move she descends to ground level and is treated like
across the battlefield in the same way as a flyer any other normal character that is part of a
except that it cannot pass over enemy units. unit. If she leaves the unit then the Eternal
Wave immediately swells again and holds her
Breaking Wave aloft.
If the Mermaid or Siren charges into combat the While being held aloft the Mermaid or Siren
wave crashes down into the enemy causing d6 benefits as being in soft cover.
str 4 hits.
"Monstrous Mount"
Held Aloft
The Wave follows the rules for monstrous
While independent from a unit the Mermaid or mounts in relation to distributing hits from
Siren floats several feet above the ground which shooting. If the Mermaid or Siren is slain the
provides her with full line of sight over both wave immediately disappears.
friendly and enemy units. This also means the
mermaid or siren is in line of sight of the enemy *Only one Eternal Wave can be included in a
in the same way as a Large Target (although the Nautican Army
enemy do not gain a +1 to hit for missile fire).
Page 29
Draft 5.0
Magic Items
Magic Weapons
Nautimo's Leviathan Vanquisher (75pts) the sword. If the Nautican is killed in the
following combat phase then he/she is
Prince Nautimo was the son of a Nautican King immediately restored to life with d3+1 wounds*
and heir apparent. The Prince was the King's
most accomplished and loved son and he was * this can take him above the number of
entrusted with many of the greater affairs of wounds on his / her starting profile.
state. Prince Nautimo travelled far and wide in
his time as the Kingdom's principal emissary. He ** the sword's power can only be unleashed
ventured ever further abroad for months at a once per battle but counts as a magic weapon
time and ever deeper in search of his kin from for the whole battle.
which his people were sundered during the
catalysmic Daemonic Wars.
Sea Staff (45pts, bound item power level 5)
Nautimo is credited with the greatest
underwater display of individual heroism in A solid magical shaft consisting entirely of sea
Nautican history. He mortally wounded a water held together by elemental water magic.
Leviathan and chased it back to the deep before
perishing from his injuries. While much of his The Sea Staff is a magic weapon which also
great victory is remembered in the Nautican bestows the ability to cast the Waterblast spell.
history books as a result of his valour, his The bearer cannot carry any additional magical
enchanted trident played no small part. items if they carry the staff because the staff is
so sensitive to other magic.
Oceanic Trident (+1 str, armour piercing)
After the staff has been used roll a d6, on a roll
Always hits and wounds on a minimum of 3+* of 1 or 2 the staff's power has been drained and
irrespective of any other modifiers (armour it cannot be used again for the duration of the
saves taken as normal). battle.
* or better if the bearer's strength and target's A light and powerful great weapon that moves
toughness would ordinarily give a lower "to and strikes with the same grace, speed and
wound" roll requirement. power of it's ocean namesake.
A regal Nautican heirloom, the sword was Snake o’ Nine Tails (40 pts)
retrieved from the charred and defiled bed
chambers of a Nautican queen in waiting. A nine thronged lash of venomous sea snake
Realising that the Daemonic hordes had heads. 9 str 2, poisonous attacks*.
breached the Royal quarters and her life was
now forfeit the Princess had thrown herself * replaces bearer's attacks.
onto the blade rather than be carried away and
used as a Daemonic plaything.This sword is
imbued with the spirit of a life cut short and
destiny unfulfilled.
Page 31
Draft 5.0
Magic Armour
Spirit Shroud of the Seas (45 pts)
The Cystal Crown (65 pts)
A magical embodiment of the power of the Seas.
The Cystal Crown is a royal Nautican artefact of This cloak billlows about the bearer invoking
legendary renown. It is occasionally borne into dreadful visions of a wrathful, veangeful Ocean.
battle by Nautican Princes and Lords as a
symbol of determination because it is said that The shroud wearer Causes Terror.
no army that bears the crown into battle will
ever route from the field.
The gauntlet confers Magic Resistance (1). The cloak does not confer an armour save but
Magic weapons lose all their magical properties the bearer becomes immune to poisonous
and become mundane weapons of the same attacks.
type* when striking the bejewelled gauntlet
wearer.
* if for any reason the enenmy's magic weapon Great Clam Shield (40 pts)
does not / cannot have a mundane equivalent
then the attacker is assumed to use a mundane Probably the hardest natural substance known
hand weapon instead. in the world. Few weapons can penetrate the
surface of the great clam shield.
Leviathan Platemail (45 pts) Heavy Armour 4+ save that can never be
reduced below 5.
It's no suprise that this suit of armour is so rare.
Page 32
Draft 5.0
Fashoned for the Nauticans by Vulcanis for their help in ridding his volcanic underworld of Daemonic
monstrosities. This helmet brings doom upon an enemy that slays their opponent in the belief that victory
is theirs.
On the wearer's death the helmet explodes like a small underwater volcano causing 2d6 str 4
flaming hits (distributed as shooting hits) on all enemy units in frontal base contact.*
* The helmet was designed to explode in a forward facing direction so most of it's power is focused in
front of the wearer. Friendly and enemy units in base contact to the wearer's side or rear suffer d6 str 3
flaming hits.
A shield with protruding starfish shaped "arms". This shield responds to enemy attacks and instantly
grows arms to provide further protection to the bearer.
