Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Pirates of Sartosa
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Based on PDF Version 1.2, Last Modified: 2023 March 29 @ 09:11

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Pirates of Sartosa

Based on PDF Version 1.2, Last Modified: 2023 March 29 @ 09:11

When it is their turn to attack, a unit with this special rule may attempt to blind or distract the enemy oncer per close combat phase. Roll a D6; on a 4+ the distraction is successful. The enemy unit will then suffer -1 to their Weapon Skill for the remainder of the turn. Roll the rest of your attacks as normal afterwards.

For the purposes of the rules, a Sea Shanty Singer follows the rules for a musician.

All models with this special rule may re-roll failed Dangerous Terrain tests.

Masters and Idlers are upgrades for certain units, and should always be placed in the front rank if possible. They follow the rules for normal Command Group models, and may not be attacked separately. After the Champion, a Master or Idler is always the last model to be removed from a unit. You may have one Master and Idler of each sort for every Pirate Captain or Pirate Lord in your army.

RangeStrengthSpecial Rules
12"3-

Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Lords

Pirate Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Pirate Lord465443649

Troop Type: Infantry (Character, Pirate Lord)

Hand weapon.

  • May be armed with one of the following:

    • Buckler (3 pts)

    • Additional hand weapon (3 pts)

    • Great weapon (8 pts)

  • May be armed with one of the following:

    • Pistol (5 pts)

    • Brace of pistols (8 pts)

    • Handgun (5 pts)

    • Blunderbuss (5 pts)

    • Throwing weapons (2 pts)

  • May wear light armour (3 pts)

  • May take magic items up to a total of 100 pts

Booming Voice, Dirty Fighting, Sea Legs

Friendly units may use the Captain’s Leadership if they are within 6". If they are the army’s General, their Inspiring Presence rule is increased by 6" instead.

Sorcerer Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Sorcerer Lord433343318

A Sorcerer Lord may never be the army's General

Troop Type: Infantry (Character)

Magic: Sorcerer Lord is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Heavens, the Lore of Shadow, the Lore of Death or the Lore of the Deep.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May take magic items up to a total of 100 pts

Sea Legs

Heroes

Pirate Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Pirate Captain455442538

Troop Type: Infantry (Character, Pirate Captain)

Hand weapon.

  • May be armed with one of the following:

    • Buckler (2 pts)

    • Additional hand weapon (2 pts)

    • Great weapon 6 pts

  • May be armed with one of the following:

    • Pistol (3 pts)

    • Brace of pistols (6 pts)

    • Handgun (5 pts)

    • Blunderbuss (5 pts)

    • Throwing weapons (2 pts)

  • May wear light armour (2 pts)

  • May take magic items up to a total of 50 pts

Booming Voice, Dirty Fighting, Sea Legs

Friendly units may use the Captain’s Leadership if they are within 6". If they are the army’s General, their Inspiring Presence rule is increased by 6" instead.

Pirate Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Pirate Sorcerer433332318

A Pirate Sorcerer may never be the army's General.

Troop Type: Infantry (Character)

Magic: Pirate Sorcerer is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Heavens, the Lore of Shadow, the Lore of Death or the Lore of the Deep.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May take magic items up to a total of 50 pts

Sea Legs

First Mate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts

MWSBSSTWIALd
First Mate444442428

You may have one First Mate for every Pirate Captain or Pirate Lord in your army. They may not be the army's General.

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Buckler (2 pts)

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

  • May be armed with one of the following:

    • Pistol (3 pts)

    • Brace of pistols (6 pts)

    • Handgun (5 pts)

    • Blunderbuss (5 pts)

    • Throwing weapons (2 pts)

  • May wear light armour (2 pts)

  • May take magic items up to a total of 25 pts

  • One First Mate in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner (no pts limit). However, a model carrying a magic standard can only carry other magic items up to a total 25 pts.

Almost Loyal, Dirty Fighting, Sea Legs

As long as a Pirate Captain or Pirate Lord is in the unit, the Mates are Stubborn.

Unit Upgrades

Masters and Idlers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Bosun433331317
Look-out433331317
Master Gunner433331317
Navigator433331317

You may have one Master and Idler of each sort for every Pirate Captain or Pirate Lord in your army.

