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Warhammer Army Project/Pirates of Sartosa/8th
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===Rare Units=== *'''Sea Serpent Riders:''' Pirates Riding Monstrous eels with poisoned attacks and Stomps. Hits hard but are expensive for their durability, always provide cover fire as they maneuver to the enemy flank *'''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 (nothing about not Chanting when in cc). They can stall and fight back. *'''Flying Galley:''' A flying Swivel gun Platform with two that fire to the front and back. Because it has High Flyer, it can only be charged by other flyers but nothing about blocking charges. can also be used as a roadblock against dangerous combatants while shooting them with their swivel guns. *'''Hell-Hammer Cannon:''' Giant 72" S10 d6+1 wound Great cannon that reroll wound and bounce rolls. Hell-Hammer Cannon will obliterate monsters and elite infinity without wards. The Hell-Hammer haves alternative versions, so you can only bring one mega cannon unless in a really big game. **'''Ironfist Mortar:''' S4/8 large stone thrower with piercing 1 and d3 wounds. more likely to hit more things even when scattered. **'''Triple Barrel Cannon:''' Act like 3 cannons Strapped together. This load's so much that it can only fire every other turn. has a 48" range but 3 cannonballs can do more damage than one super ball. Great for simply deleting things you don't like. *'''Turtigon Battle Platform:''' A Moving Fortress Turtle. Has a move and fire Cannon + Breathes fire. Be wary about how much damage he takes because of his attacks and breath both 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 a single big anti-monster attack at the end of combat. *'''Swashbucklers:''' Hero-killer characters which hide inside other units in the same way as Night Goblin Fanatics, but rather than causing whirling, random death, they immediately engage any enemy characters in the opposing unit in single combat. With a very high WS, they can inspire their own unit to be immune to psychology for 1D6 turns if they win. If they die or flee, however, their aghast comrades must take a break test. *'''Shipworms''' A swarm unit of lamprey-like invertebrates which can devour enemy war machines.
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