Note: Ships do not have an Assault value as they never assault ground units (except Submarines and de-shipped Space Marines on the sea bottom; see below), they have a Ram value instead.
| Race | Name | Speed | Range | FP | Ram | Armour | Special Rules |
| Imperial | Sea Raider | 30cm | 45cm | 3 | 3 | 6+ | Stubborn, Depth Charges |
| Imperial | Nautilus | 40cm | 15cm | Anti-Tank | 4 | 6+ | Stubborn, Submarine |
| Imperial | Salamander Carrier | 20cm | 45cm | 4 | 1 | 6+ | Stubborn, Flak, Carrier |
| Imperial | Alligator APC | 40cm | 15cm | 2 | 1 | 5+ | Stubborn, Transport (3) |
| Eldar | Aqua Gunboat | 30cm | 45cm | Anti-Tank | 1 | 5+ | |
| Eldar | Sahuagin Transport | 45cm | 30cm | 3 | 2 | 5+ | Transport (3) |
| Eldar | Hovercraft | 45cm | 30cm | 4 | 2 | 5+ | Amphibious, Transport (2) |
| Eldar | Neryd Carrier | 30cm | 45cm | 2 x Barrage | 2 | 6+ | Carrier |
| Orks | Destroyer | 25cm | 45cm | Anti-Tank | 2 | 5+ | Hang On (1) |
| Orks | Powerbarj | 30cm | 15cm | Barrage | 1 | 5+ | Transport (3), Hang On (1) |
| Orks | Mangler | 45cm | 15cm | 2 | 4 | 5+ | Ram (3), Transport (2), Hang On (2) |
| Orks | Battilboat | 20cm | 45cm | 2 x Anti-Tank | 3 | 6+ | Hang On (2) |
| Tyranid | Scourge | 45cm | 0cm | 0 | 4 | 5+ | Submarine |
| Tyranid | Kelpie | 40cm | 0cm | 0 | 4 | 5+ | Ram (3), Synapse Creature |
| Tyranid | Spitter | 20cm | 30cm | Anti-Tank | 2 | 5+ | |
| Tyranid | Elemental | 30cm | 45cm | 4 | 2 | 5+ | Transport (3) |
| Chaos | Hellslammer | 30cm | 15cm | B | 4 | 5+ | Ram (3) |
| Chaos | Spawn Runner | 40cm | 15cm | 1 | 1 | 5+ | Transport (3) |
| Chaos | Rocket Barge | 20cm | 45cm | 2 x Barrage | 1 | 5+ | |
| Chaos | Daemonwreck | 20cm | 45cm | Heavy Barrage | 4 | 6+ | Ram (4) |
All craft can fire all round.
Counts as anything not a river. Each vessel may make up to one 45 degree turn for free for every full 20cm of their movement. Each further 45 costs 5cm of movement. Same crowding rules as above, but for every 10cm roll one dice. In an ocean, a ship can avoid being Rammed on a 4+.
Detachment HQ, +25 Pts.
1 Sea Raider, 25 Pts.
1-2 Alligator APCs, 15 Pts.
1 Salamander Carrier, 60 Pts.
1 Nautilus, 50 Pts.
HQ --> Nautilus --> Salamander --> Sea Raider --> Other.
Imperial Marine Detachments count as Imperial Navy detachments for the purposes of Strategy values.
Detachment HQ, +25 Pts.
1-2 Sahuagin Transports, 25 Pts each.
1 Neryd Carrier, 70 Pts.
1 Aqua Gunboat, 30 Pts.
1 Hovercraft, 70 Pts.
HQ --> Neryd --> Sahuagin --> Gunboat --> Other.
Detachment HQ, +25 Pts.
1-2 Powerbarjs, 20 Pts each.
1 Mangler, 50 Pts.
1 Destroyer, 30 Pts.
1 Battilboat, 40 Pts.
HQ --> Mangler --> Powerbarj --> Destryoer --> Other.
1-2 Kelpies, 40 Pts each.
1 Scourge, 50 Pts.
1 Spitter, 35 Pts.
1 Elemental, 60 Pts.
Kelpie --> Scourge --> Spitter --> Other.
Detachment HQ, +25 Pts.
1 Hellslammer, 50 Pts each.
1-2 Spawn Runners, 20 Pts each.
1 Rocket Barge, 35 Pts.
1 Daemonwreck, 50 Pts.
HQ --> Hellslammer --> Spawn Runner --> Rocket Barge --> Other.
Ships fire as normal. They counts as vehicles and are almost always in the open. In the Assault phase, however, a ship may choose to Ram an opponent. It can move again up to its full rate, can 'crowd on sail' if it wishes, and then Rams the enemy ship. Work out Ram values as if they were Assault values, then add the Ram (x) abilities of the attacking ship. Add up bonuses as you would normally do and then roll a D6 as normal to find out who wins. Work out hits- if a ship with the Ram ability started the combat against a ship without the Ram ability, the other ship is automatically sunk if it takes a hit. For every hit the defending ship causes, roll a dice- on a 6 the ramming ship takes a hit.
In rivers, Watercraft can try and add to their movement. For every 5cm they want to add to their move, roll 1 dice. If any of the dice come up 1, the vessel takes a hit.
A watercraft that makes a Heavy barrage attack can move and fire in the next turn, but is propelled D6cm backwards. If it hits anything it takes a normal hit.
Stands that jump into the water should be placed on the nearest bank of a river if they are on one, or must wait to be rescued by other Transports. Space Marines are an exception to this- they can walk along the seabed (counting as Dangerous terrain for normal marines but not Terminators) until they reach a shore, even if they have no orders. On the seabed only Submarines can attack them- they count as having an Assault value of 2 and a firepower of 2. Space Marines cannot shoot underwater and may only attack submarines only if the submarine assaults them first.