Troop Type: Infantry

A unit with a Bosun roll 3D6 for Leadership tests, except Break tests, and discard the highest dice.

A character within 6" of a unit with a Look-Out may re-roll failed "Look Out Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.

Dirty Fighting, Masters and Idlers, Sea Legs

Core Units

Pirate Crew. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Pirate433331317
Scallywag433331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Pirate to a Scallywag (10 pts)

  • May upgrade one Pirate to a Sea Shanty Singer (10 pts)

  • May upgrade one Pirate to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with one of the following:

    • Bucklers (½ pt per model)

    • Additional hand weapons (1 pt per model)

    • Pistols (4 pts per model)

    • Polearms (2 pts per model)

    • Great weapons (2 pts per model)

  • The entire unit may be armed with throwing weapons (1 pt per model)

  • The unit may include one of the following Masters and Idlers:

    • Bosun (20 pts)

    • Look-Out (5 pts)

    • Master Gunner (15 pts)

    • Navigator (20 pts)

A unit with a Bosun roll 3D6 for Leadership tests, except Break tests, and discard the highest dice.

A character within 6" of a unit with a Look-Out may re-roll failed "Look Out Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.

Dirty Fighting, Sea Legs

Deck Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Deck Gunner433331317
Sharpshooter434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, handgun.

  • May upgrade one Deck Gunner to a Sharpshooter (10 pts)

  • May upgrade one Deck Gunner to a Sea Shanty Singer (10 pts)

  • May upgrade one Deck Gunner to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may swamp handguns for blunderbusses (free)

  • The unit may include one of the following Masters and Idlers:

    • Bosun (20 pts)

    • Look-Out (5 pts)

    • Master Gunner (20 pts)

    • Navigator (20 pts)

Dirty Fighting, Sea Legs

Buccaneers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Buccaneer443331417
Swashbuckler443331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Buccaneer to a Swashbuckler (10 pts)

  • May upgrade one Buccaneer to a Sea Shanty Singer (10 pts)

  • The entire unit may be armed with one of the following:

    • Bucklers (½ pt per model)

    • Additional hand weapons (1 pt per model)

  • The entire unit may be armed with throwing weapons (1 pt per model)

Dirty Fighting, Sea Legs, Skirmishers, Swashbucklers

Buccaneers have the Dodge (6+) special rule in close combat.

Harpooners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Harpooner433331317
Leviathan Slayer434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, javelin.

  • May upgrade one Harpooner to a Leviathan Slayer (10 pts)

    • A Leviathan Slayer may be armed with a Harpoon Launcher (10 pts)

  • May upgrade one Harpooner to a Sea Shanty Singer (10 pts)

A harpoon launcher has the following profile:

RangeStrengthSpecial Rules
36"5-

Dirty Fighting, Sea Legs, Skirmishers

Swabbies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Swabbie422331316
Press Ganger433331327

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • Must upgrade one Swabbie to a Press Ganger (15 pts)

  • The entire unit may be armed with additional hand weapons (1 pt per model)

  • The entire unit may be armed with throwing weapons (½ pt per model)

Expendable

Special Units

Ship's Mate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Mate444331418
Deck Master444331428

You may have one unit of Ship's Mates for each Pirate Captain or Pirate Lord in your army.

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Ship's Mate to a Deck Master (10 pts)

  • May upgrade one Ship's Mate to a Sea Shanty Singer (10 pts)

  • May upgrade one Ship's Mate to a standard bearer (10 pts)

    • A Ship's Mate unit with a standard bearer may take a magic standard worth up to 50 pts

  • The entire unit may be armed with one of the following:

    • Additional hand weapons (1 pt per model)

    • Bucklers (½ pt per model)

    • Great weapons (2 pts per model)

    • Pistols (4 pts per model)

  • The entire unit may be armed with throwing weapons (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The unit may include one of the following Masters and Idlers:

    • Bosun (20 pts)

    • Look-Out (5 pts)

    • Master Gunner (15 pts)

    • Navigator (20 pts)

A unit with a Bosun roll 3D6 for Leadership tests, except Break tests, and discard the highest dice.

A character within 6" of a unit with a Look-Out may re-roll failed "Look Out Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.

