Characters

Points allowed for characters includes the value of their armour and weapons, any magic items they have, and a steed if they are mounted.

Monster Mounts

If a character rides a monster, then its points value is added to that of the character and included in the total points permitted for characters. The points permitted for monsters is seperate from this, and is for unridden monsters.

Chariots

If a character rides in a chariot, its points value is added to that of the character and included in the total permitted for characters.

Equipment

A character may be equipped with any weapons or equipment allowed to the army. Champions of Regiments must be equipped in the same way as their regiment except that a Champion may carry a magic weapon or wear magic armour, or he may have a magic item.

Magic Items

A character may carry appropriate magic items, the points value of the magic items is added to the value of the character and included in the points allowance for characters.

Character Maximum Number

of Magic Items

Heroes
Champion

1

Hero

2

Lord

3

Wizards
Mage

1

Mage Champion

2

Master Mage

3

Mage Lord

4

Regiments

Unit Size

Models are organized into units which must be at least five models strong, unless otherwise indicated in the army list. There is no upper limit on the size of a unit. The minimum of five includes its leader, standard bearer, musician, and Champion if it has them.

Leaders

All units are assumed to include a leader equipped in the same was as the other troops in the unit. The leader costs the same points as the other troops in the unit and has the same characteristics as the other troops.

Standards and Musicians

All units may include a standard bearer and/or a musician. The usual cost for these is double the points value of an ordinary troop. There are some exceptions to this rule. Standard bearers and musicians are equipped with the same weapons and armour as their fellows and fight just like ordinary warriors.

Magic Standards

Some units are allowed magic standards, these are magic items chosen from the magic items in the Warhammer Magic supplement. If a unit includes a magic standard then its points value is added to that of the unit.

Champions

Any unit may include a Champion. Champions are characters, and they are always equipped exactly as the rest of their unit, except they are allowe done magic item. A Champion may also be the unit's leader, but does not have to be, a unit can have a separate leader and Champion model if desired.

Champions always fight as part of their unit and cannot leave it. the points value of the Champion, including any magic item he has, comes from the army's points allowance for characters as already described.

Monsters

Monsters are beasts which have been brought along to fight beside the army, including trained creatures, captive monsters that are goaded into fighting, and monsters magically bound by spells of obedience, etc. Monsters chosen as mounts for characters are not included in the points allocation for monsters, they are included in the points for characters as described earlier.

Allies

A Sartosa Pirate army may include allies up to a quarter of its total points value. Allies are chosen from the army books indicated. You may choose allies from several lists if you wish. When choosing allies you may spend freely within the characters, regiments, and war machines sections of the allied army list. You do not have to divide the points spent between these categories.

Special Characters

These represent famous individuals, and you may include these special characters in your army if you wish, in which case their points value is included in the characters allowance as normal.

You should agree with your opponent beforehand whether to use special characters or not, as they are powerful individuals whose prescence will give a distinct flavour to the army and a distinct characteristic to the game.

Limitations

In most cases, their is no limit on the number of characters, regiments, or war machines of any type that an army can include. There are exceptions to this. Some characters, regiments, and war machines are limited to a maximum number as given by the army list.

Armour

Armour savings throws are as follows:

Armour Save

Cavalry Save

None none

6+

Shield or

Light Armour

6+

5+

Shield and Light Armour

or Heavy Armour Only

5+

4+

Shield and Heavy armour

4+

3+

Cavalry with barding Adds a further +1

Equipment List

Hand-to-hand Combat Weapons

Single sword, mace, axe, or other hand weapon...................................free

Lance for cavalry..........................................................................................2

Double-handed sword or axe.....................................................................2

Spear............................................................................................................1

Halberd..........................................................................................................2

Bill-hook.........................................................................................................3

Boarding axe.................................................................................................2

Missile Weapons

Long Bow......................................................................................................3

Bow................................................................................................................2

Handgun........................................................................................................3

Pistol..............................................................................................................2

Volley Gun.....................................................................................................4

Blunderbuss..................................................................................................3

Sling...............................................................................................................1

Javelin............................................................................................................1

Armour

Light Armour.................................................................................................2

Shield............................................................................................................1

Heavy Armour..............................................................................................3

Barding for warhorse..................................................................................4

Warhorse.....................................................................................................3

Boarding Axe

The boarding axe is a short one-handed axe with a very heavy axehead that has a spike that extends forward of the axeblade in line with the handle and a spike opposite the blade. These spikes are designed in such a way that the axe can be used both in a swinging and a thrusting motion in the tight confines of a boarding action. The axe gives a +1 to the Strength of the wielder.

Billhook

The bill has the same stats as a halberd, with the addition that, when used against mounted troops, on a die roll higher than the opponent's Initiative (this is a separate die roll made immediately after any successful to hit die roll made by the user of the billhook), the opponent is dismounted. A die roll of 6 is always successful, even if the opponent has a higher Initiative.

Naptha Bomb

Naptha bombs are firebombs that can be thrown 8" with no penalty for long range. They use the 1.5" template. They have S5 with a -2 save modifier, and they do D3 wounds. Anyone more than half under the template is hit automatically. Anyone partially under the template is hit on a D6 roll of 4, 5, or 6. Any model that is not killed by the flames must immediately roll a D6, and will be set on fire on a roll of 4+. Models that are set on fire will take additional wounds in following turns until the fire is put out. Roll each turn at the beginning of the turn to see if the fire goes out. Roll a D6, and on a 6 the fire will go out. Any models in base to base contact may aid in putting out the fire. Each model aiding will add +1 to the die roll, but must test to see if they catch fire also as above. If the Naffatun fails to hit his target, roll a scatter and an artilley dice. If a HIT and a MISFIRE are rolled, the bomb blows up in the thrower's hand. Place the template with the center directly over the thrower and roll for damage immediately.

Army Selection

Characters 0-50% Up to one half of the points value of the army may be spent on characters.
This includes the cost of monsters ridden by the characters.
Units 25%+ At least a quarter of the point value of the army must be spent on units.
War Machines 0-50% Up to one one half of the points value of the army may be spent on
war machines.
Monsters 0-25% Up to one quarter of the points value of the army may be spent on monsters.
Allies 0-25% Up to one quarter of the points value of the army may be spent on allies chosen
from the following lists: Norscan, Araby, and Mercenaries.


Back to Warhammer Armies: Sartosa

E-mail me!


This page hosted by GeoCities Get your own Free Home Page

1