Editing
Warhammer Army Project/Pirates of Sartosa
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Upgrades}} ==Pirates of Sartosa: Warhammer Army Project, 9th Edition Tactica== Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. It should also be noted that Eliasson is continuously updating his work, so don't expect this page to stay current forever. If anyone wishes actually to update this page and the items that need it, later on, go ahead. ==Why Play WAP Sartosa== ===Pros=== * You are a Pirate * Being a Pirate is alright to be * You can do what you want cause a pirate is free *You are a Pirate * You will always have a cannon, even the normal cannons are in the special slot, so you can take more of one of the best war machine. *Human leadership, but most of your army will be covered by multiple overlapping inspiring Presences. ===Cons=== *Your army is almost entirely composed of humans with no armor and Leadership of 7 or lower. *You severely hurt for mobility without basic cavalry. *Using a lot of guns does not mean you're not also weak against them. *This army is basically a glass cannon, relying on heavy hitters and volume of fire before the army dies because of naked Pirates. ==Army Special Rules== *'''Naval Bombardment:''' Once per game, For every full 1000pts spent on your army (so spend those few last points no matter how fiddley the process is), you get D3 Cannon shots with D6" scatter that originate from the edge of your deployment zone. With a cannon's range being 48" you should fire them when the enemy is midway before they touch you. *'''Dirty Fighting:''' Pocket Sand the rule. Once per close combat phase, when it's time for a unit with this rule to attack in the combat phase, the unit rolls a D6; on a 4+, the enemy suffers -1 to WS. **Pointless defensively against enemies that have better Initiative, like elves (you would need a character to land the debuff on them) though if it does land, you will still get more hits in. **Also less help by itself offensively if the target's Weapon skill is two or more than your own. **Pairs well with ''Melkoth's Mystifying Miasma'' or ''Transmutation of Lead'' making most units very easy to hit (and dodge if you are the same speed or faster). *'''Sea Shanty Singers:''' A musician by a different name. *'''Sea Legs:''' Re-roll failed Dangerous Terrain tests. **Will Reduce greatly reduce the chance of losing models when moving over normally Difficult Terrain or hit by a spell that threatens a Terrain test if they move. It is only on Infantry, so there are very few terrains they need to be tested on, but it helps when a unit flees through another. *'''Blunderbuss:''' 12" S3 gun with quick to fire, multiple shots(D3) and AP(1) and suffer no penalty for multi-shooting or when used in a charged reaction. Creates a wall of infantry mulching while also having a decent deterrent against being charged. ==Lore of the Deep== ''Lore Attribute: Kiss of the Deep:'' A follow-up insult to any offensive spells you make. After resolving a Lore of the Deep spell's effect on an enemy, they also suffer d6 S1 hits that bypass armor. Peppers in an extra kill or two on each spell casted, including the hexes. :*'''Signature: Tidecall (CV 8):''' Your caster uses an S2 breath weapon, which also forces any enemy they hit to take -d6" to their movement, and they get disrupted. It has a chance of saving you from an infantry charge and buy more time to shoot them dead. #'''Denizens of the Deep (CV6/9):''' A basic magic missile, Your ''The Flock of Doom'' spell that deals 2d6 S3 hits (+ the damage from Kiss of the Deep) to an enemy unit within 24" (48" if boosted). You only have foot wizard unless buddy up with a Shadow Sorcerer with ''Shadow Steed'' or take The Boots of Flight or Arabyan Carpet. #'''Eye of the Storm (CV 8):''' This augment buffs the wizard's unit, making anyone nearby take d6 S5 hits at the start of the next magic phase. This also makes all shooting take -1 to hit the unit (and can even foil anything that auto-hits). This penalty is also imposed on the unit itself. #'''Watery Grave (CV 9/12):''' One enemy unit within 18/36" is now always in dangerous terrain. For every 4" that unit moves, you make the odds of them failing the check improve by +1, which will seriously fuck over any cavalry or beasts. #'''Fog of the Damned (CV 10/13):''' One enemy unit within 24" (48" if boosted) is now constantly suffering a -1 penalty to WS and