In close combat the shield provides an armour save in proportion to the enemy threat based on the
number of enemy attacks*
* use the enemy model in base contact with the most attacks
The armour save applies to all close combat attacks directed at the Nautican shield bearer. The save even
applies if the enemy with the most attacks in base contact with the bearer does not attack the bearer.
The shield can be combined with other armour but cannot improve the bearer's armour save to better
than 2+
A large square shield not noted for it's power to stop a blow but notable for the danger it presents to the
attacker. This shield will shatter razor sharp coral in the face of the enemy when it is hit.
Shield 6+ armour save. Each successful armour save roll results in a str 3 hit on the enemy.
Page 33
Draft 5.0
Arcane Items
Surface Rod of Divination (70 pts) Knowledge of Shoal of Strength (30pts)
In preparation for their emergence into the The Nauticans are all too aware of the benefits
surface world, the Nauticans developed a rod of of acting as one, like a shoal in the sea. Their
divination to seek out and draw power from battlefield tactics resemble, in some ways, the
subterranean "sweet" water. survival instincts of sea creatures. Even
Nautican spellcasters adopt a similar approach.
+2 to all casting attempts.
The wizard with the knowledge of Shoal
Strength can allow any other Nautican
Emerald Eye of the Kraken (40 pts) spellcaster on the battlefield to use his/her
power dice.
The eye of the Kraken embodies the indomitable
will of the giant sea monster.
Coral Amulet (25 pts)
Magic Resistance (1)
Rare Corals sometimes bloom around magical
Any enemy spell cast against the bearer or the underwater vents that channel the waves of
unit they are with will be permanently lost to magic into the Warhammer World. These
the enemy on a roll of 5 or 6 on a d6. corals absorb the magic on it's path into the
oceans. The Coral Amulet is carved from such
coral.
Crystal Chime (30 pts, one use)
adds +1 power dice to the army's casting phase
A seemingly innocuous charm to the Nauticans while the bearer lives.
but a great threat to enemy spellcasters. This
trinket lets out a high pitched, piercing sonic
wave across the battlefield before it shatters into Gift of Whale Song (20 pts, one use)
a thousand tiny shards.
Nautican spellcasters have deciphered whale
The Nautican bearer can ring the crystal chime song and adapted it's use to communicate in the
but once during a battle. All enemy spellcasters deep and on land while many leagues apart
must pass a leadership test (at -1 Ld) to be able from one another. With great effort and
to cast any spells during their following magic concentration a Mermaid or Siren can sing a
phase. whale song to communicate with their magical
brethren.
Muses Harp (30 pts) A spellcaster with the gift can communicate a
(Bound Spell Power Level 4). spell to any other friendly Nautican spellcaster
on the battlefield (no line of sight is required).
An enchanting music emanates from the harp.
It praises the listener's inner desires and Once communicated, the spell is effectively
beguiles them into actions they are scarcely transferred from one caster to another and can
even aware of as they amble around the no longer be used by the original caster for the
battlefield with no purpose but to feed their remainder of the battle. The spell transfer can
own ego. result in the recipient having one more spell
than they would normally begin the battle with.
The bearer can target enemies within 24 inches
and line of sight. If the enemy fails its To communicate a spell the Nautican spell
leadership test then it is enchanted by the music caster transferring the spell must nominate a
and unable to move in it’s following movement recipient spellcaster. The recipient must pass a
phase. leadership test at the very beginning of the
Nautican magic phase to understand the Whale
Does not affect units immune to psychology. Song. If the recipient fails the leadership test
then the spell is not transferred and is lost by
After the Harp is used roll a d6, on a roll of 1 or the transferer for the remainder of the battle.
2 the harp's energy is depleted for the
remainder of the battle.
Page 34
Draft 5.0
Ring of Oceanic Rapture (40 pts, one use) Flyers must pass a leadership test to be able to
charge the bearer or the bearer's unit.
The Oceanic Rapture is a mythical event long
held as fact by the Nauticans. They perceive a
time when Chaos will ruin all lands and seas
and the gods will rescue their souls before the Shell Horn (20 pts, one use)
ending of the world.
This horn reverberates around the battlefield
At the start of any Nautican turn, the bearer of with a reassuring sound of the waves that
the ring can increase all of his starting profile brings courage to the Nauticans.
characteristics by +2 until the beginning of the
following Nautican turn at which point his Once per battle, at the start of the Nautican
form and soul disappears from the battlefield. turn, this horn can be sounded to automatically
The Nautican has irrevocably committed his rally all friendly Nautican units within 24
soul to the Gods of the Seas to dwell ever more inches (except for the bearer's unit, the bearer
in the After Deep and the Nautican model is will be too busy running to blow the horn !)
removed as a casualty. This action is
irreversible.
Talisman of the Conger (20 pts)
Enemies gain victory points for as though the
Nautican had been slain by their actions. Famed for their stealth and hunting skills, the
conger is rarely seen or captured.
Vial of Healing Sea Salts (30 pts, one use) The bearer becomes a skirmisher and gains the
special scout rule. If he jons any non-
A small glass vial containing rare exquisite sea skirmishing units he permanently loses these
salts that can be administered to cure anything skills.
but the most mortal of wounds.
