Although there was no one descendant from which all Lego Pirates came from,
there was a small group of Imperial colonists that sparked the uprising of many
separate Pirate clans. The Imperial colonists were actually settling a tiny
planet quite close to Ultramar, around the year 20500. The colonists, titled the
Legos after their leader, Inquisitor Lego, were secluded to the tiny unnamed
planet, and told to build a flourishing city. The Imperial officer in charge of
the experiment said that a group of scientists would return after 30 years to
see what had happened. About 12 years passed, and the city was going nowhere.
There had been a 0% population growth, causing the colonists to get frustrated.
In addition, they had spent 12 years of their lives in the same environment,
with the same group of two hundred, or so, people. This caused many of them to
go berserk. Although the number is unknown, it is thought that about 50 of the
settlers, including Inquisitor Lego charged off into the brush without warning,
and disappeared. After that major event, many more colonists followed. The ones
that stayed at the settlement were soon massacred by raging, insane jungle
warriors. When the 30 years were up, the Imperial scientists arrived to discover
what had happened. They hurried back to their vessels, with the savages
harassing their party. A few scientists escaped back to Ultramar, and suggested
a military compliment should be sent to kill the Legos off. The attack was made,
but because of special Guerrilla warfare techniques used by the Legos, it
failed. The soldiers that were able to retreat from certain death did report of
the extreme set back in technology the colonists seemed to have suffered. The
Imperium thought it was in its best interest to leave the planet alone, and ban
travellers from landing on it. However, word got out of the newly-formed pirate
group, and youths who were sick of their own cultures followed in Inquisitor
Lego's footsteps. Due to the instant growth of the Lego people, they could not
be kept under control. Therefore, they continued to flourish and grow in numbers
to the point they are at now.
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Because the new Lego Pirates were, in fact, crazed fanatics, many of them
wanted to travel across the Universe to meet Inquisitor Lego. Millions and
millions of psychotic beings flocked to Legotia (the name given to the
colonist's planet), bringing all their technology with them. With all the
different cultures and tech-levels mixing, a civil war was quickly created. One
of the two opposing forces were the more refined Imperials, who called
themselves Kingsmen, as they were chosen by Inq. Lego, now King of the Legos, to
defend him. The other force were the beast-like pirates, who were greater in
number, but who lacked strategies and technology. Over time, with many deaths on
each side, the Kingsmen came out victorious, and became the rulers and
high-class individuals in the brand-new Lego Empire. Both sides agreed to live
side by side, but with the more refined ways of the Kingsmen to be their
culture. Soon after the war on Legotia ended, word was spread to the Imperial
forces on Ultramar. Seeing the opportune moment they quickly attacked the
planet, only to be fought off once again by the stronger and improved Lego
Pirates. Seeing no alternative, the order was given to overload Legotia's core
using a new, highly-experimental Imperial weapon. Many Legos were able to flee,
however, Inq. Lego and about one million other Legos were not lucky enough to
hear of the plans early enough. There was no way to prevent the attack from
taking effect, and Legotia literally exploded into thousands of pieces of rock
and metals shooting through space. That amount of power was not expected, as
fragments of the planet's crust smashed into Ultramar killing many Imperial
soldiers and citizens. All plans for the highly destructive weapon were
destroyed after over 1 billion people were killed from the entire event. The
Lego Pirates settled remote parts of planets all over the Universe, creating
their own minor cities. Most of the co-inhabitants of those planets didn't even
know that Lego Pirate cities were springing up near them as they were concealed
by the dense forests or jungles they were always built in. There are still
probably thousands of unknown cities like that on Imperial planets, but not much
can be done about them. Even if one is destroyed, another will be created. The
Legos now survive by raiding near-by towns and villages.(This style of warfare
is what gave them the title "Pirates".) All Lego Pirate cities are
relatively low in technology, but because of the constant raids on advanced
towns, some Lego Pirates have acquired space flight technology levels, and other
advancements like that.
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LEGO CUTLASS Hand-to-hand weapon
This weapon was created by some of the original Lego Pirates. It is designed so that it could be used to slash or jab at a target, and is an excellent fencing weapon.