Almost Loyal, Dirty Fighting, Sea Legs

As long as a Pirate Captain or Pirate Lord is in the unit, the Mates are Stubborn.

Powder Monkeys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Powder Monkey433331317
Gun Nut434331317

Unit Size: 10+

Troop Type: Infantry

Brace of pistols.

  • May upgrade one Powder Monkey to a Gun Nut (10 pts)

  • May upgrade one Powder Monkey to a Sea Shanty Singer (10 pts)

  • May upgrade one Powder Monkey to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The unit may include one of the following Masters and Idlers:

    • Bosun (20 pts)

    • Look-Out (5 pts)

    • Master Gunner (15 pts)

    • Navigator (20 pts)

A unit with a Bosun roll 3D6 for Leadership tests, except Break tests, and discard the highest dice.

A character within 6" of a unit with a Look-Out may re-roll failed "Look Out Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.

Dirty Fighting, Festooned with Pistols, Sea Legs

In close combat, all attacks made by Powder Monkeys are resolved at Strength 4 with the Armour Piercing (1) special rule.

Grog Lubbers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Grog Lubber422331217
Grogmaster422331227

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Grog Lubber to a Grogmaster (10 pts)

  • May upgrade one Grog Lubber to a Sea Shanty Singer (10 pts)

  • May upgrade one Grog Lubber to a standard bearer (10 pts)

  • The entire unit may be armed with Grog Grenades (3 pts per model)

A grog grenade has the following profile:

RangeStrengthSpecial Rules
6"5-

Combustible Breath, Hard Stuff

Grog Lubbers can spit grog as a Stand and Shoot reaction as soon as their enemies come into base contact with them, and in Close Combat after all normal attacks have been resolved. Each attack with Combustible Breath causes an automatic Strength 3 hit with the Flaming Attacks special rule on all models in base contact.

Grog Lubbers carries a large selection of different of alcoholic beverages. At the start of their turn, roll a D6 and consult the table below:

D6

Result

1

Too Much to Drink. The Grog Lubbers suffer D3 Wounds with no saves allowed as some of them fall to the ground unconscious. The rest of the unit counts as having failed a Stupidity test.

2

Where has the Rum Gone? The Grog Lubbers are finding themselves unable to find a full bottle, desperately looking through their pockets for another drop. They may not move voluntarily this turn.

3

Pirate Grog. The Grog Lubbers are subject to Stupidity.

4

Norse Mead. The Grog Lubbers are subject to Frenzy.

5

Dwarf Rum. The Grog Lubbers gain +1 to their Toughness.

6

Lustrian Wine. The Grog Lubbers gain +1 to their Strength.

Dwarf Sea Dogs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Sea Dog3433413110
Sea Rover3433413210

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Sea Dog to a Sea Rover (10 pts)

  • May upgrade one Sea Dog to a Sea Shanty Singer (10 pts)

  • May upgrade one Sea Dog to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with one of the following:

    • Additional hand weapons (1 pt per model)

    • Pistols (4 pts per model)

    • Great weapons (2 pts per model)

  • The entire unit may be armed with throwing weapons (1 pt per model)

Ancestral Grudge, Relentless, Sea Legs, Unbreakable

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

Orc Freebooterz. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Orc Freebooter433341217
Orc Kaptin433341227

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Orc Freebooter to an Orc Kaptin (10 pts)

  • May upgrade one Orc Freebooter to a musician (10 pts)

  • May upgrade one Orc Freebooter to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Bucklers (½ pt per model)

    • Additional hand weapons (1 pt per model)

    • Pistols (4 pts per model)

Animosity, Sea Legs, Strength Bonus (1)

Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

D6

Result

1

Squabble. An internal squabble amongst the ranks soon grows into a minor riot with fists and curses flying. This throws the unit into disorder and may not move in the Movement phase this turn whilst da Boss cracks heads.

2-5

Plan's a Good 'Un.' The unit retains a degree of order. It may act normally this turn.

6

We'll Show 'Em.' Pivot the unit on the spot to face the nearest visible enemy unit, and then make a full normal move in a straight line towards it. If there is no visible enemy, the unit must move straight ahead instead. If it is impossible for the unit to pivot to face the closest enemy, it will pivot towards it as far as it can, and will then move as far forward as it can while still keeping the enemy within its forward arc. After the move is complete the unit must declare a charge against the closest visible enemy unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest of its turn normally, as if it had not yet moved this turn.

