Showing posts with label Pirates of Sartosa. Show all posts
Showing posts with label Pirates of Sartosa. Show all posts

Wednesday, 27 May 2026

Warhammer: Pirates of Sartosa 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added effective range to all weapons.
  • Swivel Guns are not armour piercing.
  • Volley Guns are S5, not armour piercing.
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Pirate Captains cost 50 pts.
  • Sorcerer Lords have WS4, T3, I4, A, cost 160 pts.
  • Quartermasters cost 35 pts.
  • Priest of Stromfels costs 95 pts.
  • Gunners cost 6 pts. Increased cost of weapon options.
  • Grog Lubbers cost 6 pts. Use normal grenades.
  • Added Dwarfen pistols & handguns.
  • Dwarfs are Independent, cost 5 pts.
  • Orcs have S4, not Mighty Blow (1), are Independent, cost 5 pts.
  • Ogres are Independent, cost 25 pts.
  • Ogre pistol has a range of 12/24", S5.
  • Ogre handgun has a range of 24/48", S6.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Carmen Sicilieri costs 270 pts. 
  • Aranessa Saltspite costs 225 pts.
  • Removed Long Drong (will be moved to RoR expansion).
  • Krusher the Anchorman is Independent.

Sunday, 1 March 2026

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.

Sunday, 23 February 2025

Warhammer - Pirates of Sartosa 1.3 (beta) out now!

Arrrgh me hearties! This ended up being a pretty large overhaul, with mainly buffs to the army. The army overall has seen a lot of points drops for nearly all infantry units, and Dirty Fighting is now much more potent since it offers a guaranteed bonus in the first round of combat rather than a variable bonus on a 4+. The Lore of the Deep has been expanded with 6 more spells, and the magic item selection has gone from 10 to 46 items. Most infantry units have seen an expansion in the amount of weapon options they can choose from as well. There are also some new units in the form of Priests of Stromfels, Ogre Scallywags, Mortars and Sea Elementals.

On the chopping block are the Sea Serpent Riders which did not really fit in lore-wise as Sea Serpents are gigantic sea creatures that have no business being on land, let along being ridden. I've also removed the Wokou Raiders which were superfluous and did not logistically really fit either - the ambush role has been moved to the Pilot upgrade instead. The Dwarfs are no longer Slayers by default (but can be through Long Drong Slayer who has seen a return to the army), but they now offer a cheaper still fairly reliable special unit with improved pistols and handguns due to the Dwarf-crafted special rule. Lastly I've removed the triple-barrel cannon upgrade from the Hellhammer since it was just a detrimental change that did not really do anything that Carronades and the Hellhammer itself already did. Overall, the book should be in quite a bit stronger state than before!

That concludes updating all armies into the new "rules-only" format - it took well over one and a half years, but it's done! I'll be posting the upcoming roadmap for future updates on my Patreon in a separate post. Speaking of, many thanks to you who have been supporting me thus far, ensuring I can keep on hobbying!

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 Patch Notes:

