War Machines

Catapults

Small Catapult............................................65 points

Large Catapult...........................................95 points

Profile M WS BS S T W I A Ld
Catapult - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds per Hit
Large Catapult

60"

10

none

d6

Small Catapult

48"

7

none

d3

Equipment: The crew are armed with hand weapons.

Save: None

Options: Catapult crew may wear light armour at an additional cost of +2 points per model.

Ballista.....................................55 points

Profile M WS BS S T W I A Ld
Ballista - - - - 7 3 - - -
Crew 4 3 4 3 4 1 5 1 7
Range

Strength

Save Wounds per Hit
Ballista

48"

5-1 per rank

none

D4

Equipment: The crew are armed with hand weapons and pistols.

Save: 5+/4+ Dodge.

Options: Ballista crew may wear light armour at an additional cost of +2 points per model.

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.

Long Tom (Great Cannons)...........................110 points each

The Sartosa army may include any number of Long Toms. Each cannon has three crew to operate the gun and defend it if need be. The rules for cannons are in the War Machines section of the Warhammer rulebook.

Profile M WS BS S T W I A Ld
Great Cannon - - - - 7 3 - - -
Crew 4 3 4 3 4 1 5 1 7

Maximum
Range
You can guess

Strength Wounds Save
Great cannon

60"

10

D6

None

Equipment: The cannon crew are armed with hand weapons and pistols.

Save: 5+/4+ Dodge.

Options: Great Cannon crew may wear light armour at an additional cost of +2 points per model.

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.

Short Gun (Cannon)...........................85 points each

The Sartosa army may include any number of Short Guns. Each cannon has three crew to operate the gun and defend it if need be. The rules for cannons are in the War Machines section of the Warhammer rulebook.

Profile M WS BS S T W I A Ld
Cannon - - - - 7 3 - - -
Crew 4 3 4 3 4 1 5 1 7

Maximum
Range
You can guess

Strength Wounds Save
Cannon

48"

10

D4

None

Equipment: The cannon crew are armed with hand weapons and pistols.

Save: 5+/4+ Dodge.

Options: Great Cannon crew may wear light armour at an additional cost of +2 points per model.

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.


Cannon Rounds:

Grape Shot.............................Free

Gunners may choose to fire Grape Shot instead of solid cannon balls. Grapeshot is a large thin-walled canister filled with iron balls approximately 1 inch in diameter. The powder will burn away the canister, releasing the balls in a widespread pattern extending from the muzzle of the cannon. Use two of the long teardrop flame templates placed side by side. If you do not have two then you can lay one down and then flip it over to cover an area of two templates side by side. All troops under these two templates will take an automatic S6 hit with a -3 save modifier. All troops patially under the templates will be hit on a 4+ on a D6 roll.

Heated Shot.......................+10 points

Any pirate or privateer gun crew can fire heated shot instead of a normal shot. Heated Shot has exactly the same stats as a normal round ball with the following additions: Heated Shot will set flamable materials on fire on a dice roll of 5+ on a D6. Flamable materials will include anything made of wood, cloth, thatch, straw, trees, and bushes. Once a target has caught fire, test for the effect at the start of its own turn. On a 1-5 the structure or war machine or terrain will continue to burn, taking 1D3 damage points. On a 6 the fire will be contained. On the next roll, if anything but 1 or 2 is rolled, the fire will go out. At least five figures or the crew of the war machine must do nothing but fight the fire for any "Fire goes out" result. If there is no one fighting the fire the structure, war machine, terrain, etc. will automatically take the fire damage each turn without any dice roll being necessary. On any Misfire result the cannon will explode, killing the complete crew when firing Heated Shot, and possibly starting a fire as above. The effects of Heated Shot are only on the initial point of impact and the first half of bounce through. After that, the shot will have cooled too much to start fires.


Swivel Guns.....................55 points

Swivel guns are light, small bore cannons that are mounted on a swivel mount with a 360 degree arc of fire. They do not have the power or the range of full-sized cannons. Swivel Guns are served by a crew of two. Swivel Guns are fired using the Ballistic Skill of the gunner assigned to it.

WEAPON RANGE STRENGTH WOUNDS SAVE
Solid Shot 24" 6 D3 -3
Canister 24" 4 1 -2

Canister rounds use a 1 1/2" template and all models completely under the template are hit automatically. Those that are partially under will be hit on a 4+ on a D6 roll.

Solid Shot fired by a Swivel Gun will only bounce through Artillery dice divided by 2 inches. If you roll a Misfire on the Artillery die, then the ball does not bounce.

The Swivel Gun may be moved by its crew their full movement, but if it does move it cannot fire in the same round that it moves.

Profile M WS BS S T W I A Ld
Swivel Gun - - - - 7 3 - - -
Crew 4 3 4 3 4 1 5 1 7

Equipment: The cannon crew are armed with hand weapons and pistols.

Save: 5+/4+ Dodge.

Options: Swivel Gun crew may wear light armour at an additional cost of +2 points per model.

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.


Back to Warhammer Armies: Sartosa

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