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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. Just before one of your model in the combat phase, the unit can make a hit roll against the enemy using the highest WS. Passing takes -1WS from the enemy. pointless against enemies that are hard to hit or 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. *'''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 model when moving over normally Difficult Terrain or hit by a spell that threatens a Terrain test if they move. is only on Infantry, so there is very few terrains they need to be tested on but helps when a unit flees through anouther. *'''Blunderbuss:''' 12" S3 gun with quick to fire, move or fire, d3 multiple shots and piercing 1. A decent deterrent against charges.
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