Warhammer Army Project/Pirates of Sartosa
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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
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-rll 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:
- Throwing knives
- weapon options
- Deck Gunners: their initial 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.
- Harpooners: Javelin thrower. the leader can take an anti-big harpoon gun.
- Swabbies: Birtonialn pesent.
Special Units
- Ship's Mates:
- 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:
- Dwarf Sea Dogs:
- Norse Reavers:
- Wokou Raiders:
- Sons of Stromfels:
- Deck Cannons:
- Swivel Gunners:
Rare Units
- Sea Serpent Riders:
- Dark Maidens:
- Flying Galley:
- Hell-Hammer Cannon:
- Turtigon Battle Platform:
- Sea Giant: