DENIZENS OF THE DEEP







INTRODUCTION When Atlantis sunk into the sea, the only survivors who could still occupy the city were the Mermen and the Tritons. Even then, the inhabitants of Atlantis were still plagued with numerous enemies. The evil and powerful Sea Witch has summoned all the enemies of Atlantis together to destroy the city. The Sea King and his faithful allies stand ready to repel the monstrous horde. GAME CONCEPT Set piece tactical battle for 2 players. One player is the Sea King, the other is the Sea Witch. DICE Six sided dice are needed. THE MAP Use a Hex map. Each hex contains one of the listed deep or shallow terrain types. DEEP WATER TERRAIN TYPES (BENTHOS, ABYSS) Open Ocean- No special rules. Mountain Peaks- No units may enter. Upwelling- All attacks into or out of this space are at one less Attack die to a minimum of 1 AD. Pack Ice- Cost 2 Moves to enter. (Also Fronts) Current- Put arrow in space. In End phase, move unit 1 hex in direction of current. Only 1 such move per turn. Vortex- Any units that enter are destroyed. In End phase, any units adjacent are sucked in on a roll of 1 on 1D6. Sargasso- Cost 2 Moves to enter. SHALLOW WATER TERRAIN TYPES (CONTINENTAL SHELF) Mud Flats- No special rules. (Also Sandy Bottoms) Sandy Surf- Cost 2 Moves to enter. (Also Large Jagged Rocks, Rocky Bottom, Tidal Flats) Land- No units may enter. (Also Island, Solid Ice, Sandbar) Shoreline- - No units may enter. (Also Beach, Breakwater, Sea Walls) River Outflow- Same as Current. Coral Reef- - Units get +1 to hide. Cost 2 Moves to enter. Kelp Forest- Units get +2 to hide. Cost 2 Moves to enter. (Also Seaweed) Mangrove Estuary- Units get +2 to hide. Cost 2 Moves to enter. Ruins- Units get +1 to hide. Cost 2 Moves to enter. Buildings- Units get +2 to hide. Cost 2 Moves to enter. Whirl Pool- Units that enter receive an attack of 1 AD. Attacks into or out of this space are at 1 less AD to a minimum of 1. Hydrothermal Vent- Units get +2 to hide. Cost 2 Moves to enter. Units that enter receive an attack of 1 AD. Lava Flow- Any units that enter are destroyed. In End phase, any units adjacent receive an attack of 1 AD. Clam Bed- No special rules. (Also Sponge Beds) Sunken Ship- Units get +2 to hide. Cost 2 Moves to enter. Crevasse- Units get +1 to hide. (May be considered Deep Water) Sea Temple- Units get +2 to hide. Cost 2 Moves to enter. Sea King units get +1 AD Spawning Bed- Sea Witch units get +1 AD CHITS Units are represented by chits (cardboard counters). Unit chits must have the name of the unit. Chits are used to mark each unit’s damage. Chits are used to mark hiding units. Chits are used to represent spells and mark their ongoing effects. Chits can be used for each unit to indicate Moves saved from first move phase. SETUP The Sea King sets up his units along one side of the board. The Sea Witch sets up her units along the other side of the board. SPELLS During setup units with Spells receive the indicated number of Spell chits stacked on them. Spell chits are drawn randomly from a common pile. Create 2 chits for every spell in the spell list. VICTORY If either the Sea King, or the Sea Witch is killed, the other side wins immediately. TURN SEQUENCE Players take turns. The Sea Witch goes first. Each turn has 4 Phases: 1. First Swim Phase 2. Attack Phase 3. Second Swim Phase 4. End Phase FIRST SWIM PHASE A player may move each of his units a number of hexes equal to their Move (Swim) Rating. Moves not used can be saved for Second Swim Phase. (You may wish to use chits to record these saved moves) Units may not move through other units. Units may not stack. Large Units may not enter Shallow Terrain types that require two moves to enter. Units with a Paralyzation counter may not move. If a unit moves it must discard any hide counters it has. ATTACK PHASE A unit may attack an enemy unit that is adjacent. Units with a Paralyzation or Siren counter may not attack. Hidden units may only be attacked on a roll of 5-6 on 1D6. This is called the Search Roll. The attacker rolls a number of six sided dice (Attack dice) equal to its Attack Dice Rating (AD) The attacker gets +2 AD if attacking a paralyzed unit. For every roll = 1, the defender takes one point of damage. Damage markers (chits) are placed underneath the damaged unit. If the number of Damage Markers is equal to or greater than the Defense Rating (DR) of the unit, it is destroyed. Each unit may only make one search roll and may only attack once per turn on its controllers turn. If a hidden unit attacks, it gets two additional Attack dice, and must discard its Hide marker. Instead of attacking, a unit may attempt to hide. A unit successfully hides on a roll of 5-6 on 1D6. A unit adds its Hide Factor to the roll. Various terrains also give a bonus to this roll. Mark the hidden unit with a Hide marker chit. UNIT SPECIAL EFFECTS Poison: Any unit that takes damage from a