Points/model: 95 pts per battery
M | Ws | Bs | S | T | W | I | A | Ld | |
3 Harpoons | - | - | - | - | 7 | 9 | - | - | - |
Wave Breaker crew | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 7 |
Range Fathomer | 4 | 3 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Unit Size: 3 harpoons, 9 crew (treated as a single unit. note: the harpoons are separate models but act as one in that they must all target the same enemy unit)
Equipment: scalemail, clam machete.
Special Rules: Bolt thrower rules for each harpoon (with the below Tripoon rule exceptions)
Options: upgrade a single Wavebreaker to a Range Fathomer + 15pts
Tripoon Battery rules:
Tripoon units are trained to fire as one to ensure that at least one harpoon hits it's quarry and does enough to deter large monsters from venturing any closer. The spear from a harpoon is designed to cause maximum (hopefully mortal !) trauma to it's target.
The effect of wounds against the Tripoon Battery
The benefit of grouping harpoons into batteries of three is that all of the tripoon crewmen are in close proximity to one another and can help their fellow comrades load and aim the harpoons when casualties are suffered. The death of crewmen therefore has less of an impact on the operation of a tripoon battery than it would have on three separate bolt throwers.
Wounds inflicted on the harpoon machines:-
3 wounds = 1 harpoon destroyed
6 wounds = 2 harpoons destroyed
9 wounds = all 3 harpoons destroyed
Crewmen remaining:-
3 crew = 2 harpoons can fire normally
2 crew = only 1 harpoon can fire
1 crew = only 1 harpoon can fire every other turn*
* the machine can be fired normally one last time (but will miss a whole turn thereafter).