Norse Reavers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Norse Reaver443331417
Helmsman443331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour.

  • May upgrade one Norse Reaver to a Helmsman (10 pts)

  • May upgrade one Norse Reaver to a musician (10 pts)

  • May upgrade one Norse Reaver to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with one of the following:

    • Additional hand weapons (1 pt per model)

    • Great weapons (2 pts per model)

  • The entire unit may take shields (1 pt per model)

Blood Rage, Sea Legs

Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following first round of close combat.

Wokou Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Wokou Raider443331417
Shanghai'er443331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Wokou Raider to a Shanghai'er (10 pts)

  • May upgrade one Wokou Raider to a musician (10 pts)

  • May upgrade one Wokou Raider to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with one of the following:

    • Additional hand weapons (1 pts per model)

    • Bows (2 pts per model)

    • Oriental longswords (2 pts per model)

These swords that are typically used by Cathayan soldiers and Nipponese Ronin. Expertly crafted, they are a deadly weapon in the hands of a skilled swordsman. Oriental longswords have the following profile:

RangeStrengthSpecial Rules
CombatAs user-

Ambushers, Sea Legs

Sons of Stromfels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 pts per model

MWSBSSTWIALd
Son of Stromfels640543337
Stromfels' Chosen640543347

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon.

  • May upgrade one Son of Stromfels to a Stromfels' Chosen (10 pts)

  • The entire unit may be armed with polearms (6 pts per model)

Aquatic, Bloodlust, Killing Blow

For every successful Wound caused (after saves) by a Son of Stromfels, it may make an additional attack. These additional attack do not generate any further attacks.

Deck Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Deck Cannon----7----
Crew433331317

Unit Size: 1 Deck Cannon & 3 Crew

Troop Type: War Machine (Cannon)

Hand weapon.

  • May take one of the following:

    • Chain Shot (20 pts)

    • Heat Shot (10 pts)

Chain Shot has a range of 36" and Strength 6. When fired upon an enemy unit, the shot strikes the models in D3 files rather than one.

The cannon gains the Flaming Attacks special rule. However, if a misfire is rolled, add -1 to the misfire result.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

Swivel Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Swivel Gunner433331317

Unit Size: 3-10

Troop Type: Infantry

Hand weapon, Swivel Gun.

Swivel Guns have the following profile:

RangeStrengthSpecial Rules
36"6-

Sea Legs, Skirmishers, Unreliable

Whenever a Swivel Gunner rolls a 1 to Hit when shooting, something has gone wrong with the firing mechanism. Roll another D6: On a 1, the Swivel Gunner suffers a Strength 4 hit.

Rare Units

Sea Serpent Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 pts per model

MWSBSSTWIALd
Sea Serpent Rider443331418
Storm Rider443331428
Sea Serpent730543336

Unit Size: 3+

Troop Type: Monstrous Cavalry

Hand weapon, polearm.

  • May upgrade one Sea Serpent Rider to a Storm Rider (10 pts)

  • May upgrade one Sea Serpent Rider to a Sea Shanty Singer (10 pts)

  • May upgrade one Sea Serpent Rider to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may be armed with pistols (3 pts per model)

  • The entire unit may wear light armour (3 pts per model)

Aquatic, Natural Armour (6+), Poisoned Attacks (Sea Serpent only), Tail Whip

Sea Serpents get to make a Stomp Attack, except they only inflict 1 Hit.

Dark Maiden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 pts per model

MWSBSSTWIALd
Dark Maiden440453235
Shipwreck Angel440453245

Unit Size: 3+

Troop Type: Monstrous Infantry

Two hand weapons.

  • May upgrade one Dark Maiden to a Shipwreck Angel (10 pts)

Aquatic, Flammable, Maiden's Chant, Unstable

In the shooting phase, a unit of Dark Maidens may target one enemy unit within 18" and their line of sight. The unit must take a Leadership test with a -2 modifier. For ever point above their Leadership the test shows, the enemy unit suffer 1 Wound with no save of any kind allowed.