poisonous unit is automatically destroyed. Sting/ Shock: If the attack hits the unit takes damage and receives a paralyzation counter. Entangle: One adjacent target unit receives a paralyzation counter on a roll of 1-4 on 1D6. This is before and in addition to the units regular attack. The paralyzation counter is removed if the attacker ever moves away from the target. Mesmerize: One target unit within 2 hexes receives a paralyzation counter on a roll of 1-4 on 1D6. This is before and in addition to the units regular attack. Ranged Attack: The unit may attack target units 2 hexes away. Martyr: Any/all adjacent enemy units must attack this unit. Siren’s Call: All enemy units within 2 hexes receive a Siren counter on a roll of 1-3 on 1D6. This is before and in addition to the units regular attack. The unit with the siren counter must move towards the unit that made the Siren attack. Net Attack: One adjacent target unit receives a paralyzation counter on a roll of 1-3 on 1D6. This is before and in addition to the units regular attack. Split: The unit can divide up it’s Attack Dice to attack multiple opponents. SECOND SWIM PHASE Moves not used in the first Swim phase may be used now. END PHASE Some Terrain Attacks occur in End phase. Spells are cast in End phase. Paralyzed units cannot cast spells. At the very end of End phase, the active players Units that have a paralyzation or siren counters on them may remove one counter each on a roll of 1-4 on 1D6. UNIT LIST ABBREVIATIONS # = Number of that unit in the Basic game setup AD = Attack Dice DR = Defense Rating (An “L” next to the number indicates the unit is Large) MV = Move Rating HF = Hide Factor SEA KING FORCES UNIT LIST Unit Name: # AD DR MV HF Notes Sea King 1 5 5 4 - 3 Spells Sea Knights 2 4 2 4 - - Mermen Retaria 2 2 1 2 +1 Net attack Mer Crossbowmen 2 2 1 2 +1 Ranged Attack Seamancer 1 1 1 2 +1 3 Spells Siren (Mermaid) 1 1 1 1 +1 Sirens Call Merman Assassin 1 2 1 3 +3 +1 AD for Hidden attacks Coral Warriors 1 3 2 2 +1 +2 HF in Coral Hippocampus Riders 1 3 1 4 - - Sea Dragon 1 5 5L 5 - - Sword Fish 1 3 1 5 - - Dolphin Riders 1 2 1 5 - - Sperm Whale 1 5 4L 4 - - Narwhale 1 4 3L 3 - - Giant Sea Turtle 1 4 6L 2 - - Tritons on Seahorses 1 2 1 3 +1 +1 HF in Kelp Giant Nautilus 1 3 4L 2 - Mesmerize attack Mermen 4 2 1 2 +1 - Mermen Honor Guard 1 2 2 2 - Martyr Giant Lion Fish 1 1 2L 1 - Poison Aquatic Elves 2 2 1 2 +2 1 Spell Nixies (Sea Sprites) 1 1 1 3 +3 2 Spells Plesiosaurus 1 1 2L 3 +1 - Giant Starfish 1 2 2L 1 - Entangle Mystic Remora 1 2 2L 3 - 1 Spell SEA WITCH FORCES UNIT LIST Unit Name: # AD DR MV HF Notes Sea Witch 1 3 5 3 - 5 Spells Great White Sharks 1 3 2L 3 - - Hammerhead Sharks 1 2 1 3 - - Killer Whales 1 4 3L 3 - - Moray Eels 1 2 1 3 +2 Shock Manta Rays 1 1 1 5 +1 Sting Giant Crab 1 2 6L 2 +1 - Leviathan(Monster Whale)1 5 10L 4 - - Kraken (Giant Squid) 1 6 8L 3 - Entangle, Split Sea Serpent 1 4 4L 5 - Entangle Giant Octopus 1 3 2L 2 - Entangle, Split Giant Man-o-War 1 2 1L 1 - Sting Sea Snakes 1 1 1 3 +1 Poison Water Naga 1 2 1 3 +1 Poison Piranha School 1 3 3 2 - Split Barracuda 1 2 1 4 +1 - Icthyosaur 1 2 1 3 - - Sahuagin (Sea Devils) 2 3 1 2 +1 Nets Crab Men Raiders 3 2 2 2 +1 - Locathah (Men Fish) 4 2 1 3 +1 - Morkoth 1 2 1 2 - Siren Song Sea Hag 1 2 1 2 +1 2 Spells Kuo-Toa (Amphibian Men) 2 2 1 2 +1 1 Spell Sea Spiders 1 1 1 1 +1 Poison Sea Troll 1 3 2 2 +1 - Drowned Sailors 1 2 1 1 - - NEUTRAL CREATURES UNIT LIST Unit Name AD DR MV HF Notes: Giant Oyster 3 3 0 - Entangle Giant Anemone 3 2 0 - Sting, Split Strangle Weed 2 3 0 - Entangle, Split Brain Coral 0 3 0 - 1 Spell Island Fish 0 20 1 - - Water Elemental 4 4 4 +2 - SPELL LIST Oyster- Creates a giant Oyster under your control in a target empty Clam bed up to 4 hexes away. Anemone- Creates a giant Anemone under your control in a target empty Rocky bottom up to 4 hexes away. Strangle Weed- Creates Strangle Weed under your control in a target empty Kelp forest up to 4 hexes away. Sirens Song- Caster gains Siren Call ability for 3 +1D3 turns. Freeze- Target hex up to 4 hexes away becomes Pack Ice. Any unit there receives 2 Paralyzation counters. Whirlpool- Create a Whirlpool in a shallow hex up to 4 hexes away. Vortex- Create a Vortex in an empty deep hex up to 4 hexes away. Eruption- Create Lava in an empty shallow hex up to 4 hexes away. Healing- Remove 1D6 Damage &/or Paralyzation markers on any friendly units within 3 hexes. Resurrection- Place one of your destroyed units back into play adjacent to caster. Tangle Kelp- Target unit up to 4 hexes away receives 2 Paralyzation counters. Murky Depths- Put Hide counters on 3 adjacent units up to 3 hexes away. Water Elemental- Creates a Water Elemental under your control in a target adjacent empty hex. Luminescence- All units within 4 hexes have their hide markers removed. This spell can be cast anytime.




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