Page 35
Draft 5.0
Enchanted Items
Book of Malaise (45pts) The Silver Gale Ring (30pts)
(bound spell, power level 4) (bound spell, power level 3)
The words from this tome, when uttered in the This ring seemed to be but a small
strange guttural tongue of the Nauticans, inconsequential Nautican heirloom - a playful
invoke the calming seas of the doldrums in the gift from a Nautican prince to his bride. The
minds of the enemy. The Nautican's foe become ring simply enabled the Nautican princess to
overwhelmed with lethargy as the words sap guide the underwater currents before her. It
their will to fight. was only when the Nauticans made landfall that
they discovered the true power of the ring on
All enemy units with any models within 12" the surface world.
must pass a leadership test at -2 or immediately
have their initiative reduced to 1 and lose any The prince and his bride have long since
frenzy and hatred they are subject to until the disappeared from the underwater world, the
end of the Nautican turn. Nauticans generals now use the ring in battle
for it possesses the power to raise a gale on the
The aura of Malaise which pervades the field surface world!
disturbs the concentration of enemy spellcasters
who suffer -1 to all casting attempts in their Target an enemy unit within 24" and line of
following magic phase if they are within 12" of sight of the bearer. When the bound spell
the book and the bound spell was successfully within the ring is successfully cast and it's
cast in the previous Nautican magic phase. power unleashed the targeted enemy unit is
buffeted by powerful winds and cannot march
After the words are spoken from the Book of move in it's following movement phase.
Malaise roll a d6 on a roll of 1 or 2 the book's
powers are exhausted for the remainder of the After every use of the ring roll a d6, on the roll
battle. of a 1 or 2 it's power has been depleted for the
remainder of the battle and it cannot be reused
and no longer counts as magical.
Dream Staff (40pts, one use)
This staff is usually used by Nautican Lords in Seeds of Maze Weed (25pts, one use)
the quest for precious Kraken eggs to calm any
Kraken they should encounter. With the power Maze weed is grown by Nautican farmers and
to cast an enemy leader into a languid state of eaten with relish by the Nauticans. For other sea
absent-mindedness this artefact is unique and faring races the weeds are a dangerous hazard
powerful in the hands of a wily commander. and have resulted in the loss of countless lives
as boats and even ships become entangled and
Once per battle, the dream staff can target any lost in the endless maze of weeds that can
enemy character within 24 inches and line of extend for countless miles across the ocean.
sight. If the enemy fails it's leadership test-2 Nautican magic has created a virulent weed
then the character appears distracted and that can grow almost instantaneously.
confused. Enemy units cannot use the
character's leadership in any tests until the The bearer can throw the seeds (during the
beginning of the enemy's next turn. magic phase) at any enemy within base contact.
The unit immediately becomes entangled and
Enemy models in base contact attacking the loses it's always strikes first rule (if it had it) for
bearer always strike last* and lose any frenzy or the next round of combat (as they attempt to
hatred they were subject to (for as long as the slash the weeds out of their way).
enemy is in base contact with the bearer of the
dream staff)**. The weeds affect the enemy's movement when
they pursue or flee from the current combat
* If the enemy model has the always strikes first engagement. Units that usually pursue/flee 2d6
rule then models attack in initiative order. inches now move 2d6-2 inches, units that
** The staff counts as a magical weapon with usually move 3d6 inches will move only 3d6-3
the above properties for the duration of the inches. Flyers are unaffected.
battle whether the bound spell is cast
successfully or not.
Page 36
Draft 5.0
Limpet Mix (25 pts, one use) Pearl Charm (20pts, one use)
A bag of magically enhanced limpets that stick The Nauticans hold the jewels of the sea in great
to flat surfaces and grow at a remarkable rate. esteem believeing them to be things of mystical
The Nauticans use these to weigh down passing origin that grant fortune to the bearer.
ships that are deemed to be a threat. The limpets
are all but impossible to remove and great The bearer can re-roll one d6 dice per battle for
ocean going vessels have been sunk within an any test the bearer has to make. This could
hour by the weight of these limpets which can include to hit, to wound, armour save, ward
quickly grow to giant proportions. save, initiative test or any other test the bearer
would usually use his/her profile for.*
A Nautican character can throw the limpets at
an enemy unit within 8" in the shooting phase * the pearl charm cannot be used to re-roll any
(roll to hit as normal, no -1 modifier for long test where more than 1 dice is usually used
range). (leadership tests for example)
Page 37
Draft 5.0
Magic Banners
The Tsunami Wave (135pts) be deployed with a frontage of 5 and
either 14, 19, or 24 troops.
Containing the raw unadulterated power of No one other than "the appointed" may
ocean magic this banner washes the air of the touch the standard so if the battle
winds of magic and cleanses all "unclean" land standard bearer dies the unit loses the
based magic in it's path. banner and their unbreakable quality.
No other magic standard can be
The unit bearing this banner is totally immune included in a unit bearing the
to all surface world magic including magical standard.
missiles, spells and magical attacks of all kinds.
All enemy Magic items of units in base contact
count as mundane items while the enemy unit
remains in base contact.
Spellcaster within enemy units in contact with The Compass Banner (45 pts)
the banner bearing unit cannot cast spells while
they remain in base contact. The unit bearing this standard moves with a
deliberate direction and pace like no other. The
The unit's attacks count as magical attacks. unit is naturally aware of it's surroundings and
can automatically navigate the quickest route
through any terrain.
The Millenial Fathom (110 pts)
The unit suffers no movement penalties for any
This mysterious bronze relic, believed to be a movement whatsoever on the battlefield. This
standard of the Ancients, was retrieved by includes but is not limited to turning, reforming
Nautuno, Nautica's most famous son and the and movement across difficult terrain.*
most renowned of the Trident Guard elite.