  • Dirty Fighting: All models with this special rule gain +1 To Hit in the first round of close combat.
  • Swivel Guns are Ponderous, not Move or Fire.
  • Updated Lore of the Deep with 6 new spells and rebalanced spells.
  • Added dozens of new Magic Items.
  • Pirate Lords/Captains do not have Booming Voice. Cost 90/50 pts. May take polearms.
  • Sorcerers have Dirty Fighting.
  • Increased cost of great weapons.
  • A unit with a Bosun gains the Cold-Blooded special rule. Costs 20 pts.
  • A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with blunderbusses, handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.
  • Navigator renamed to Pilot. A unit with a Pilot gains the Ambushers special rule.
  • First Mate renamed to Quartermaster.
  • New Hero: Priest of Stromfels.
  • Pirate Crew renamed to Deckhands. Have bucklers by default, cost 3,5 pts. Cannot take pistols. May take spears.
  • Deck Gunners have pistols by default, cost 7 pts.
  • Buccaneers cost 5 pts. Do not have the Swashbuckler rule.
  • Harpooners can take bucklers.
  • Harpoon Launchers are Ponderous, not Move or Fire.
  • Swabbies may take bucklers. Cost 2 pts. Follow the rules for Mixed Units. You must include one Press Ganger for every 20 Swabbies in the unit.
  • Mates renamed to Seadogs. Have S4. Does not have Almost Loyal. Cost 7 pts. Can take polearms.
  • Festooned with Pistols: In close combat, all attacks made by Powder Monkeys are resolved at Strength 4 with the Armour Piercing (1) special rule in the first round of close combat. These attacks do not benefit from any bonuses that normally only affect close combat attacks.
  • Grog Lubbers are Skirmishers. Have Dirty Fighting. May take bucklers or additional hand weapons. Reworked the Hard Stuff table so it's less debilitating.
  • Removed Wokou Raiders.
  • Dwarf Sea Dogs renamed to Privateers. Are not Unbreakable, cost 6 pts. May take bucklers, handguns, polearms and spears. Have Dwarf-crafted special rule.
  • Orc Freebooterz may take spears, polearms and great weapons.
  • New Special Unit: Ogre Scallywags
  • Sons of Stromfels renamed to Weresharks. Have Natural Armour (5+). Cost 48 pts.
  • Swivel Gunners renamed to Deck Gunners. Can take Harpoon Launchers or Volley Guns.
  • Deck Cannon renamed to Carronade. Chain/Heat Shot costs 10/5 pts. May take extra crew.
  • New Special Unit: Mortar
  • Removed Sea Serpent Riders.
  • New Rare Unit: Sea Elemental
  • Dark Maidens cannot take a Leader. Sea Spirit: A model with this special rule has a 5+ Ward save which becomes a 6+ Ward save against Magical Attacks. Cost 47 pts.
  • Flying Gallery renamed to Airskiff.
  • Sea Giants have Natural Armour (5+).
  • Hell-Hammer Cannons cannot take upgrades. Have 5 crew. Is no longer Cumbersome.
  • Ironfist Mortar is a separate unit. Costs 150 pts.
  • Removed triple-barrel cannon.
  • Pirate Princess: Carmen has the Inspiring Presence (6) special rule. In addition, all friendly units within her Inspiring Presence range may re-roll failed Panic tests.
  • Jaego Roth costs 185 pts.
  • Aranessa Saltspite costs 230 pts.
  • Giacchino de Falco is a Hero, costs 100 pts. Reworked his table with new results and classic/proper pirate lingo instead of the previous Jack Sparrow references.
  • Wilhelm Schwarz does not have a Swivel Gun. Has two hand weapons instead of hook iron fist. Costs 75 pts. May take 50 pts of magic items.
  • Fleur & Estella cost 60 pts each. May take 25 pts of magic items each. They may not be the Army General. Fleur & Estella must deploy together and fight as a single unit, though they may join other units as normal. Estella does not have a pistol. Fleur has the Festooned with Pistols (see Powder Monkeys) and Rapid Fire special rules. Estella has WS6.
  • New Special Character: Long Drong Slayer
  • Krusher the Anchorman does not have pistols by default. Does not have light armour or Giant Parrot. Costs 150 pts. May take 25 pts of magic items.
  • Removed Doc Exmelin.

Wednesday, 29 March 2023

Large hotfix wave out now!

Following on the update wave, here are all the bug fixes/changes based on feedback. Minor things like spellings errors or small rules clarifications are not mentioned in the patch list.

 

MAIN RULEBOOK:

  • Removed "lone" from the following sentence: Characters that are Infantry follow the rules for Skirmishers. Characters that are Cavalry follow the rules for Fast Cavalry.
  • A unit must take a Panic test immediately if it loses 25% or more of the Unit Strength with which it started the phase.
  • Cavalry without a split profile can make up to two supporting attacks.
  • Ridden monsters follow all the Split Profile rules for Cavalry.
  • Cavalry, monstrous cavalry, chariots and shrines that enter marshland fail their Dangerous Terrain tests on a 1 or 2, rather than a 1.
  • Unlike other magic items; Wizards can take up to two Arcane Items. If they do so, one of their Arcane items must be marked as "one use only". Note that they may not take two "one use only" items.
  • Fear: If the Unit Strength of all Fear-causing models is double or more that of the total Unit Strength of all enemy units in base contact, the Combat Resolution score is increased by +2.
  • Destroy Magic Scroll: On a 4+, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Cavalry have to take Dangerous Terrain tests if they move march, charge, flee or pursue over anything other than open ground or hills – Battlefield Terrain for more details.
  • Clarified that Stomp hits are randomised like Automatic Hits.
  • Stupidity: In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
  • Wizarding Hat: The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items. Cost 50 pts.
  • A model can make a supporting attack if it is in the second rank and directly behind a friendly model that is itself fighting an enemy in base contact.
  • Note that Magical Resistance does not offer protection against Miscasts.
  • Any Swarm base that is hit by a template attack suffers Multiple Wounds (D6) rather than 1.
  • Mixed Unit: Note that if the unit has the Expendable, Swiftstride or Vanguard special rules, this also applies to the Handlers.


MAGIC ITEMS:

  • Braid of Bordeleaux is an enchanted item.
  • Sigil of Asuryan: In addition, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Grand Banner of Clan Superiority: The unit carrying the Grand Banner of Clan Superiority gains +D3 combat resolution bonus if they have more ranks than each enemy unit in base contact.
  • The Bronze Armour of Zhrakk gives the wearer the Animated Construct special rule (though they may still march). However, no other model may use the model's Leadership.
  • The Helm of Commandment gives the wearer a 6+ armour save. In addition, if the wearer is not in combat, one friendly Undead unit within 12" may use their unmodified Weapon Skill instead of their own in close combat.


ALBION:

  • Roth Mac Lyr is a MI model, does not have Spasms of Fury. Costs 245 pts.

 

 ARABY:

  • Flying Carpet Riders have Movement 0.
  • Monster Bombard has minimum range 12”.