Ld. '''ALWAYS'''. This will require a wizard to spend a precious die to dispel if they don't do it the first time. A point of WS combined with Dirty Fighting and other spell debuffs could mean something if your pirate has to fight something. The more important part is that -1 to Ld can mean the difference between a unit holding ground for the remainder of the turn or fleeing. #'''Stromfels' Jaws (CV 14/17):''' You have a small pieplate artillery (large if overcast) with a range of 18" and scatter d6". Anyone inside the template eats an S5 hit with Multiple Wounds d3. It can be another means of taking out Calv and monsters. #'''Kraken's Pull (CV 15/25):''' Magical Vortex. All models it passes over must pass a Strength check or take a wound that bypasses armor, and the survivor's movement is reduced by half. Effective at clearing enemies and giving the handguns more time to shoot (if the vortex moves how you want it). ==The Pirates' Booty== *'''Pistols of King Death:''' 45pts. A brace of pistols that re-roll all hit and wound rolls in melee and shooting. Quite nice and only 45 points. *'''Lucky Levi's Hook Hand:''' 45pts. AHW. An off-hand weapon that hits at S+2. *'''The Bloody Nora:''' 40pts. A whip that adds D3+2 attacks on the charge and +2 attacks otherwise. *'''Sloppy Cruickshank's Long Lost Cutlass:''' 35pts. The first attack against the wielder in cc always fails while the wielder gets +1 to hit and AP(1). *'''Bloody Bill's Buckler:''' 15pts. A buckler gives a total of Parry(5+) and makes enemies in cc take -1 to hit. For 25 points, there's way better out there. *'''Dead Man's Chest:''' 65pts. A chest that, when opened outside of combat, turns its unit undead with Unbreakable, Unstable, and Fear. It also adds +1 to their combat resolution rolls. If you have a disposable gang of pirates or swabbies you want to hold on at all costs, you can pop this baby on them. *'''Gentleman Jenkin's Trusty Compass:''' 30pts. Grants the bearer and one unit Scout and lets them re-roll reform rolls. *'''Whalebone Charm:''' 30pts. For a turn, this makes the enemy re-roll all wound rolls against the wielder. It also lets the wielder ignore death on a 2+. *'''Polly the Parrot:''' 20pts. A parrot that adds a 3++ ward against war machines and forces enemies in cc to re-roll 6s to hit. *'''The Jolly Roger:''' 55pts. It gives fear and devastating charge. Pirates don't have many good melee units. Unless you take a big blob (likely also a BSB), it often found on a unit Sea Serpent Rider for the +1 to attacks on the charge. ==Army Units== ===Lords & Heroes=== ====Special Characters==== *'''Carmen Sicilieri:''' 275pts. The ruler of Sartosa is one scary bitch. her ability kit makes her the Franz on the open sea. As a Pirate Lord, she's got the IP boost they get alongside a 12" aura that lets pirates re-roll fear and panic checks. In combat, she's equally scary (and in addition to having Fear)with a brace, a sword that always wounds on a 3+ then ignores amour, and a 4++ ward save that inflicts unsavable wound if the enemy rolls 1s to wound. A Go to named General character to hold your army together and Decent at fighting other characters buts beware that she is still a glass cannon like all pirate despite the ward *'''[[Jaego Roth]]:''' 205pts. Captain of the Heldenhammer, a special ship that adds d3 additional shots to the naval bombardment. Alongside Booming Voice, he also makes his unit re-roll all Leadership checks, and all hit rolls in a challenge. His navigation tool gives useful powers: His map lets him use the Navigator's rules; The Arcane Moondial can turn himself and unit ethereal for a turn, spyglass gives him Sniper and identifies all the magic items and upgrades of one unit. Roth's best spot is with some gunners, with a repeater pistol (Pistol with 3 shots), sniping off characters. *'''[[Aranessa Saltspite]]:''' 250pts. The insane ghoulish minstrel with a tremendous hate-on for WoC and Norse. She's a very offensively-minded character, having both re-roll a d6 on charge and pursuit rolls, and one To Hit or To Wound each round of close combat plus Ward save (5+). Her two weapons are equally dangerous, one is her Polearm that makes her S&A5 with Heroic Killing Blow, and the other is a net that course a model to lose -D3 to its Attacks. She can be a scary hero and monster killer. *'''Giacchino De Falco:''' 160pts. An insane loon of a pirate with hints of Jack Sparrow from the Pirates of the Caribbean