Editing
Warhammer Army Project/Pirates of Sartosa/8th
(section)
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!
==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]]:''' 200pts. The insane ghoulish minstrel with a tremendous hate-on for WoC and Norse. She's a very offensively-minded character, having both the chance to re-roll a d6 on charge and pursuit rolls and the ability to cast Riptide as a bound spell. Her two weapons are equally dangerous, one with poison and makes anyone wounded by it test T or take another wound, the other a javelin that fires like a bolt thrower with d3 wounds and quick to fire. *'''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 cheap S2 flaming blast. *'''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:''' These guys are important as they always share their leadership to 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. Defensively, they only they can only go up to the limited light armor, unlike melee characters from other factions, but they have pistols and blunderbusses for days and can equip bucklers. *'''Pirate Sorcerer/Lord:''' Your basic wizards, with access to Fire, Metal, Heavens, Death, Shadows, and Stormfels. *'''First Mate:''' Your cheap-tier hero and BSB, 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:''' <strike>re-rolls "look out Sir!" tests</strike> (now you no longer have to roll for "look out Sir!" tests so this part is useless) and can use it even if the unit is below 5 models. Gives more protection for attached 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, 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 more dedicated Melee unit with Skirmish, +1 WS and I, and are -1 to hit in melee instead of Dirty FIghting. win battles by damage but Pirate Crews would be shuffled in for the rank bonus. **'''Something something pocket sand:''' Put a character (preferably one with a high WS) in your unit of Buccaneers. Buccs don't have dirty fighting instead they have 1 more WS than the regular pirate crew and a constant -1 to hit, this is good, and much more consistent than dirty fighting. However, most characters (masters and idlers included) DO come with dirty fighting, and since it affects the entire enemy unit then all your buccs will benefit from the -1 WS making them even harder to hit. It's a little cheap, but you're a pirate. (It should be noted that the First mates' magic item allowance of 25 points is just enough to buy him some Duelists Blades for a cheeky 10 WS). *'''Harpooners:''' Skirmishing javelin throwers. The leader can take an anti-big'un 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. *'''Swabbies:''' Your legion of expendable wastrels that don't count towards Core. 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 something to die. ===Special Units=== *'''Ship's Mates:''' Can only have one per Pirate Captain or Lord. An upgraded version of Pirate Crew that becomes Stubborn if a Pirate Captain or Lord is in the unit for almost twice the cost. *'''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 <strike>and shooting while charging (if the enemy breaks from those shots they have to flee as their reaction) </strike> as of the recent changes to Quick to fire, this is something that any model with pistols can do so the special rule that lets powder monkeys do that is now pointless. Matthias is updating all his books one by one however so this should get fixed. use them a shocktroopers, ways are shooting something and charge the weaken troops (still ranged units with no armour, so they won't last against a proper strength melee units) *'''Grog Lubbers:''' A bunch of drunkards even harder to deal with than Centigors. Their benefit comes in their booze providing an S3 breath weapon on the charge or in close combat and their buyable bottles being impressive firebombs. *'''Dwarf Sea Dogs:''' Dwarf Pirate Warriors, have a Slayer's lack of armor but are tougher than the rest of your pirates and Unbreakable. Make for a decent Holding force for your pirates. *'''Norse Reavers:''' Pirate beserkers, 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 two-handed sword with piercing 1 and a 6++ parry, dual-wielding weapons, or bows. *'''Sons of Stromfels:''' Badass Shark-Ogres of Pirates. Each has Aquatic, Fear, and 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:''' Cheap Cannon that can buy alternative fire modes if grapeshot doesn't cut it for you. **'''Chain Shot:''' 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:''' 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 letting 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 resist enemy counter-fire. ===Rare Units=== *'''Sea Serpent Riders:''' Pirates Riding Monstrous eels with poisoned attacks and 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 take a -2 Ld test during the shooting phase and they take damage equal to the amount they fail (nothing about not Chanting when in cc). They can stall and fight back. *'''Flying Galley:''' A flying Swivel gun Platform with two that fire to the front and back. Because it has High Flyer, it can only be charged by other flyers but nothing about blocking charges. can also be used as a roadblock against dangerous combatants while shooting them with their swivel guns. *'''Hell-Hammer Cannon:''' 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:''' S4/8 large stone thrower with piercing 1 and d3 wounds. more likely to hit more things even when scattered. **'''Triple Barrel Cannon:''' 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:''' 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:''' A Giant with Natural Armor and lacks the random attack table. It can forgo its 5 attacks to deal a single big anti-monster attack at the end of combat. *'''Swashbucklers:''' Hero-killer characters which hide inside other units in the same way as Night Goblin Fanatics, but rather than causing whirling, random death, they immediately engage any enemy characters in the opposing unit in single combat. With a very high WS, they can inspire their own unit to be immune to psychology for 1D6 turns if they win. If they die or flee, however, their aghast comrades must take a break test. *'''Shipworms''' A swarm unit of lamprey-like invertebrates which can devour enemy war machines.
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)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information