0-1 Regiments of Arabic Mercenary Heavy Cavalry..................................39 points
The army may include up to one regiment of Arabic Mercenary Heavy Cavalry. The Arabic Mercenary Heavy Cavalry are heavy shock cavalry serving for pay.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Al-halqa | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: The Arabic Mercenary Heavy Cavalry wear heavy armour and carry a shield, and ride barded warhorses. They are armed with a sword and a lance.
Save: 2+
Lance Formation Arabic Mercenary Heavy Cavalry may use the Lance formation.
0-2 Regiments of Mercenary Mounted Crossbowmen.............................17 points
The Sartosa army may include up to two regiments of Mounted Crossbowmen. These are soldiers who are trained to fire their crossbows while mounted on a moving horse.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mounted Crossbowmen | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: The Mounted Crossbowmen carry a shield and are armed with crossbow and hand weapons.
Save: 5+
Special Rules: Mounted Crossbowmen can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Arabic Light Cavalry......................................18 points
The Sartosa army may include any number of units of Arabic Light Cavalry. These are fierce horsemen from the deserts of Araby.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Arabic Light Cavalry | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: Bow, spear, and hand weapons, and shield.
Save: 5+.
Special Rules: Arabic Light Cavalry may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.
Billmen............................................8 points
The Sartosa army may include any number of units of Billmen. Billmen use a wicked hooked halberd-like weapon that can also dehorse a mounted foe. The bill has an 8-10' haft, with a two and a half foot blade that has a sharp edge running along both sides, one side curves back upon itself in a visciously pointed hook that can pierce armour and drag mounted troops from the saddle.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Bill and hand weapon
Save: None
Options: Any unit may be given light armour at +2 points per model.
Special: 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.
Handgunners.....................................9 points
The Sartosa army may include any number of units of Handgunners.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Handgunners | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Equipment: Hand gun and hand weapon.
Save: None
Options: Any regiment of Handgunners may be equipped with light armour at +2 points per model, or heavy armour at +3 points per model.
Mercenary Handguners.....................................8 points
The Sartosa army may include any number of units of Mercenary Handgunners.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mercenary Handgunners | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Hand gun and hand weapon.
Save: None
Options: Any regiment of Mercenary Handgunners may be equipped with light armour at +2 points per model, or heavy armour at +3 points per model.
Crossbowmen.................................8 points
A Sartosa army may include any number of units of Crossbowmen.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Hand weapon and crossbow.
Save: None
Options: Any unit may have light armour (+2 points per model), heavy armour (+3 points per model), and/or a shield (+1 point).
Pirates........................................15 points
Your Sartosa army may include any number of units of Pirates. Pirates are the hardened sailors who serve on the many pirate and privateer vessels that make the harbour their home. They have spent a life of violence and hardship upon the seas. They wear colourful outfits, including many gold rings and chains, with bright silk scarves and sashes festooned with knives and pistols, with a curving cutlass at their side.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Pirates | 4 | 4 | 3 | 3 | 4 | 1 | 5 | 1 | 7 |
Weapons/Armour: Pistol and hand weapon.
Save: 5+/4+ dodge.
Options: A unit of Pirates may be given boarding axes at +2 points per model, spears at +1 point, or hand guns or blunderbusses at +3 points (all models in a unit must be armed the same). Any unit may exchange their pistols for volley guns at +2 points per model. (Whatever you arm them with, they will always retain their pistol, unless they have exchanged their pistol for a volley gun.)
Special: Due to their life aboard ship, the Pirates have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.
0-2 Regiments of Targeteers.....................................10 points
Your Sartosa army may include up to two regiments of Targeteers. Targeteers are light infantry that are trained to skirmish and harass the enemy. They are used as scouts, flankers, and advance guards, and also as screening skirmishers for the line of battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Targeteers | 4 | 4 | 3 | 3 | 3 | 1 | 5 | 1 | 7 |
Weapons/Armour: Javelin, sword and shield.
Save: 6+.
Options: None
Special: Regiments of Targeteers are permitted to skirmish as described in the rules for skirmishing in the Warhammer rulebook.
Grenadiers....................22 points
Any unit of pirates may include up to three Grenadiers. Grenadiers are armed with naptha bombs.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
Weapons/Armour: Sword and shield, naptha bombs
Save: 6+
Special: Grenadiers always skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.
Grenadiers are immune to all psychology, as they are those who have already given up all hope and are actively seeking danger.
The Grenadiers are a detachment of their parent regiment and must stay within 5" of the parent regiment at all times.
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