Flying Galley. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Flying Galley---455---
Crew-333--317

Unit Size: 1 Flying Galley & 3 Crewmen

Troop Type: Chariot (Armour Save 4+)

Hand weapon, 2 Swivel Guns.

Swivel Guns have the following profile:

RangeStrengthSpecial Rules
36"6-

Flammable, Fly (6), Swivel Guns

Flying Galleys are armed with 2 Swivel Guns, which may fire to either its front or flank arcs even if the model has moved that turn. They do not suffer To Hit penalties for moving and shooting.

Hell-Hammer Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Hell-Hammer----7----
Crew433331317

Unit Size: 1 Hell-Hammer Cannon & 3 Crew

Troop Type: War Machine (Great Cannon)

Hand weapon.

  • May be upgraded to an Ironfist Mortar (20 pts)

  • May be upgraded to a Triple Barrel Cannon (40 pts)

  • May include a Master Gunner (15 pts)

Ironfists have the following profile and rules:

RangeStrengthSpecial Rules
12-48"4(8)-

An Ironfist is fired using the same rules as a Stone Thrower, but with the profile given above and the following differences: An Ironfist Mortar uses the large template, and consults the Black Powder Misfire Chart in case a Misfire is rolled.

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

The Triple Barrel Cannon have the following profile and rules:

RangeStrengthSpecial Rules
48"10-

The Triple Barrel Cannon fires using the rules for normal Cannons, rolling for one barrel at a time (including resolving any Misfires). All barrels must be fired at the same target. If a Misfire results in a Malfunction, the next barrel may simply not shoot. In addition, the Triple Barrel Cannon can only fire every other turn, as it must spend a whole turn reloading after firing.

Cumbersome, Hell-hammer

Due to their size, models with this rule may not be moved after deployment, but may pivot on the spot as normal.

Hell-Hammer Cannons have the following profile and rules:

RangeStrengthSpecial Rules
72"10-

Hellhammer Cannons may re-roll the distance bounced by the cannon ball and failed rolls To Wound. If a Misfire is rolled, add -1 to the result on the Black Powder Misfire Chart.

Turtigon Battle Platform. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .310 pts per model

MWSBSSTWIALd
Turtigon530666146
Crew-433--317

Unit Size: 1 Turtigon Battle Platform & 3 Crew

Troop Type: Monster

Hand weapon, cannon.

Aquatic, Cannon Tower, Fiery Breath, Loss of Heads, Massive Beak, Natural Armour (2+), Stubborn

This follows all the rules for normal Cannons, except that it may move and fire. In case the cannon rolls a Misfire, the Turtigon suffer D3 Wounds with no armour save allowed.

Model has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

The strength of a Turtigon is based on two heads attacking and breathing together. Because of this, once the Turtigon is reduced to 3 Wounds, one head has been taken out of action. The number of attacks drops to 2. In addition, the loss of heads makes for fewer flames when it breathes, so the strength of the Turtigon’s breath weapon is reduced to Strength 2.

The Turtigons normal attacks have the Armour Piercing (1) and Killing Blow special rules.

Sea Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Sea Giant6306663510

Unit Size: 1

Troop Type: Monster

Hand weapon.

Anchor Smash, Aquatic, Immunity (Psychology), Natural Armour (6+), Stubborn

Rather than attacking normally, a Sea Giant may make a special attack. If this Attack Hits, it is resolved at Strength 10 with the Multiple Wounds (D6) special rule.

Special Characters - Lords

Carmen Sicilieri The Pirate Princess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .275 pts

MWSBSSTWIALd
Carmen Sicilieri465443659

Troop Type: Infantry (Special Character, Pirate Lord)

Brace of pistols, light armour.

Magic Items / Abilities: Tidebreaker, The Blasted Skull

All attacks from this sword always Wounds on at least a 3+. In addition, no armour saves may be taken against it.

The skull gives Carmen Ward Save (4+). In addition, for every 1 rolled on the enemy's To Wound roll against her, they suffer 1 Wound themselves, with no armour save allowed.

Booming Voice, Dirty Fighting, Fear, Pirate Princess, Sea Legs

Friendly units may use the Captain’s Leadership if they are within 6". If they are the army’s General, their Inspiring Presence rule is increased by 6" instead.

All friendly units may re-roll failed Fear and Panic tests within 12" of Carmen.

