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Warhammer Army Project/Pirates of Sartosa
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===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).
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