Nautuno discovered the standard in an note however
uncharted abyss a thousand fathoms beneath
the waves. He wrestled the prize from the the unit cannot move into or over
"unspeakable one", a malicious chaotic spirit impassable terrain.
that scours the blackest waters for souls. Any enemy magic spells or items that
Nautuno swam deeper and for longer than any would normally affect the unit's
Nautican had ever managed before or since but movement continue to do so.
paid for the withering endeavour... with his life. The unit continues to be subject to the
normal shoot and move rules.
This standard belongs to the Trident Guard and
the Trident Guard alone. They keep it in
memory of Nautuno who was the greatest of
their kind. The Trident Guard will not suffer
another unit to carry the banner or even a hero
or lord, other than the Army's Battle Standard Creatures from Below (40pts)
Bearer to join their unit while they march into
battle with the Millenial Fathom. Even the bravest Nauticans fear to go to the
deep places of the Ocean, especially those areas
In honour of Nautuno, the Trident guard always tainted by Chaos. This banner is imbued with
leave an empty space in their ranks. the trapped essence of those few who tried and
lived to tell the tale.
The standard makes the unit Units carrying this banner cause Fear.
Unbreakable
The unit cannot be joined by any
character except for the Battle The Bull Shark Banner (35 pts)
Standard Bearer.
The banner can only be carried by the Depicting terrible visions of frenzied shark
battle standard bearer (who cannot attacks, this banner imbues it's bearing unit
take another magical item) with a savage blood lust rage that can never be
In honour of Nautuno, the Trident quelled.
Guard unit that bears the standard will
leave a space in it's ranks at the Unit is Frenzied and never loses Frenzy.
beginning of a battle and will always
Page 38
Draft 5.0
Invoking the power and protection of ocean Pressure of the Depths (25 pts)
shoals and strength in numbers. The unit
carrying this banner counts as double it's usual Few creatures can withstand the crushing
size for the purpose of psychology tests (such as pressure of the deep ocean. This banner mirrors
losing a combat resolution to a fear causing this crushing pressure in order to protect the
enemy). Nautican army from enemy weapons.
In addition, the unit benefits from +2 to it's Units carrying this banner have a 6+ Ward
combat resolution (rather than the usual +1 for Save against all mundane enemy attacks
a standard bearer) including missiles and close combat. The
banner does not protect against magical attacks
(missiles or close combat)
Scourge of the Sailor (25 pts)
What any surface dweller fears most about the Blistering Sun (10 pts)
seas is thirst. Surrounded by water but not a
drop to drink. This banners brings to the mind This banner shines with the radiance of a
of the enemy a terrible quenchless thirst. blistering summer sun on a cloudless ocean.
The glare is so unforgiving that the enemy is
New enemies in base contact must pass a unable to ready their missile weapons in
toughness test* before their first round of preparation to receive a Nautican charge.
combat against the unit carrying this standard
(characters test separately). Enemies failing the The enemy cannot use the stand and shoot
test suffer -1 strength in the ensuing 1st round charge reaction against a unit bearing this
of combat* a roll of 6 is a fail. banner.
Page 39
Draft 5.0
Core Units
Coral Hunters
The smallest and most timid of all Nautican creatures (nicknamed "Sprats" by other Nautican units), these
"lower sea beings" group together for safety and hunt quickly in numbers. The greater Nautican Generals
spotted their potential and trained them to wield spearguns and respond to battlefield commands.
Nonetheless, they remain nervous and somewhat unreliable in combat.
Fishers are small, naturally instinctive hunters of underwater caverns and deep faults. They group
together for safety.
Points/model: 3 pts
M Ws Bs S T W I A Ld
Coral Hunter 5 2 3 2 2 1 4 1 5
Sharpshot 5 2 4 2 2 1 4 1 5
"Sprats" are extremely protective of their self Other Nauticans look down on Coral Hunters
governance and will not suffer the internal (literally), they are seen as being dispensable
leadership of anybody but another "sprat". Their and almost inconsequential. Nauticans expect
internal disorganised state is in any case a "Sprats" to be easily wiped out or flee from
mystery to the other Nautican peoples who have combat.
long since given up trying to make sense of
"sprat" behaviour. Nautican units never suffer panic as a result of
the poor performance of "Sprats" on the
Units of Coral Hunters cannot be joined by a battlefield. This includes a "Sprat" unit being
character. destroyed, breaking from combat or a "Sprats"
unit fleeing through a friendly Nautican unit.
Page 40
Draft 5.0
Crest Riders are small and light enough to be propelled across the battlefield by magic waves prepared
before battles by the magical elite of the Nauticans.
Points/model: 6 pts
M Ws Bs S T W I A Ld
Crest Rider 5 2 3 2 2 1 4 1 5
Triple Fin 5 2 3 2 2 1 4 2 5
Special Rules: Seaborn, Wave Magic use bound, Breaker Wave Charge, Anarchic, "Small Fry"
Page 41
Draft 5.0
Wave Breakers
The common rank and file in the Nautican army. These troops are the
backbone of the army and can be found in numbers across all of the
Worlds oceans.
Points/model: 6 pts
M Ws Bs S T W I A Ld
Wave Breaker 4 3 3 4 3 1 4 1 7
Ripcurl 4 3 3 4 3 1 4 2 7
Options:
spears +1pt, shields +1pt or clam shields +2pts.