 

BEASTMEN:

  • Scion of the Dark Gods: Gorthor may not exchange the result for the Signature spell if he prefers.
  • Dragon Ogres are MC.
  • Dragon Ogre Shaggoth has Impact Hits (D3).

 

BRETONNIA:

  • Your Army General must always be a model with the Knight's Vow, The Questing Vow, the Grail Vow, or a Wizard.
  • The Green Knight no longer has a separate ward save, costs 245 pts.
  • Spirits of the Fay no longer has a separate ward save, costs 13 pts.

  

CATHAY:

  • Additional War Drummers cost 6 pts per model.

  

DAEMONS OF CHAOS:

  • Musicians for Seekers of Slaanesh costs 5 pts.
  • Discs of Tzeentch has Movement 0.
  • Removed Vanguard from Flesh Hounds and Karanak.

 

DARK ELVES:

  • Dark Riders pay 1,5 pts for shields, 1 pt for barding.
  • Clarified that Ravager Harpoon is part of the chariot, not the equipment of the crew.
  • Avatar of Khaine has heavy armour, cost 220 pts.

 

DOGS OF WAR:

  • Mydas the Mean has heavy armour.
  • Maneaters may take polearms.
  • Marianna Cheveaux: Models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks.

 

DWARFS:

  • Garagrim’s War-mourner rule no longer lets Giant Slayers take Magic Weapons.


THE EMPIRE:

  • Fixed bug with incorrect armour value for full plate armour.
  • Musicians for fast cavalry cost 10 pts.

 

HIGH ELVES:

  • Musicians for fast cavalry cost 10 pts.

 

LIZARDMEN:

  • Kroxigors in Skink Cohorts have Natural Armour (4+) and cost 46 pts.
  • Musicians for fast cavalry cost 10 pts.
  • Increased Natural Armour for Lotl-Botl, Ten-Zlati and Itzi-Bitzi.
  • Burning Alignment is a direct damage spell that targets every enemy unit within 4D6" of the Engine's front arc.

 

NIPPON:

  • Musicians for fast cavalry cost 10 pts.
  • Sumo Warriors have medium armour, cost 13 pts.
  • Odari Clan Mon: Models with this Mon gain +1 to their Leadership.
  • Call of the War God lasts until the start of the caster’s next magic phase.

 

NORSCA:

  • Musicians for fast cavalry cost 10 pts.


ORCS & GOBLINS:

  • Musicians for fast cavalry cost 10 pts.
  • Rogue Idol has a Ward save (6+), cost 245 pts.

 

PIRATES OF SARTOSA:

  • Mr Bill's hook hand can be used as either an additional hand weapon or as a buckler in close combat.
  • Helmsman has S3 instead of S4.
  • Pistols of King Death costs 40 pts.
  • Lucky Levi's Hook Hand costs 35 pts.
  • The Bloody Nora costs 35 pts.
  • The Jolly Roger costs 50 pts.
  • Orc Freebooterz may take a magic standard worth up to 25 pts.

 

SKAVEN:

  • All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.
  • Removed third paragraph from Strength in Numbers and changed out ranks for Unit Strength in the second paragraph.
  • At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules.

 

TOMB KINGS:

  • Settra has Troop Type: Chariot
  • Whilst Arkhan the Black has the Liber Mortis he gains +1 to cast, +1 to dispel and one additional spell. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a randomly determined spell.
  • High Queen Khalida costs 285 pts.
 

 

VAMPIRE COUNTS:

  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • The Book of Nagash allows Zacharias to restore 2D6 Wounds instead of D6 for Infantry when casting the spell Invocation of Nehek from the Lore of Necromancy.
  • Retribution or Salvation can only target Undead Infantry. 
  • Spirit of the Fallen: Cado gains the Killing Blow and Multiple Wounds (2) special rules.

 

WARRIORS OF CHAOS:

  • Discs of Tzeentch has Movement 0.
  • Dragon Ogre Shaggoth has Impact Hits (D3).
  • Kholek has Impact Hits (D6), costs 485 pts.
  • Musicians for fast cavalry cost 10 pts.
  • If any enemy spell or missile attack with the Lightning Attacks special rule targets a unit within 12" of Kholek, the spell's effects are redirected toward Kholek instead.
  • Atarus has Devastating Charge and his mount is Daemonic, costs 190 pts.
  • Marauder Chieftain can upgrade to medium armour.
  • Blood Bind: In addition, the unit becomes subject to Frenzy until the start of the caster's next magic phase.
  • Fatemasters cost 60 pts.
  • Varanguard cost 70 pts.


WOOD ELVES:

  • Musicians for fast cavalry cost 10 pts.
  • Unleash Swarm of Spites: Roll a number of dice equal to the casting result for each enemy unit.
  • Clarified that Spiterider Revenants have Natural Armour (5+).
  • Drycha Hamadreth: If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.
  • Spiterider Revenants cost 60 pts.
  • A Cluster of Radiants is Forest Spirit only.


ZOMBIE PIRATES:

  • Added several pages of additional lore on the Vampire Coast.
  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • Count Noctilus has heavy armour, cost 295 pts.