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==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.
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