Standard bearer + 10pts, musician + 5pts, promote a Wave Breaker to a Ripcurl +10pts
1 unit may wear scale mail for 2pts per model, 1 unit can carry a magic standard of up to 25pts.
Page 42
Draft 5.0
Sandgangers
Silicon based life forms made wholly of sand. These perculiar creatures which the Nauticans appear to
have some control over, try to adopt the form of the enemy they are fighting.
Points/model: 5 pts
M Ws Bs S T W I A Ld
Sandganger * * * * * 1 * * 5
Ignimbrite * * * * * 2 * * 5
Equipment: none
Dopplegangers:-
All profile stats are the same as the enemy opponent's stats minus 1 pt so if the enemy has a weapon skill
of 4 then the opposing sandganger has a weapon skill of 3. No stat can be less than 1. Note: the wounds
stat for a sandganger is always 1 and for an Ignimbrite it is always 2. Sandgangers and Ignimbrites do
not have to use their doppleganger power, it is optional at the beginning of each round of combat but the
whole unit must either use the power or not.
The sandgangers and Ignimbrite can only adopt the characteristics of models in base to base contact. At
the beginning of each round of combat each sandganger can choose which model to copy if more than 1
is in base to base contact. They only adopt the profile stats, not any weaponry or armour being carried or
any other special rules that the enemy models benefit from (eg. always strikes first).
There is a limit to how much Sandgangers and Ignimbrites can grow in size. Each sandganger can only
adopt the form of enemies up to a unit strength of 2 (eg cavalry). The doppleganger effect can only
emulate a single type of enemy, therefore when fighting cavalry the sandganger can only adopt the
characteristics of a rider or his mount not both.
Ignimbrites can adopt the form of enemies up to and including Ogre sized enemies (ie an individual
model unit strength of 3).
When not in contact with an enemy model the following profiles apply:-
M Ws Bs S T W I A Ld
Sandganger 4 2 0 2 3 1 2 1 5
Ignimbrite 4 2 0 2 3 2 2 1 5
Crumble
Units reduced to less than 5 models immediately crumble to dust as the magical power holding the unit
together dissipates.
Page 43
Draft 5.0
Stingrays
These creatures magically glide through the air as gracefully as they traverse the oceans. The Nauticans
use these creatures to quickly get to grips with enemies out of range of other Nautican units.
Points/model: 25 pts
M Ws Bs S T W I A Ld
Stingray 1 3 0 3 3 2 3 2 7
Equipment: none
Barb Charge:-
Note:
Units of Stingrays are rare in the Nautican world because they are the natural prey of other creatures
such as The Leviathan, Octopus Giganteus and Weresharks which are very fond of having Stingrays - for
dinner !
The Nautican commanders are careful to protect a unit of Stingrays for use in battle but they cannot keep
them all safe. The first unit of Stingrays can be taken as a core choice, further units must be taken as
special or rare choices.
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Draft 5.0
Special Units
Aqualops
The strange race known to the Nauticans as the Aqualops live deep down in the oceans. They dwell so
deep and are so scare that the Nauticans rarely encounter them because even the bravest Trident Guard
captain would fear swimming under such deep water pressures.
The Aqualops farm sea sprouts for food, these perculiar organisms spawn from spores in laval rock. They
resemble seaweeds but have been given an animate existence by the magical hot underwater vents forced
open by the ceaseless incursions of chaos.
Pts/model: 80 pts
M Ws Bs S T W I A Ld
Aqualops 6 3 3 5 4 2 1 3 7
Spore Rock
These rocks contain the lifeblood of the Aqualop race - sea sprouts or
"Sweadlings" as they are known by the Nauticans. Aqualops eat sea
sprouts, in fact they eat nothing but sea sprouts (hence the repugnant
odour that surrounds them in the low pressures of the surface world).
Each Aqualop carries a single Spore Rock into battle. Their tight grip
keeps enough pressure on the Seaweedling spores to keep them from
exploding forth into the surface world. The Spore Rocks usually sprout
very slowly, just once every few years in the deep ocean chasms but the
low air pressure on land vastly accelerates their growth rate turning
them into living seaweed bombs !
The Aqualops can throw the spore up to 8 inches, use the small artillery template and roll the artillery
and scatter dice as usual.
Any models hit suffer a str2 hit with no armour save from the exploding spore that sprays blinding acid
and spreads choking toxic fumes.
If the spore rock did not cause a direct hit then move the template in the direction of the scatter dice but
only half of the distance indicated by the artillery dice.
If the artillery dice indicated a misfire then the Aqualops has inadvertently dropped the Rock Spore
causing d6 str 2 hits (on himself only) with no armour save.
An Aqualops cannot use the Spore Rock in a stand and shoot reaction (they are far too dim witted and
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Draft 5.0
If an Aqualops or his unit is engaged in combat before he has thrown his Spore Rock then he will
immediately drop the rock causing d6 str2 hits on himself and d6 str2 hits on the enemy that engaged
him in combat (with no armour save for either the Aqualops or his enemy).
An Aqualops that flees will automatically toss the Spore Rock over his shoulder. This causes no damage to
either him or anyone standing behind him ! He cannot retrieve the Spore Rock later in the game.
