Warhammer Army Project/Pirates of Sartosa: Difference between revisions
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*'''Flying Galley:''' A flying Swivel gun Platform with one in the front and back. | *'''Flying Galley:''' A flying Swivel gun Platform with one in the front and back. | ||
*'''Hell-Hammer Cannon:''' | *'''Hell-Hammer Cannon:''' I Giant Great cannon and can take alternate fire options. | ||
**'''Ironfist Mortar:''' | |||
**'''Triple Barrel Cannon:''' | |||
*'''Turtigon Battle Platform:''' | *'''Turtigon Battle Platform:''' |
Revision as of 01:40, 11 February 2019
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Pirates of Sartosa: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Sartosa
Pros
- You are a Pirate
- you will away have a cannon
Cons
- your army are humans with no armor and 7 of less Ld.
Army Special Rules
- Navel Bombardment: once per game, For every full 1000pts in your army, you get D3 Cannon shots with D6" scatter that originate from your deployment zone edge. with a cannon's range being 48" you should fire them when the enemy is midway but not engaged with yours.
- Dirty Fighting: Pocket Sand the rule. Just before a model in a unit attack an enemy unit, using the highest WS in the unit, make a hit roll and if it succeeds the army subtracts -1 to their WS. lowering the chance for retaliation hit is needed for these nacked pirates. This ability won't meaningfully effect units with a higher initiative like elves. To deal with higher initiative, a Character is required.
- Sea Shanty Singers: a musician by a different name.
- Sea Legs: Re-roll failed Dangerous Terrain tests.
- Blunderbuss: a Blunderbuss. a multishot gun. you can't move and shoot, but they can make a good deterrent against charges.
Lore of Stromfels
The Pirates Booty
Army Units
Special Characters
Generic Characters
- Pirate Lord:
- Pirate Captain:
- Pirate Sorcerer/Lord:
- First Mate:
Masters and Idlers
Are unit upgrades Like Champions. Your army may only have one of each of the following for every Pirate captain or Lord you have.
- The Bosun: when the unit takes a non-break Leadership test, roll 3d6 discard highest.
- The Look-Out: rerolls "look out Sir! test and can use it even if the unit is below 5 models. gives more protection for embedded 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: an example of a pirate, no armor. Take in number to go wide.
- weapon options
- (1pt) Buckers: Gives your pirates a save and 5+ parry. if you need spam to hold the line.
- (2pt) paired weapons: more offensive than Buckers.
- (4pt) Pistols:
- (1pt) halberds:
- (2pt) Great weapons:
- (1pt)Throwing knives
- weapon options
- Deck Gunners: they are empire Handgunners without state Trooper for one more point. They can take blunderbusses for free.
- Buccaneers: a more dedicated Melee unit with Skirmish, +1 WS and I, and are -1 to it in melee. Lacks Dirty FIghting.
- Harpooners: Javelin thrower. the leader can take an anti-big harpoon gun.
- Swabbies: Birtonialn pesent. Don't count towards Core. Mass Meat shields.
- (1pts) Additional Hand Weapons:
- (1/2 pts) Throwing Knives:
Special Units
- Ship's Mates: (can only have one per each Pirate Captain or Lord) A upgraded version of Pirate Crew that becomes Stubborn if a Pirate Captain or Lord is in the unit.
- Powder Monkeys: Pistol fanatics that never run out of ammunition. Armed with Brace of Pistols, and the ability to use Pistol shots as melee weapons and shooting while charging (if the enemy breaks from those shot they have to flee as a charge their reaction).
- Grog Lubbers: hard to half the time as they often become Stupid, but they do deal a Strength 3 fire hit against charges and during combat in addition to having Strong bombs.
- Dwarf Sea Dogs: Dwarf Pirate Warriors, have Slyer armor but are tougher and braver than other pirates.
- Norse Reavers: Pirate beserkers, gain Frenzy the turn they charge.
- Wokou Raiders: Anbush fighters.
- (2pts) Addtional Hand Weapons
- (2pts) Bows
- (2pts) Oriental Longswords: gives Armor Pircing and Parry
- Sons of Stromfels: Shark Orgers of Pirates, Having Killing Blow and Generate more attacks each time they successfully wound.
- Deck Cannons: Cheap Cannon that can buy alternative fire modes.
- Chain Shot: S6 and hits d3 Files wide.
- Heat Shot: Gain Flaming attacks with -1 on misfires.
- Swivel Gunners: Gunner with an S6, effective Ap-4 Gun. They have a 1/36 chance of killing a model. Always good to kill knights or Dwarf bunkers.
Rare Units
- Sea Serpent Riders: Pirates Riding Monsterouse eels and Monster Stomps.
- Dark Maidens: Possed Treekin Maidens, they can also make an Enemy take a -2 Ld test during the shooting phase and they take damage equal to the amount they fail.
- Flying Galley: A flying Swivel gun Platform with one in the front and back.
- Hell-Hammer Cannon: I Giant Great cannon and can take alternate fire options.
- Ironfist Mortar:
- Triple Barrel Cannon:
- Turtigon Battle Platform:
- Sea Giant: