TEXT: Submersibles observed at the Battle for Tempestora:
  O.S.S. Snaggletoof
  Da Drilljaw
  Killafish
  Da Big Ugly Surprise
  Da Orka
  www.games-workshop.com
  One of the peculiar machineries invented by the mad
  Mekaniak known only as Orghamek is the Ork Submersible,
  first devised for the purposes of surprise assault. Thick-
  hulled and crude, these improbable machines are heavy
  duty enough to negotiate storm-wracked seas and
  poisonous oceans alike. Their cavernous holds are large
  enough to transport an entire warband of Orks, and they
  invariably mount massive cannons and torpedos with which
  to open fire upon the enemy once they have manoeuvred
  into position.
  The Ork Boyz who ride within the bellies of these great
  metal beasts see them as aquatic battlewagons, and
  embrace this new form of attack with the gung-ho attitude
  typical of Greenskins across the galaxy. When a Submersible
  beaches, usually behind enemy lines, its great metal doors
  will grind open and whole mobs of Orks will pour forth,
  hooting and hollering as they splash through the shallows
  to engage the enemy from an unexpected quarter.
  Submersibles were first used in the Third War for
  Armageddon. Cannibalised and cobbled together from
  disused Imperial tankers, a flotilla of Submersibles was built
  in the region known as the Fire Wastes, judged tactically
  worthless by Imperial Strategos because of its remote
  location. Ghazghkull and Orghamek demonstrated the folly
  of this assumption when the Submersibles crossed the
  ocean between the Fire Wastes and Armaggedon Prime.
  They revealed themselves from the waters around Hive
  Tempestora in a battlefield coup of such violence and
  cunning that it wrested the fiercely contested Hive from
  Imperial hands within the space of a few hours. 
  ORK SUBMERSIBLE
  POINTS: 350
  Thrust Generators
  SPECIAL RULES
  Aquatic Deployment: A Submersible may only enter play at an
  area that has been designated as water (or equivalent!). This area
  must be large enough to contain the Submersible model. The
  Submersible must touch an area of land for its passengers to
  disembark. Submersibles may never enter play on the first turn.
  Roll a dice on the second and subsequent turns to see if the
  Submersible enters play. Once it has entered play the Submersible
  may not move, but its passengers may disembark and assault as
  if it were an open-topped vehicle.
  Turn 1
  Turn 2
  Turn 3
  Turn 4
  Submersible enters on:
  n/a
  3+
  2+
  Automatic
  ARMOUR
  BS
  FRONT
  SIDE
  REAR
  2
  13
  12
  12
  UNIT: 1 Ork Submersible
  TYPE: Super-heavy Vehicle
  STRUCTURE POINTS: 2
  An Ork Submersible has a Transport Capacity of 60
  models, has one access point (the prow/jaw) and no fire
  points.
  OPTIONS:
  Options: A Submersible can be upgraded to have:
  - a Seacannon at +120pts, using the profile below:
  WEAPON
  RANGE STR
  AP
  SPECIAL
  Seacannon
  90”
  9
  3
  Ordnance, 
  7” Blast
  - Up to three big shootas at +5 points per weapon. These
  can have the anti-aircraft special rule at a further cost of
  +5 points per weapon (use normal BS when firing at
  flyers).
  Ork Freebooters often tell of the Submersible Orkilus,
  which beached to the west of Tempestora a few days after
  the main attack hit home. Its hull was crushed and buckled
  in several places, and the thick metallic paint on its surface
  had been ground away in great strings of circular scars. Not
  one Ork survived the disaster, which the Freebooters ascribe
  to a beast known only as ‘Da Big Tentacley Fing’.
  Prow (lowered position)
  Spyholes
  Peekin’ tubes
  Seacannon
  Stabilising fins
  Size Komparison
  © Games Workshop Limited 2007. Games Workshop, Warhammer, Warhammer 40,000, Apocalypse are ©, TM and/or ® Games Workshop Limited 2007. All rights reserved.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/5th Edition (2008)/Apocalypse Datasheets/40k 5e - Ork - Submersible.pdf