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Warhammer Army Project/Pirates of Sartosa
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==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.
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