Captain Bartolo Montador

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Captain Bartolo Montador
Mercenary Ordic Privateer Warcaster

Loud, bombastic and bigger than life, Bartolo 'Broadsides Bart' Montador has used his beloved cannons and warjacks to win fame and admiration with audacity, skill, and charisma. Though jovial and magnanimous, Bart truly is a bloody-minded, ruthless combatant who carries a legitimate letter of marque signed by the Ordic king. Few captains walk the delicate line between pirate and privateer with as much style as Broadsides Bart.

Basic Info[edit]

Captain Bartolo Montador
Captain Bartolo Montador.jpg
DEF 15
ARM 16
HP 17
WJP +26
See also How to Read the statblock


  • Ace - 8" spray, POW 12 ranged weapon.
  • Red Tide - 0.5" reach, P+S 14 melee weapon.


  • Mercenary - In a 2+ caster game, he can work as a Cryx mercenary, Cygnar mercenary, Khador mercenary, and Protectorate of Menoth mercenary.
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Blood-Quenched - This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".


Batten Down the Hatches - Cost 3

While in the caster's CTRL range, models in its battlegroup cannot be knocked down and gain +3 ARM, but suffer -2 DEF. Batten Down the Hatches lasts for one round.

Broadside - Cost 3

Models in the caster's battlegroup currently in its CTRL range can immediately make one basic ranged attack. Broadside can only be cast once per activation.

Deadweight - Cost 2, 8" range, POW 12

When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of it. The chosen model must forfeit either its Normal Movement or its Combat Action during its next activation as its controller chooses.

Hot-Shot - Cost 2, 6" range, Upkeep

Target model in the caster's battlegroup gains boosted ranged attack damage rolls.

Powder Keg - Cost 3, 8" range, 5" AOE, POW 15

On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round.

Feat : Typhoon[edit]

Advancing enemy models that end their movement in Montador's CTRL range become Knocked Down. While in Montador's CTRL range, enemy models suffer -2 to attack rolls. Typhoon lasts for one round.

Thoughts on Captain Bartolo Montador[edit]

Captain Bartolo Montador in a nutshell[edit]

Bart asks your opponent if they can deal with a very high ARM force and the most powerful single model in the game (An ARM 22 Galleon with boosted damage rolls on all its ranged attacks.). Most armies can't, but more than a few can. He either crushes the opposing force or gets rolled.

Feat thoughts[edit]

Typhoon amounts to a big bubble of area denial. Combined with Batten, it allows you to push into the board center, armor up against shooting, and deny entry to any opposing model that lacks knockdown immunity. If the opposing force has no Steady models, they are left in a weak scenario position, and usually set up to get charged by your entire army. If they can't be knocked down, you don't have much of a feat.

Spell thoughts[edit]

  • Batten Down the Hatches - This is cast almost every turn to withstand incoming shooting and keep the attrition swing in your favor once the lines close.
  • Broadside - Most of the time you will be casting Batten and handing out focus. Rarely, you will run Galleon and cast this to drag something in to its doom, or use this to get that one last shot you need to put you into winning position.
  • Deadweight - Every once in awhile this spell provides a chance to keep your Galleon safe from an opposing heavy or colossal.
  • Hot-Shot - This spell is best used on a Galleon and is the main source of Bart's focus efficiency turning a 1 focus upkeep into multiple boosted damage rolls.
  • Powder Keg - This is a a useful tool when you have incorporeal models to deal with or are facing a ton of infantry. With Sylys and a boost to hit, it can potentially stop an opposing colossal from making initial attacks, and AOE 5 can catch a lot of targets. Enemy infantry will have to bunch up to take out your warjacks, which may just make you want to cast this to help Galleon with the AOE hate.

Typical Army & Strategy[edit]


Bart brings a Galleon for Hot Shot and as many other warjacks as he can squeeze into his army, casts Batten 9 turns out of 10 and hands out the rest of his Focus. His feat (usually) buys his army a turn free from melee retaliation. He then hopes the Galleon blows away enough of the opposing army that his force rolls over everything. It is one of the stronger ARM skews in the game.


  • Galleon Put Hot Shot on your Galleon. Bart always runs a Galleon. No exceptions.

The rest of his army will best be composed of focus-efficient warjacks, preferably with high ARM.

  • Mule It has a very short ranged gun and Bart rarely casts Broadsides. Bad idea
  • Rover - both a ranged attack and a shield to make Batten even more effective. However, it is expensive and Bart has a small army.
  • Mariner - Bart may not have the infantry to shoot the gun since he plays so jack heavy.
  • Buccaneer - Its net sets up easy drags for Galleon.
  • Rocinante - Too expensive, but it gets to fire if you cast Broadsides.
  • Talon - It brings lots of ARM and boxes at a bargain price and has high MAT on the charge making it an ideal pick.
  • Nomad - tough and hard hitting and cheap. Part of a batten strategy.
  • Freebooter - A speedy option that couples well with Talons and Buccaneers at a bargain price.
  • Sylys Wyshnalyrr upkeeps Hot Shot for free allowing Bart to either hand focus out or to cycle Hot Shot while Broadsiding - or to both Broadside and Batten.
  • Master Gunner Dougal MacNaile provides more AoE fun with Artillerist and double powder ration, but often not worth his points.
  • Rangers from The Kingmaker's Army gives you a RAT buff which also works on Broadside shots, making it much more effective as it moves the bell curve in exactly the right place.
  • The Commodore Cannon & Crew - if it wasn't Privateer caster only everyone would want one. However, since the modification to power attack rules have prevented friendly throws, it has trouble getting into position for anyone who isn't Shae.
  • Some damage buff; either Lady Aiyana & Master Holt, Ragman, or Gorman di Wulfe
  • Gobber Tinker or anyone else with Repair

Drawbacks & Downsides[edit]

  • Anything that shuts down shooting shuts down Bart.
  • If Galleon has a couple of bad shooting turns in a row, or has to spend a turn running or not shooting, he's in trouble.
  • He has some trouble contesting in games where objectives or zones are spread out due to his control area.
  • Blast immunity is bad news.
  • Blessed weapons are bad news. Watch out for Legion and Circle.
  • Immunity to knockdown or push is also bad news.
  • Cavalry heavy armies can get around behind his force and put him in a bad spot.

Tricks & Tips[edit]




Released in Forces of Warmachine: Pirates of the Broken Coast (2007)

Warjacks he can take[edit]

Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover - Toro
Gallant - Rocinante
Colossal Galleon

Theme Forces[edit]

Other Mercenary models[edit]



Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover - Toro
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Cannot take Colossals
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 - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Blood-Quenched - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Overtake      (Edit)

  • Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Batten Down the Hatches - None yet. (Edit)

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Rules Clarification : Broadside      (Edit)

  • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as a Broadside attack. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost Broadside shots (because the shots occur out-of-activation), but the caster can boost it (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to activation only or combat action only). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Deadweight - None yet. (Edit)
Rules Clarification : Hot-Shot - None yet. (Edit)
Rules Clarification : Powder Keg - None yet. (Edit)