Jaego Roth Captain of the Heldenhammer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts

MWSBSSTWIALd
Jaego Roth455443539

Troop Type: Infantry (Special Character, Pirate Lord)

Hand weapon, Repeater Pistol, light armour.

A repeater pistol has the following profile:

RangeStrengthSpecial Rules
12"4-

*If combined with a hand weapon.

Magic Items / Abilities: Arabyan Spy-glass, Arcane Moondial, Indigo Roth's Sea Chart

This Spyglass gives Roth the Sniper special rule. In addition, once per Sartosan turn, one enemy unit within line of sight must reveal all Hidden units, special upgrades and Magic Items.

One use only. When used, the Moondial allows Roth and any unit he is with to move as if they had the Ethereal special rule for the duration of the turn.

This sea chart gives Roth the Navigator special rule.

Booming Voice, Captain of the Heldenhammer, Sea Legs, Will of Steel

Friendly units may use the Captain’s Leadership if they are within 6". If they are the army’s General, their Inspiring Presence rule is increased by 6" instead.

If Jaego Roth is included your army, you may fire an additional D3 shots when using the Naval Bombardment special rule.

Captain Roth and any unit he is with may re-roll any failed Leadership tests. When fighting in challenges, he may re-roll all failed rolls To Hit.

Aranessa Saltspite The Queen of Tides. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Aranessa465443649

Troop Type: Infantry (Special Character, Pirate Lord)

Pistol, Spearfisher's Net

At the start of each round of close combat, Aranessa may target one enemy model in base contact. Roll to Hit against the target; if successful, that model is ensnared and suffers -D3 to its Attacks this round.

Magic Items / Abilities: Kraken's Bane

Polearm. Kraken's Bane gives Aranessa +1 Strength, +1 Attack and the Heroic Killing Blow special rule.

Blessed of Manann, Booming Voice, Dirty Fighting, Hatred (Warriors of Chaos, Norse), Sea Legs

Aranessa and any unit she is with may re-roll one D6 when charging and pursuing enemies.

Friendly units may use the Captain’s Leadership if they are within 6". If they are the army’s General, their Inspiring Presence rule is increased by 6" instead.

Giacchino de Falco The Crazed Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Giacchino465443646

Troop Type: Infantry (Special Character, Pirate Captain)

Pistol.

Magic Items / Abilities: The Caitiff's Cutlass, Lucky Charms

This cutlass grants Captain Giacchino the Parry (5+) special rule. For each wound suffered, he gains +1 to his Parry save.

Giacchino has Magic Resistance (2). In addition, enemies must re-roll successful rolls of 6 To Wound him.

Any man who falls behind is left behind, One Bullet, One Shot, Sea Legs, Strange and Confused

Giacchino and any unit he is with have the Swiftstride special rule when fleeing.

Before the start of the game, choose one enemy character on the table. Once during the game, Giacchino may take a special shot with the Sniper special rule against the chosen model. This shot is resolved with the Killing Blow special rule.

At the start of your Movement phase, roll a D6 and consult the table below to see what is on Giacchino's mind this turn.

D6

Result

1

Did no one come to save me just because they missed me?

Disappointed with the apparent lack of affection for him, Giacchino sits down and sulks while his crew desperately tries to encourage him. Giacchino and the unit he is with cannot move voluntarily this turn.

2

Up... is down!

In a sudden stroke of utter madness, Giacchino orders his crew to immediately turn in the reverse direction. Giacchino and any unit he is with immediately makes a reform (even if in close combat), turning in the opposite direction of what they are currently facing.

3

Now we're being followed by rocks!

Spouting utter nonsense, Giacchino sets off forward, with his confused crew following after. Giacchino moves using the Random Movement (2D6) special rule this turn.

4

Now where is that monkey? I want to shoot something!

Looking for a suitable target – any target – Giacchino immediately starts swinging and firing towards whatever is in front of him. Giacchino may immediately make an extra Shooting or Close Combat attack towards an enemy within line of sight.

5

But... you HAVE heard of me?

Confounded by the enemy's lack of knowledge regarding his person, Giacchino sets upon explaining his importance with complete disregard for his own safety. Giacchino is Stubborn, but may not Attack, until he rolls on the table again.