included. Like a Skaven, has swiftride when fleeing and is subject to a sort of insanity that can't be abated by passing a Stupidity test like [[Marius Leitdorf]]. He can make one shot with Sniper and KB against a designated enemy character once per game. He's also got plenty of defensive options, from his amulet with magic resist 2 and the power to force enemies to re-roll a 6 to wound him and a 5++ parry save that gets better the more he's wounded. *'''[[Long Drong Slayer]]:''' 125pts. The legendary dwarf pirate. He's got the rules of a powder monkey on top of his normal dwarf rules and also makes all enemies (except undead, Nurgle, or daemon units) take -1 to hit him or his unit at the cost of making his unit deploy further away from the others. *'''Krusher the Anchorman:''' 180pts. An Ogre pirate. He grabs Immunity (Psychology) and has a pet that makes enemies take -1 to hit him in the first round of combat if they don't pass a Ld check. He possesses a brace of pistols with 24" range and has a magical great weapon that re-rolls 1s to hit and deals d3 wounds. *'''Fleur and Estella:''' 150pts.A pair of skirmishing pirate lasses, possibly inspired by Anne Bonny and Mary Read. Estella has a 6++ parry from dual wielding that improves to 5++ if her WS of 5 is better (Most competent combat commanders likely will negate this) while Fleur fires four shots from her brace of pistols. Estella is also subject to hatred and frenzy if Fleur is killed. *'''Mr Bill:''' 90pts. A quartermaster with a pet salamander. As he's no pirate lord, he's only got Sea Legs, but he gives one unit either light armour or armour piercing 1. He's also got an Ogre Ironfist (An off-hand weapon that doubles as a shield) and a pet S2 firebreathing lizard that he uses along with a pick from the weapon arsenal he carries. *'''Doctor "Doc" Exmelin:''' 95pts. As a ship surgeon, he has the ability to bring back d3 models in his unit (d6 once per game) which is handy for prolonging a unit's lifetime for a bit. Any unit he joins also benefits from a 6++ parry (Upped by +1 if they have one already). ====Generic Characters==== *'''Pirate Lord/Captain:''' 110/60pts. These guys are important as they always share their leadership with others within 6". Of course, this is also added to make a general's Inspiring Presence 18". This allows your spread-out army to get that needed LD boost. They are also important to have because you can take one of each Masters and Idlers for each captain you have. Defensively, they only they can only go up to the limited light armor plus buckler, unlike most melee characters from other factions, but they have pistols and blunderbusses for days. *'''Pirate Sorcerer/Lord:''' 165/65pts. Your basic wizards but can't be your general, with access to Fire, Metal, Heavens, Death, Shadows, and The Deep. *'''First Mate:''' 40pts. Your cheap-tier hero and BSB, are allotted to only one per captain/lord. He's only stubborn if he's with his captain, but is otherwise a diet captain. ===Masters and Idlers=== Are unit upgrades like Champions for your Pirate Crews, Shipmates, or Powder Monkeys. Your army may only have one of each of the following for every Pirate Captain or Lord you have and they all come with their own stats. *'''The Bosun:''' when an attached unit takes a non-break Leadership test, roll 3d6 discard highest. *'''The Look-Out:''' characters within 6" of him re-roll "look out Sir!" tests and can use even if the unit they are in is below 5 models. Gives more protection to Characters. *'''The Master Gunner:''' Reroll 1's to hit when shooting with handguns and pistols. If he is put on a War Machine, you can re-roll one Artillery Dice per game. *'''The Navigator:''' Before the placement of scouts, redeploy the unit up to 12". With a reliance on line-of-sight guns and flimsy units, last-second repositioning may help. ===Core Units=== *'''Pirate Crew:''' The core of your army, with any sort of ways for armaments and a cheap cost. Grab Bucklers or dual-wielding for frontlining; grab throwing knives or pistols if you plan on blasting them. if you don't take pistols, having throwing knives is always convenient extra damage when charging or standing your ground *'''Deck Gunners:''' they are empire Handgunners without State Trooper for one more point. They can take blunderbusses for free. Gunline unit. *'''Buccaneers:''' A Melee upgrade to the pirate crew unit with Skirmish, +1 WS & I, and Dodge(6+) while in