Sea Dog Pirates

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Mercenary Logo.jpg

Sea Dog Pirates
Mercenary Privateer Sea Dog Unit
Sea Dog Riflemen
Weapon Attachments
Mr. Walls, the Quartermaster
Character Command Attachment

Rowdy, disorganised and untrustworthy even to one another, Sea Dogs are gangs of sea-dwelling deck-hands who gather together in shadowy port bars, plotting their next great haul - they care not for whom they work, but only for the gold coins which they earn, which they quickly drink and gamble away before their next calamitous adventure.

Mustered together from disreputable coastal taverns and wharves, the Sea Dogs are motley pirates hungry for spoils. Armed with swords and pistols and barely kept in check by grizzled mates, the Sea Dogs serve any master with sufficient coin. What they lack in training and manners they make up for with frightening bluster and enthusiastic avarice.

Any Sea Dog worth his salt can lay claim to an old pistol, but those owning an accurate long rifle are doubly prized for being able to lay down fire at nearly twice the distance. Such shots from atop the crow's nest or the ship's prow have made all the difference by picking off enemy officers and boarders before they can close.

Packing more pistols than a paranoid gun mage, Mr. Walls is never seen without his pet monkey. Serving as Shae's quartermaster for the Sea Dogs, Mr. Walls knows how to motivate the men and inspire them to ferocity. His aim suffers from an old injury that took his eye, but he makes up for it by closing to give the enemy both barrels.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Sea Dog Pirates
Missing Info
Sea Dog Crew.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 5
RAT 4
M.A. N/A
DEF 13
ARM 11
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10 +3WA +1CA
COST 7 / 11 +1WA +4CA
N/A
N/A
FA U
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 1.1 each
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Leader & Grunts
    • Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
    • Point-Blank - During its activation, this model can make melee attacks with its ranged weapon, with a melee range of 0.5". Do not add this model's STR to damage rolls with ranged weapons. Charge attacks made with ranged weapons are not boosted.
    • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Rifleman (WA)
    • He has +2 RAT
    • Black Penny - this weapon/attack ignores the "target in melee" DEF bonus.
    • Gang
    • Tough
    • Point Blank
    • Wild Shot - This model can shoot before its Normal Movement. But if it does, it can only make melee attacks during its Combat Action.
  • Mr. Walls (CA)
    • Mr. Walls has +1 STR, +1 MAT, +2 CMD, & 5 hitboxes.
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Tough
    • Monkey Bite - While in melee with this model, living enemy models suffer -2 to melee attack rolls.
    • No Quarter (Minifeat) - Once per game, for one turn the unit gains Pathfinder and +2" to their charge movement.
    • Point-Blank
    • Tactics: Advance Deployment - Models in this unit gain Advance Deployment.

Weapons

  • Leader & Grunts
    • Pistol - 8" range, POW 10 ranged weapon
    • Hand Weapon - 0.5" reach, P+S 8 melee weapon.
  • Rifleman (WA)
    • Long Rifle - 14" range, POW 10 ranged weapon
    • Hand Weapon - As above.
  • Mr. Walls (CA)
    • Heavy Pistol (x2) - 8" range, POW 12 ranged weapons

Theme Forces

  • Other Factions
    • Hearts of Darkness. This model/unit can only go in this theme if Crosse2 is leading the army. It becomes an Infernal model/unit in this theme.
    • As a mercenary model/unit, it can also be hired out to a bunch of other Faction's themes. Refer to #Other Theme Forces.

Recent Changes

2019.05 Talion Dynamic Update

  • Unit cost dropped to 7/11 (from 8/12), gained Tough
  • WA lost CRA, Take Up, and Point Blank
  • WA cost dropped to 1 point each (from 2), gained +2 RAT, Tough, and Wild Shot

Thoughts on Sea Dog Pirates

Mr Walls, Character CA

Sea Dog Pirates in a Nutshell

The Sea Dog Pirates are very cheap chaff that can be significantly buffed by the Privateer solos, and come with two attacks each so they soak up buffs. Either bring them for cheapness or because you have a way of debuffing the enemy into the ground.

Thoughts on adding the CA & WA

Adding Riflemen - Riflemen are even cheaper than normal Sea Dogs. Adding Walls - walls grants Advance Deployment and one turn of pathfinder, which gets them in there.

Combos & Synergies

Drawbacks & Downsides

Weapon Attachment
  • They're a special order model.
  • Unsupported they will die to pretty much everything.
  • They can't hit the broad side of a barn door.
  • They only do work on their own with Gang, meaning they have to bunch up.
  • Enemies who can remove solos with spells can cripple them back to as weak as their stat line would indicate.

Tricks & Tips

  • Rockbottom's Payday coupled with Hawk's Object of Desire is how this unit will print money if presented with the right target.

Other

Mrs Walls, Mini-Crate exclusive sculpt

Trivia

Other Theme Forces

Cryx (Edit) Cygnar (Edit)
Khador (Edit) Protectorate of Menoth (Edit)
Crucible Guard (Edit)

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - Raluk Moorclaw - Rutger Shaw

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.09

Rules Clarifications

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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Point-Blank      (Edit)

  • If your first attack is with your Point-Blank gun used as a melee attack, you count as choosing "make initial melee attacks". (Infernal Ruling)
  • Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
  • Point-Blank + AOE weapon - This two work together just fine. If you miss, the AOE will deviate per normal (although only a very short distance, considering you're at most 2" from your target.
  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
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Rules Clarification : Take Up      (Edit)

  • The model taken off the table is effectively killed by Take Up, not the original attack, so it will stop abilities like Berserk and Killing Spree. (Locked thread)
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Rules Clarification : Black Penny      (Edit)

  • You ignore the "Target in Melee" DEF bonus, but if you miss you still need to randomly reassign the shot as per normal.


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : No Quarter      (Edit)

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Rules Clarification : Pathfinder      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.

Rules Clarification : Advance Deployment - None yet. (Edit)
Rules Clarification : Monkey Bite - None yet. (Edit)


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Note to Editors
To edit the WA's tagged abilities, Click here

To edit the CA's tagged abilities, Click here