6

It's CAPTAIN Giacchino de Falco!

Outraged at the improper use of his title, Giacchino lashes out at the foe. Giacchino must immediately declare a charge against the nearest enemy unit. He is subject to Hatred and Frenzy until he rolls on the table again.

Special Characters - Heroes

Krusher the Anchorman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Krusher454554348
Giant Parrot-2-2--21-

Troop Type: Monstrous Infantry (Special Character)

Light armour, Brace of Handguns.

Krusher's brace of handguns has the following profile:

RangeStrengthSpecial Rules
24"4-

Magic Items / Abilities: Lucky Smasher

Great weapon. All attacks with this weapon have the Multiple Wounds (D3) special rule. In addition, Krusher may re-roll 1's when rolling To Hit.

Giant Parrot, Impact Hits (1), Sea Legs

In the first round of combat, the parrot gives all enemies in base contact with Krusher -1 To Hit unless they can pass a Leadership test.

Fleur & Estella. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Estella454442538
Fleur445442427

Troop Type (Estella): Infantry (Special Character)

Troop Type (Fleur): Infantry (Special Character)

Two hand weapons, pistol.

Hand weapon, brace of pistols.

Dirty Fighting, Princess of Parries, Protective, Sea Legs

Estella has the Parry (6+) special rule. If Estella has a higher Weapon Skill than her attacker she gains +1 on her Parry rolls

Estella looks after her younger sister. If Fleur is killed, Estella will be subject to Hatred and Frenzy for the remainder of the game.

Dirty Fighting, Pistolier Extraordinaire, Sea Legs

Fleur can load guns faster than most can even think. She has the Multiple Shots (2) special rule, which gives her a total of 4 shots with her brace of pistols.

Mr. Bill. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Mr. Bill444442428
Lizzy-232--21-

Troop Type: Infantry (Special Character)

Hand weapon, pistol, handgun, Blunderbuss, Swivel Gun, Hook Iron-fist.

Mr Bill's hook hand can be used as either an additional hand weapon or as a buckler in close combat.

Swivel Guns have the following profile:

RangeStrengthSpecial Rules
36"6-

Lizzy, the Salamander, Quartermaster, Sea Legs

Lizzy has the following profile:

RangeStrengthSpecial Rules
12"2-

Lizzy may fire in addition to any weapon fired by Mr Bill.

One unit in the army may choose between being equipped with Light armour or gain the Armour Piercing (1) special rule.

Doctor "Doc" Exmelin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
"Doc" Exmelin433332317

Troop Type: Infantry (Special Character)

Hand weapon.

Dreading Presence, Field Surgeon, Sea Legs, The Surgeon's Mate

A unit joined by Exmelin gains the Parry (6+) special rule. If they already have a Parry save, it is increased by +1. This rule has no effect on any characters in the unit.

Exmelin may be placed in the rear rank of any unit he joins. At the start of his turns, he can try to "tend to" the wounded of his unit. Roll a D3; this is the number of models previously slain during the battle that may be added back into the unit.

Once a game, Exmelin roll a D6 when using his Field Surgeon special rule.

The Pirates' Booty

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Pirates of Sartosa. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

The wielder of this weapon gains D3+2 Extra Attacks on any turn he charges, and gives him +2 Extra Attacks in subsequent rounds.

Brace of pistols. All failed To Hit and To Wound rolls with these Pistols may be re-rolled. This includes both close combat and shooting attacks.

Additional hand weapon. All attacks with this hook are made at +2 Strength.

The first attack directed towards the wielder in each round of Close Combat automatically misses. In addition, he gains +1 to Hit and the Armour Piercing special rule.

Magic Armour

Buckler. The wielder gains the Parry (6+) special rule, and any enemy attempting to strike him in Close Combat suffers -1 To Hit.

Talismans

One use only. When used, enemies must re-roll successful rolls To Wound against the wearer for the duration of the turn. In addition, when the wearer would normally lose his last Wound, this is automatically negated on a 2+.

All enemies attempting to strike the owner must re-roll 6's To Hit in close combat. In addition, the owner gains a Ward Save (3+) against War Machines.