CC, in addition to Dirty Fighting. Win battles by flanks and damage against other infantry mobs, Ideally as clean up after being decimated by the all your [[Gunpowder (Warhammer Fantasy)|gunpowder]]. *'''Harpooners:''' Skirmishing javelin throwers, meant to be your cheapest ranged unit, get close to the enemy while staying light on their feet to avoid the enemy line of sight and shield bonuses. Alternatively, the leader can take an anti-[[Ogre Kingdoms|Ogre]] harpoon gun. It's lumbering, so try not to move as much to get any value from it. A unit of 10 with a Launcher only costs a mere 80 points; remember that the Vanguard move from skirmish still lets you fire the big gun first turn. *'''Swabbies:''' Your legion of expendable wastrels. You could give them an off-hand weapon to help with dual-wielding or get knives for ranged support. Either way, you shouldn't rely on them being anything more than meatshields. ===Special Units=== *'''Ship's Mates:''' Can only have one per Pirate Captain or Lord. An upgraded version of Pirate Crew for almost twice the cost that becomes Stubborn if a Pirate Captain or Lord is in the unit. Have better aim and the same fighting stats as a Buccaneer and a 50 pts standard; The Captain and Stubbornness will keep them fighting, again Sartosa's strengths is in its [[Gunpowder (Warhammer Fantasy)|gunpowder]] with melee units meant to intercept units that got through past your guns lines (hopefully in a weak stat). *'''Powder Monkeys:''' Pistol fanatics that never run out of ammunition and have fencer S4 pistols with piercing 1. Armed with a Brace of Pistols, these fuckers get to use Pistol shots as melee weapons. A unit of 10 charging Powder Monkeys hits like a unit of 30 Empire halberds (but also AP(2)). Use them as shocktroopers, they should always be shooting something and charge the weaken troops (they are still ranged units with no armour, so they won't last against proper strength melee units) *'''Grog Lubbers:''' A bunch of drunkards even harder to deal with than Centigors. Their benefit comes in their booze, providing auto-hit S3 firebreathing attacks as a Stand and Shoot reaction and at the end of initiative in close combat in addition to normal attacks (assuming they live that long). They also have buyable bottles being impressive S5 firebombs. Though you don't always have control over them, Grog Lubbers are one of you better gunsline protectors, alongside blunderbuss with Combustible Breath putting out a ridiculous number of S3 hits for the mansized thing, while the Grenades handle the things with with higher Toughness and armor. *'''Dwarf Sea Dogs:''' Dwarf Pirate Warriors, have a Slayer's lack of armor but are toughness 4 and Unbreakable. Expensive at 10 ppm before upgrades, despite being only slightly less killable than most other pirates, they Make for a decent Holding force for your pirates for their ability to the last Dwarf no matter how gruesome the casualties; may grab a 25pt magic banner to shore up a defense. Still also weak to buckets of attack so avoid the missle rain of the enemy, and meant to body block lances/Greatweapns gunning for your Monstrous Infantry and monsters. *'''Orc Freebooterz:''' Your (still relative squishy) melee anvil. Animosity can sometimes make them unreliable or course them to charge, which for a gun faction could prevent you from shooting. *'''Norse Reavers:''' Pirate Viking Berserkers, gaining Frenzy the turn they charge. They are the few units you have that have armour and can take a shield. A cross between a tougher holding unit and an attacker. *'''Wokou Raiders:''' Ambush pirate fighters from Cathay or Nippon. Each can buy a big sword with AP(1) and parry(6+), dual-wielding weapons, or bows. Used to flank badly protected rears and warmachines. *'''Sons of Stromfels:''' Badass Shark-Ogres of Pirates. Each has Aquatic, Killing Blow, and attack again for each unsaved wound they make. If you want them to be truly scary, they can grab halberds. *'''Deck Cannons:''' 85pts. Cheap Cannon that can buy alternative fire modes if grapeshot doesn't cut it for you. **'''Chain Shot:''' 105pts. S6 and hits d3 files worth of enemies. Makes it a better troop clearer weapon rather than just the single line of Death that is a cannon. **'''Heat Shot:''' 95pts. Gain Flaming attacks but -1 on misfires rolls. Obliterates Trolls and Treemen, while inflicting a -1Ld panic against calvary. *'''Swivel Gunners:''' Gunner with an