Note: an Aqualops only takes one Spore Rock into battle, once it has been thrown or dropped the
Aqualops cannot throw another one.
Spore Rocks explode on impact and instantly unleash the astonishingly fast growing Seaweedlings
"living" within it.
M Ws Bs S T W I A Ld
Seaweedling 4 3 0 2 1 5 3 5 10
Each spore will explode into d3 Seaweedling swarms on impact. If the Spore hit it's target then line the
Seaweedling swarm up against the enemy unit with the maximum number of Seaweedlings in base
contact. Seaweedlings will usually be lined up with the enemy's front rank but if the Spore was thrown
from within the enemy's flank or rear arc then the Seaweedlings should be lined up against the enemy's
flank or rear respectively.
If the Spore missed it's target then line the Seaweedlings' front rank around the centre of the small
template pointing towards the enemy the spore was thrown at (no closer than 1" from it's target)
Seaweedlings erupting from rock spores which hit their target in the shooting phase count as having
charged in the following combat phase.
If the Spore Rocks thrown by two Aqualops in the same unit land in the same place (ie. if the small
templates are touching) then the resulting Seaweedling units can be formed up as a single unit. If the
templates did not touch, then the Seaweedlings count as 2 separate units. A Seaweedling unit does NOT
suffer casualties as a result of being hit by a Spore Rock.
Entangle
All models in an enemy unit in base contact with a Seaweedling unit lose the always strikes first rule (if
they had it). In addition, all models in the enemy unit suffer -1 to their strength as the "weeds" tug at
their legs and weapons while the suffocating "Sweadling" toxic fumes sap the enemy's strength.
Swarm
Seaweedlings are swarms. They are therefore unbreakable, have the skirmisher rule and suffer additional
wounds if beaten in combat. The Seaweedling unit suffers an additional wound for every point by which
they lose a combat resolution.
Interceptors
The strongest, toughest and most fearless of all Nautican
units. These Nauticans are recruited from the ranks of the
Trident Guard, they are fearless slayers of the denizens of
the deep at whose hands they have suffered personal woes
through the loss of family and loved ones. Nautican Lords
dispatch the Interceptors to try to fend off Leviathans
approaching the royal Nautican halls while the Trident
Guard prepare the defences.
Points/model: 12 pts
M Ws Bs S T W I A Ld
Interceptor 4 4 3 4 3 1 5 1 8
Destroyer 4 4 3 4 3 1 5 2 8
Special Rules: Seaborn, Stubborn, Skirmishers, Immune to Psychology, Leviathan Charge, Angular Attack,
Hate (all enemies)
Leviathan Charge
Unlike regular skirmishers Interceptors do
The Interceptors are elite warriors who train negate the rank bonus of enemy units they are
solely to protect their realm from the denizens, fighting in the flank or rear.
daemons and monstrous creatures of the deep.
Their arch foes are the mindless, feral Note: this takes precendence over the normal
Leviathans which they despise, infact such is the skirmishing rules that state skirmishers do not
pain in their tourtured souls, Interceptors have negate the enemy's rank bonus. In all other
now learnt to hate all their enemies. respects the normal skirmishing rules apply (eg.
the Interceptors do not receive a combat
The Interceptors have mastered a fast, resolution bonus for flank/rear attacks or unit
overwhelming assault that has sometimes ranks).
proved to be enough to deter the onslaught of a
Leviathan and send it back to the deep.
Note: Interceptors cannot be lead by a character
+1 attack when charging (Lords and Princes have not mastered the
Interceptor ways). Interceptors are the ultimate
in elite Nautican units, only 1 interceptor unit
Angular Attack can be included in a Nautican army per Lord or
Mermaid.
Interceptors are not stupid ! They always
attempt to surround any denizen of the deep
that they are sent to attack. They adopt a unique
attack and are adept at positioning themselves
to charge into their opponent’s flank.
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Points/model: 12 pts
M Ws Bs S T W I A Ld
Trident Guard 4 4 3 4 3 1 5 1 8
Guard Captain 4 4 3 4 3 1 5 2 8
Any Oceanic Trident Guard unit may carry a magic standard with a
value up to 50pts.
Bodyguard
The Oceanic Trident Guard are the elite personal bodyguard of Nautican Lords and Princes. It is beneath
them to fight for peace loving mermaids and sirens or non Nautican characters.
Only one Oceanic Trident Guard can be included in the army per Nautican Lord or Prince (not including
Nautican Special Characters)
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Draft 5.0
Giant Crabs
These crabs have grown huge over 300 years in the deep. They come as a mating pair and fight for the
Nauticans and for one another. They are extremely difficult to kill but pity the fool who does send one to
a watery grave !
M Ws Bs S T W I A Ld
Giant Crab 4 3 0 3 5 3 2 3 7
Unit Size: 2* (50x50mm base size per crab), Unit Strength 6 (3 per crab).
*only one pair can be taken for each 1000pts in the army
Equipment: none
Armour Save 3+
Crushing Pincers:-
The pincers of a crab take little heed for shields or even plate mail armour. Once grabbed by a pincer
armour is of little help as the pincer squeezes and crushes the opponent within it's own armoured coffin.
Granite Crush:-
The crabs grip is second to none in the Oceans, once the crab has seized it's quarry death is almost a
certainty.