Enchanted Items

One use only. The Dead Man's chest can be opened at the start of any Sartosan turn as long as the model carrying it is not in close combat. When used, the character and the unit he with gains the Animated Construct, Fear, and Unstable special rules; for all intents and purposes, the unit is now Undead for the remainder of the battle. In addition, it adds +1 to their Combat Resolution.

The character, and one unit of his choice that he may join, may deploy as Scouts. In addition, they may re-roll all failed rolls to Reform during the Battle.

Magic Standards

The unit carrying this standard causes Fear and gains the Devastating Charge special rule.

The Lore of the Deep

Whenever a spell from the Lore of the Deep is cast on an enemy unit, that unit also suffers D6 Strength 1 Hits which Ignores Armour Saves in addition to the effects of the spell.

Tidecall is a direct damage spell. The caster makes a Strength 2 Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. Until the start of the caster's next Magic Phase, any unit Hit will suffer -D6" to any Move they make as well as being Disrupted.

Denizens of the Deep is a magic missile with a range of 24" that causes 2D6 Strength 3 Hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 9+.

Eye of the Storm is an augment spell that is cast on the Wizard and any unit they are with. Until the start of the caster's next Magic Phase, any missile fire directed from or against the Wizard or their unit suffer -1 To Hit. Any missile attacks that do not roll to Hit must first roll a 4+ on a D6 to be able to target the unit. Any unit in base contact with the Wizard or their unit suffer D6 Strength 5 Hits at the start of each Magic Phase.

Watery Grave is a hex spell with a range of 18". The target unit counts as moving through dangerous terrain until the start of the caster's next Magic phase. For every 4" the unit moves while the spell is in effect, the chance of them failing the test increases by +1. The Wizard can choose to extend the range of this spell to 36". If he does so, the casting value is increased to 12+.

Remains in play. Fog of the Damned is a hex spell with a range of 24". All models in the target unit suffer -1 to their Weapon Skill and Leadership. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

Stromfels' Jaws is a direct damage spell. Place the small template anywhere within 18"; it will scatter D6". Any model touched by the template takes a Strength 5 hit with the Multiple Wounds (D3) special rule. The Wizard can choose to increase the power of this spell to use the large template instead. If they do so, the template scatters 2D6" and the casting value is increased to 17+.

Remains in play. Kraken's Pull is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Kraken's Pull will move. To determine how many inches the template moves, roll 3D6. Any model touched by the template must pass a Strength test suffers 1 Wound with no Armour Saves allowed. Any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.

In subsequent turns, Kraken's Pull travels in a random direction and moves a number of inches equal to 2D6. If a double is rolled in subsequent turns, Kraken's Pull is removed. The Wizard can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is 25+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Aranessa Saltspite

Infantry

20x20

Buccaneers

Infantry

20x20

Carmen Sicilieri

Infantry

20x20

Dark Maidens

Monstrous Infantry

40x40

Deck Cannon

War Machine

75

Deck Gunners

Infantry

20x20

Doctor "Doc" Exmelin

Infantry

20x20

Dwarf Sea Dogs

Infantry

20x20

First Mate

Infantry

20x20

Fleur & Estella

Infantry

20x20

Flying Galley

Chariot

50x100

Giacchino De Falco

Infantry

20x20

Grog Lubbers

Infantry

20x20

Harpooners

Infantry

20x20

Hell-Hammer Cannon

War Machine

100

Jaego Roth

Infantry

20x20

Krusher The Anchorman

Monstrous Infantry

40x40

Long Drong Slayer

Infantry

20x20

Mr Bill

Infantry

20x20

Norse Reavers

Infantry

20x20 or 25x25

Orc Freebooterz

Infantry

25x25

Pirate Captain

Infantry

20x20

Pirate Crew

Infantry

20x20

Pirate Lord

Infantry

20x20

Pirate Sorcerer

Infantry

20x20

Powder Monkeys

Infantry

20x20

Sea Giant

Monster

50x50 or 50x75

Sea Serpent Riders

Monstrous Cavalry

50x75

Ship's Mates

Infantry

20x20

Sons of Stromfels

Monstrous Infantry

40x40

Sorcerer Lord

Infantry

20x20

Swabbies

Infantry

20x20

Swivel Gunners

Infantry

25x50

Turtigon Battle Platform

Monster

50x100 or 100x150

Wokou Raiders

Infantry

20x20