S6 piercing mini-cannon of a Gun. Such a powerful gun has drawbacks, of course: Roll a 1 to hit, and the model must roll another d6 with a 1, instantly killing them. Always good to kill knights or Dwarf bunkers. Notably, have Skirmishers let them make a Vanguard move to ensure they are in range turn one (Vanguard moves don't count towards move and shoot) and help them slightly resist light enemy counter-fire (will still probably die unless lucky). ===Rare Units=== *'''Sea Serpent Riders:''' Pirates Riding Monstrous eels with poisoned attacks and Single-hit Stomps. Hits hard but are expensive for their durability; always provide cover fire as they maneuver to the enemy flank *'''Dark Maidens:''' Possessed Treekin Maidens. Instead of shooting, they can make an Enemy unit make an Ld test at -2 during the shooting phase, and they take damage equal to the amount they fail (nothing about not Chanting when in cc). At T5, with 3 wounds each, they can stall and fight back. *'''Flying Galley:''' 80pts. A flying Swivel gun Platform with two that fire to the front and back. Although multiple Swivel Gunners are cheaper the Flying Galley is way more durable for the points, even shrouding of a misfire, and with the ability to relocate when pursuing or fleeing line of sight without diminishing firepower. Repeating again, a Swivel Gun should be used to hunt monsters and full armor knights. *'''Hell-Hammer Cannon:''' 140 pts. Giant 72" S10 d6+1 wound Great cannon that reroll wound and bounce rolls. Hell-Hammer Cannon will obliterate monsters and elite infinity without wards. The Hell-Hammer haves alternative versions, so you can only bring one mega cannon unless in a really big game. **'''Ironfist Mortar:''' 160pts. S4/8 large stone thrower with piercing 1 and d3 wounds. more likely to hit more things even when scattered. **'''Triple Barrel Cannon:''' 155pts. Act like 3 cannons Strapped together. This load's so much that it can only fire every other turn. has a 48" range, but 3 cannonballs can do more damage than one super ball. Great for simply deleting things you don't like. *'''Turtigon Battle Platform:''' 310pts. A Moving Fortress Turtle. Has a move and fire Cannon + Breathes fire. Be wary about how much damage he takes because of his attacks and breath both take a big hit if he loses enough wounds. *'''Sea Giant:''' 200pts. A Giant with Natural Armor and lacks the random attack table. It can forgo all 5 attacks to deal a single big anti-monster Anchor Smash. ==Regiments of Renown== ==Building your army== ===Buying your Army=== Warmachines"Privateer sea dogs" can cover most of your army while some of the arcane tempest models (Gun Mages and the black 13th strike force) would be great fits for mates/sorcerers. Sons of Stromfels - Reapers weresharks fit the bill for these pretty well for £15ish (though the cheapest is only £7) Arcadia miniatures make two weresharks, a hammerhead for £15 and a pirate-themed one that costs £50 Also, Titanforges sharkmen veterans are great and one of them comes with a trident, three of them costs £39 which works out to £13 each making them some of the cheaper picks out there They aren't on the Titanforge store yet so instead, you have to order through their Kickstarter https://www.kickstarter.com/projects/1084608523/raid-on-the-temple-of-serpents/description Turtigon - the AoS giant turtle comes with two heads in the box so all you have to do is kitbash a cannon tower/raft to stick on its back (though maybe beef the leviathan up a bit with things like green stuff spikes on its shell, the Turtigons supposed to be one of those nasty snapping turtles not a graceful leatherback) Aranessa Saltspite - If you want a model for her, you can find one from [[Reaper Miniatures]] [http://www.reapermini.com/OnlineStore/skull/sku-down/60146#detail/60146_p_1_mj here] which when given a leg swap (meaning cutting off the legs and replacing them with [[Chainsword|Chainswords]], regular swords with some notches cut into them, or the chainsaw off two of [http://www.reapermini.com/OnlineStore/chainsaw/sku-down/80022 these] cheap models) and a trident (a cheap Reaper one can be found off [http://www.reapermini.com/OnlineStore/trident/sku-down/77277 this] model) is pretty much exactly Aranessa (if you're following the Reaper mini-modding guide here she'll cost you about $15, plus shipping unless you get whatever amount of other stuff you need to get free shipping). Add some greenstuff along her chinline as her sharkbone jaw chinstrap as per your sculpting skill allows, or just paint it on. ===Army Composition=== The question is often how much gun powder you need. Pirate Crew fills up your front lines to hold up the opponent's front lines with the killing power focused on the flanks to shoot or flank around. The more important part is remembering the line of sight weapons, at least 2 units of handguns, and some form of cannon is the minimum should bring in a shooty army book. ===Magic=== *'''Fire:''' If you want more artillery, will all the S4 attacks. +1 to wound roll Yes. Don't forget Flaming Sword of Rhuin works on your guns. *'''Metal:''' The anti-platemail lore, lowering armour, and can give an important unit a save. A way around enemy sheilds, don't forget Enchanted Blades of Aiban works on your guns, as if you'd need it. *'''Heavens:''' The other weather lore, Mess with the enemy accuracy and call lightning at higher levels. Try to wind-blast an unit out of cover and into your gunlines, because it looks cool to do if nothing else. *'''Shadows:''' Do some mobility shinanigans with a ghost cannons and flying wizard(only mobility, not mount options). Penumbral Pendulum is a better cannon. Lets you sneakily debuff the foe for a pirate-y method of enhancing your meagre crews. *'''Death:''' dice generation and things that make enemies run or eliminate models if they fail a test. Always good. *'''Stromfels:''' a mix of damage spell, Signature lets a unit make more attacks when they wound and is rather lame, Drowned Man's Face hurts blobs, and Watery Grave forces a unit to stand still (which they won't want to do if you target this right) or take Dangerous Terrain tests. Ask you opponant to play with wate terrain otherwise pick something else. ==Tactica== ===Know how to Gunline=== Sartosa may have some heavy melee hitters but the're not cheap nor hold for long. Sartosa's main strength is the quantity of shooting units you can take. *'''Line of Sight and Positioning:''' Gun and Cannons units rely on line of sight, so always keep in mind not to have your pirates stand in front of your guns, Aways pay attention to the X&Y especially if there is terrain that blocks or gives cover. *'''Scary with barrels:''' when chargeing a gun unit, instead of running, they can get some shooting if the charge in front. may not be a good idea to charge a cannon or especially a unit of blunderbusses. *'''Cannons:''' Cannon is your Bread and butter. **Normal shots do not hit as many things as stone-throwers (only hits one model per row, and is stopped if it doesn't kill a monstrous model) but will eliminate a monster with its S10 hit (But only on a direct hit). **When at close-ranged(12") or charged, the cannon can Grapple Firing a lot of S5 shrapnel to eliminate enemies that got to close to the line. **A better way to eliminate a blob is taking the Chain Shot on your cannon, letting it hit multiple columns of enemies at a safer range of 36" **The Hell-Hammer is a better cannon that is more likely to kill a monster, if you already have a few big guns, consider taking an Ironfist Mortar to better delete blobs or the Tripple-Barrel to delete any Monster or Character you don't want on turn 1 or 2, Yarrr. **Don't forget your free cannon shots from Naval Bombardment around 4 in a standard game which aren't as inaccurate as they seem (4 cannons that only scatter up to 6" will really threaten a big unit, make you opponent pay for daring to bring a block of 30 Chaos Warriors). **You also have you Pseudocannon-toteing Swivel Gunners which are also rather Static afer their first move and should be treated as a multiple shot Warmachine instead of a unit and an extremely stable on at that, unlike Hellblasters each gunner only has a 1/36 chance of exploding which is pretty dependable for a 15 point model in a unit of up to 10. Don't forget that Skirmishers gives enemy ranged attacks directed at them -1 to hit incase your opponent trys to shut them down with missiles == External Links == [http://warhammerarmiesproject.blogspot.com The Project's website] {{Warhammer Army Project}} [[Category:Warhammer/Tactics]] [[Category:Warhammer Fantasy]] [[Category:Warhammer Homebrew]] [[Category:Warhammer Army Project]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:Flatlist
(
edit
)
Template:Upgrades
(
edit
)
Template:Warhammer Army Project
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information