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
- You are a Pirate
- You will always have a cannon
Cons
- Your army is entirely composed of humans with no armor and Leadership of 7 or lower.
- You severely hurt for mobility without basic cavalry.
Army Special Rules
- Naval Bombardment: Once per game, For every full 1000pts in your army, 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 a model in the combat phase, you can roll one WS check using the highest in your unit. Passing takes -1WS from the enemy.
- Sea Shanty Singers: A musician by a different name.
- Sea Legs: Re-roll failed Dangerous Terrain tests.
- Blunderbuss: 12" S3 gun with quick to fire, move or fire, d3 wounds and piercing 1. A decent deterrent against charges.
Lore of Stromfels
Lore Attribute: Dark Waters If a spell is cast on an enemy within 3" of water, they take d6 S3 hits. This is doubled to 2d6 hits if they're in water. In general, don't rely on this unless you know the map well.
- Signature Spell: Wrath of the Shark God Give the target bloodlust like the sharkmen (Free attack for every unsaved wound caused).
- Water Blast: Magic Missile of 2d6 S3 hits, augment adding another d6 hits.
- Drowned Man's Face: All units within 18" must test Ld or take an save-negating S3 hit.
- Watery Grave: This is a step up from the basic difficult terrain spell. For every 2" the targeted unit moves, they add another +1 on their chance to fail.
- Eye of the Storm: Deals 2d6 S2 hits to all units within 2d6", which turns to S6 when dealing with war machines, buildings, and unique models. This randomized range makes this a tough sell.
- Stormfels' Jaws: Magical artillery with d6" scatter. The damage is pretty neat though, dealing S5 hits with d3 wounds.
- Rip Tide: Target must test S or be eat wounds.
The Pirates' Booty
- Pistols of King Death: Brace of pistols that re-roll all hit and wound rolls. Actually quite nice and only 45 points.
- Lucky Levi's Hook Hand: Off-hand weapon that hits at S+2.
- The Bloody Nora: A whip that adds +d3+2 attacks on the charge and +d3 attacks otherwise.
- Sloppy Cruickshank's Long Lost Cutlass: The first attack against the wielder in cc always fails while the wielder gets +1 to hit and piercing 1.
- Bloody Bill's Buckler: A buckler that makes enemies in cc take -1 to hit. For 40 points, there's way better out there.
- Dead Man's Chest: A chest that, when opened outside of combat, turns its unit undead with Unbreakable, Unstable, and Fear. It also adds +1 to their combat resolution rolls. If you have a disposable gang of pirates or swabbies you want to hold on at all costs, you can pop this baby on them.
- Gentleman Jenkin's Trusty Compass: Grants the bearer and one unit Scout and lets them re-roll recorm rolls.
- Whalebone Charm: For a turn, this makes the enemy re-roll all wound rolls against the wielder. It also lets the wielder ignore death on a 2+.
- Polly the Parrot: A parrot that adds a 3++ ward against war machines and forces enemies in cc to re-roll 6s to hit.
- The Jolly Roger: Gives fear and devastating charge.
Army Units
Lords & Heroes
Special Characters
- Carmen Sicilieri: The ruler of Sartosa is one scary bitch. 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 with a brace, a sword that always wounds on a 3+, and a 4++ ward save that inflicts unsaveable wound if the enemy rolls a 1 to wound.
- Jaego Roth: Captain of the Heldenhammer, a special ship that adds d3 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 map lets him use the Navigator's rules and he has an Arcane Moondial he can use to turn himself and his unit ethereal for one turn. Roth's best spot is with some gunners, as he only has a repeater pistol (Pistol with 3 shots) and a spyglass to grant him Sniper and a way to identify all the magic items and upgrades of one unit.
- Aranessa Saltspite: 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.
- Giacchino De Falco: An insane loon of a pirate with hints of Jack Sparrow from the Pirates of the Carribean included. He only has Sea Legs as a rule and is subject to a sort of insanity that can't be abated by passing Stupidity 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 ward save that gets better the more he's wounded.
- Long Drong Slayer: The legendary dwarf pirate. He's a 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: 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: A pair of skirmishing pirate lasses. 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: 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 (Off-hand weapon that doubles as shield) and a cheap S2 flaming blast.
- Doctor "Doc" Exmelin: 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 added to make a general's Inspiring Presence go 18". Offensively they might lack the variety of other lords, 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 bodyguard-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.
- The Bosun: when an attached unit takes a non-break Leadership test, roll 3d6 discard highest.
- The Look-Out: re-rolls "look out Sir! test 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.
- 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 hit in melee. Lacks Dirty FIghting.
- Harpooners: Skirmishing javelin throwers. The leader can take an anti-big'un harpoon 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. A 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 fancier S4 pistols with piercing 1. Armed with a Brace of Pistols, these fuckers get to use Pistol shots as melee weapons and shooting while charging (if the enemy breaks from those shots they have to flee as their reaction).
- 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 and braver than the rest of your pirates.
- Norse Reavers: Pirate beserkers, gaining Frenzy the turn they charge.
- 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-Oges 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 of enemies.
- Heat Shot: Gain Flaming attacks with -1 on misfires.
- 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.
Rare Units
- Sea Serpent Riders: Pirates Riding Monstrous eels and poisoned attacks and Stomps.
- 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.
- Flying Galley: A flying Swivel gun Platform with one in the front and back.
- Hell-Hammer Cannon: Giant S10 d6+1 wound Great cannon that can take alternate fire options.
- Ironfist Mortar: S 4/8 large stone thrower with piercing 1 and d3 wounds.
- Triple Barrel Cannon: Act like regular cannons that shoot 3 S10 d6/d3 wounds. This load's so much that it can only fire every other turn.
- Turtigon Battle Platform: A Moving Fortress Turtle. Has a move and fire Cannon, and Breathes fire. Be wary about how much damage he takes because his attacks and breath bot 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 one big anti-monster attack at the end of combat.