In the combat phase the crab can sacrifice it's normal attacks for a single granite crush attack in an
attempt to try to squash it's enemy into a pulp. Roll to hit as normal, a granite crush attack causes a single
str10 hit resulting in D3 wounds. The crush is so traumatic that the enemy cannot use a Regenerate save.
The crush is only effective against single models up to Ogre Size (ie. unit strength 3 or less)
http://www.reapermini.com
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Draft 5.0
Lobstrosities
Half bipod, half lobster - these underwater abberations resemble huge upright, walking insects! The
lobstrosities have long been employed by the Nautican peoples - they are mindless and slow to act but are
very reliable and easily controlled (with fish !)
Points/model: 32 pts
M Ws Bs S T W I A Ld
Lobstrosity 3 3 0 5 4 3 1 2 4
Grandimanus 3 3 0 5 4 3 1 3 4
The lobstrosity unit rerolls each enemy dice that hit the lobstrosity
unit (a single reroll for each hit). If the roll is equal or higher than
the original enemy hit roll then that hit is discarded.
Carapace Facing
The lobstrosity is part lobster and part insectoid in appearance. It always moves with it's pincers
protecting it's weak underbelly to protect against ranged weaponry until it enters combat.
To represent this the lobstrosity has a 3+ armour save against missile fire and 4+ save in close combat.
Relentless
Lobstrosities might not be fast but they simply do not stop, they are always ready to attack and defend
themselves.
Lobstrosities can march move even if they are within 8 inches of the enemy.
Image used with permission of HydraMiniatures (http://hydraminiatures.com)
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Draft 5.0
Tripoon Battery
Harpoons are used by the
Nauticans to fend off monstrosities
of the deep from their underwater
settlements. Tripoon units consist
of 3 harpoons which operate in
unison targeting the same enemy
each time they fire. The harpoons
resemble their land based
counterpart the bolt thrower with
the exception of the "bolt" itself
which is often tipped with large
barbs and hooks to cause
maximum damage to single
targets. Harpoons are unwieldy
and not as refined for battlefield
purposes as the common bolt
thrower.
M Ws Bs S T W I A Ld
3 Harpoons - - - - 7 9 - - -
Wave Breaker crew 4 3 3 3 3 1 4 1 7
Range Fathomer 4 3 4 3 3 1 4 1 8
Unit Size: 3 harpoons, 9 crew (treated as a single unit. note: the harpoons are separate models but act as
one in that they must all target the same enemy unit)
Special Rules: Bolt thrower rules for each harpoon (with the below Tripoon rule exceptions)
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Draft 5.0
Rare Units
Octobipods
Abominations, alien looking in both sea and land habitats. These creatures are extremely dangerous to
land creatures, possessing neuromuscular paralysing venoms unknown on the surface world. A single
touch can lead to near instant motor paralysis and almost certain death, even their Nautican masters
keep a safe distance from the Octobipods.
Points/model: 48 pts
M Ws Bs S T W I A Ld
Octobipod 6 3 0 4 4 4 4 4 6
Blue Ring* 6 3 0 4 4 4 4 4 6
Equipment: none
Grapple
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Draft 5.0
Weresharks
Natural predators of the deep, quick to strike and ever more dangerous as the scent of blood pervades
their senses and the insatiable hunger for fresh meat rages within them.
Points/model: 55 pts
M Ws Bs S T W I A Ld
Wereshark 5 4 0 5 4 3 4 3 7
Tiger Wereshark 5 4 0 5 4 3 4 4 7
Wereshark Frenzy
Insatiable Predator
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Draft 5.0
The Leviathan
On the below results the Leviathan charges the
nearest unit (friend or foe) and does not stop
The scourge of the Nautican people, these attacking until either the unit is destroyed /
ferocious beasts are a match for any creature flees or the Kraken has been destroyed / flees.
ever fielded in battle on the surface world. They (note: the Leviathan always pursues a fleeing
are the world's underwater Dragons. A enemy - see Endless Pursuit rule below)
Leviathan will not fight willingly for the
Nauticans, the few which the army has in it's Turn 1 - under control
service were raised from captured eggs and Turn 2 - roll of 6
carefully nurtured for hundreds of years. Even a Turn 3 - roll of 5+
"trained" Leviathan remains far from tame and Turn 4 - roll of 4+
is extremely dangerous for friend and foe alike. Turn 5 - automatically attacks nearest unit.
Points/model: 380 pts Endless Pursuit:-
Saves: Leviathan Scales 4+ armour save, Magic The Leviathan is totally oblivious of
Resistance (2) inconsequential goings on around it. It looks
only for threats and killing opportunities.
Territorial:-
Instinctive Killer:-
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Draft 5.0
Octopus Giganteus
A dangerous and cunning predator of the deep - one that the Nauticans have moulded to their will
through patience and mutual benefit.
M Ws Bs S T W I A Ld
Octopus Giganteus 6 3 3 5 4 8 3 8 7
Equipment: none
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Draft 5.0
The great turtle has survived for countless millenia, first in it's living form, now in it's translucent ghost
like presence. Many of the greatest Nautican minds have spent a lifetime pondering the creature's
existence and it's purpose. The fact remains that no one can answer any of the many questions.
At times, the Turtle has appeared in the Nauticans darkest hours and in their direst of needs. Whether
this be a time or war, famine or disease, the appearance of the turtle seems to preceed a change for the
better in Nautican fortunes.
M Ws Bs S T W I A Ld
Fortunis 12 1 0 5 5 6 1 0 10
Invulnerable
It is impossible to kill or otherwise deflect the Turtle from it's course. The best that an enemy can hope for
is to banish the Turtle from the surface world back to it's Ocean realm.
The Turtle has the ethereal rule meaning that it can only be harmed by magic attacks, magic missiles and
spells. In addition, the Turtle is not affected by any magic effects whatsoever other than those which
cause wounds.
As soon as Fortunis is reduced to zero wounds it instantly disappears from the battlefield. At the end of
every phase (eg. magic, shooting, combat) in which Fortunis suffers unsaved wounds it must test against
it's leadership, a failed roll results in Fortunis instantly vanishing from the battlefield.*
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Draft 5.0
Unwavering
Fortunis moves across the battlefield at a steady pace in a dead straight line. The ethereal turtle never
veers to either the left or the right and never slows, passing through any objects in it's path whether they
be animate or inanimate or even if they are attacking it with magical weapons.
While Fortunis exists on the surface world he cannot be stopped by any means other than being 'slain'
and thus dispatched back to his magical underwater world. The Giant Turtle can be engaged in close
combat by those in base contact but is not subject to the normal combat resolution and does not provide
any benefit for the Nautican army in multiple unit combats . The turtle will continue on it's path
irrespective of the attacks against it.
Fortunis begins the battle at the table edge within the Nauticans deployment zone. The Nautican player
places a marker anywhere along the table edge within the enemy's deployment area. Fortunis moves 12"
at the very beginning of each Nautican movement phase directly towards it's destination marker.
Righteous Destiny
The Turtle is ever the bearer of good fortune for the Nauticans and it's presence seems to greatly enhance
the "luck" of nearby Nautican forces while their enemies see the Turtle as a portent of their coming doom.
Any Nautican unit including associated characters that are partly or wholly within 12" of Fortunis benefit
from the following :-
Close combat
Nautican "to hit", "to wound" - dice rolls of 1 can be re-rolled
Magic
Spell casting - dice rolls of 1 can be re-rolled (excluding miscasts)
The presence of Fortunis benefits the army as a whole as it draws in the waves of magic to protect the
Nautican forces. The very first unsaved wound caused during the battle against the Nautican army is
always ignored as though it had been prevented by a ward save.
*note: Fortunis himself cannot re-roll 1's only other Nautican Units !
** don't forget, you can never roll a re-roll ! The above re-rolls are only applicable if a re-roll has not
already been taken.
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Draft 5.0
Lord Characters
Nautican Lord 4 6 5 4 4 3 7 4 9 105 20mm n/a
King of the Seas 6 7 6 7 5 5 3 4 10 490 40mm n/a Seaborn, Royalty, Hate, Terror, Stubborn, Large Target
Guardian of Time 6 4 3 6 6 5 5 5 9 425 50mm n/a Anchor Bound, Loner, Terror, Large Target
Mermaid 4 3 3 3 4 3 5 1 9 205 20mm n/a Peerless Beauty, Ocean Grace, Sole Legend
Hero Characters
* all Nautican units with the exception of Snadgangers have the Seaborn rule. Special “named” Characters have the Seaborn rule when noted above.
** see the Army Wide Special Rules to see Creature Origin Rules which apply to all Nauticans. Special “named” Character’s Creature Origins are noted above.
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Draft 5.0
Core Units
Coral Hunters 5 2 3 2 2 1 4 1 5 3 20mm 10-25 Anarchic, “Small Fry”
Sharp Shot 5 2 4 2 2 1 4 1 5 5
Crest Riders 5 2 3 2 2 1 4 1 5 6 20mm 10-25 Wave Magic, Breaker Wave Charge, Anarchic, “Small Fry”
Triple Fin 5 2 3 2 2 1 4 2 5 12
Wave Breakers 4 3 3 4 5 1 4 1 7 6 20mm 10+
Ripcurl 4 3 3 4 3 1 4 2 7 15
Sandgangers 4 2 0 2 3 1 2 1 5 5 20mm 10+ Doppleganger, Unbreakable, Immune to Poison
Ignimbrite 4 2 0 2 3 2 2 1 5 10
Stingrays 1 3 0 3 3 2 3 2 7 25 40mm 4+ Flyer, Poison, Barb Charge, MR(1)
Special Units
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Draft 5.0
Rare Units
* all Nautican units with the exception of Snadgangers have the Seaborn rule. Special “named” Characters have the Seaborn rule when noted above.
** see the Army Wide Special Rules to see Creature Origin Rules which apply to all Nauticans. Special “named” Character’s Creature Origins are noted above.
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Draft 5.0
(click here for more model pics & links to suppliers & sellers)
use the above link to see most of the “blanked” (copyright protected) images below
Special Characters - King of the Seas, The Guardian of Time (see website)
Sirens
Heroes continued…
Page 61
Draft 5.0
K’ Li Mare, Zharc
Core Units
Crest Riders & Coral Hunters (GW skink skirmishers), Wave Breakers, Stingrays
Page 62
Draft 5.0
Special Units
Interceptors (Saurus with spears), Oceanic Trident Guard (Lizardmen Temple Guard),
Giant Crabs
Rare Units
Crest Riders & Coral Hunters are Games Workshop Lizardmen skinks. Interceptors and Oceanic Trident Guard
are Games Workshop Lizardmen Saurus and Temple Guard respectively.
Page 63