SPECIAL RULES
If the user of the Lego Cutlass has the 'Fencing' ability, they may choose
to use both hands to fence with the single weapon, and get a +1 to their total
combat score.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
Close Combat | ---- ---- | 5 | 1 | -2 | 2D6+5 | Parry. See above |
The Blaster Pistol is a small gun which uses the Lego Pirate Blaster shell as ammo. The Blaster shell may be made in all sizes, and explodes on impact.
SPECIAL RULES
Blaster pistols use the ancient technology of pouring gunpowder into the
barrel to propel the Blaster shell. Although cheap and simple, this technique is
also very dangerous. If a 1 is rolled on the to-hit roll, before modifiers, the
pistol explodes, causing a hit equal to a Frag grenade to its user. The pistol
may no longer be used after that.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-8 8-16 | ---- -1 | 3 | 1 | -1 | D6+3 | 1" Template. See above. |
The Blaster Musket is an improved variation of the basic Musket weapon. A
new loading system was developed and added to the original design, making the
newer version quicker, and more convenient to use. In addition, a special
Blaster shell was formed to give the weapon more punch.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-6 6-24 | ---- -1 | 4 | 1 | -1 | D6+4 | 1" Template |
The Lego Cannon is the only heavy or support weapon the Lego Pirates may use. It has been used and perfected by Lego Pirates since the beginning of their time, in fact there are reports of a few primitive models being used in the Legotia Civil War. Since then, it has been adapted to fit thousands of variations of cannonballs and shell types. Only a select few of those are actually useful in battles, as others might be meant as fireworks, small building demolition, or levelling terrain, over time. Other cannonballs can be more deadly than any missile or bomb available in the Imperial army.
SPECIAL RULES
The Lego Cannon is a large, steelcrete gun mounted on a small cart with wheels. Its weight only allows it to be pushed 2" per crewman within 2" of the gun, and it may not move and fire in the same turn. Although there is always 2 crew with each cannon at the beginning of a battle, and it only requires 1 crew to operate, crew from destroyed cannons may join a function cannon team. If a cannon is being shot at, the shots are randomized between the crew and the cannon, unless the shot is fired at close range. In that case, the firer may choose which target is hit. The actual canon is considered to have an AV of 10, and if it is penetrated, the cannon is immediately destroyed.Before a cannon is shot, the crew must select the type of cannon ball they will use. Then the shot is fired as normal and has the effect of the cannonball. Each cannon comes with a crew of two Pirates and has a targeter attached.
CANNONBALLS
HEAVY SHOT: The Heavy Shot shoots a single large cannonball at a large
target, and crushes it underneath. The Heavy shot is quite inaccurate, so when
firing, roll to hit, and if you hit, roll the Scatter Dice. On a roll of a 'HIT'
the shot hits where it was targeted, otherwise the shot hits the new location D3"
away in the direction shown on the Scatter Dice. NOTE: If the target is a tank
or building, the cannonball may still hit it, after scattering. That is why it
is best to target larger enemies. To hit a foot soldier, the ball must land
directly on top of it.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | ---- ---- | 9 | 2D6 | -6 | D20+2D6+9 | See above. |
SCATTER SHELL: The Scatter Shell flies through the air until the lighter air
pressure rips it apart revealing thousands of tiny steelcrete balls that fly at
the target. This shot uses the 3" template, although it is quite weak. For
each target under the template, roll a Sustained Fire die. The target suffers an
amount of hits equal to the number shown on the die. If a 'JAM' is rolled, the
target miraculously dodged the pellets.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | ---- ---- | 3 | 1 | - | D3+3 | 3" Template. See above. |
PLASMA SHELL: The Plasma Shell is effectively the same as a Plasma Missile.
Short Long | Short Long | ||||||
Range | Range | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | ---- ---- | 5 | 1 | -2 | D6+5 | 1½" Template. Roll on Plasma ball chart. |
ANTI-PLANT SHELL: The Anti-Plant Shell is effectively the same as an Anti-Plant Missile, except it uses a 3" template instead of 2".
ROCKET: This shot propels itself through the air to its target. Although not
especially strong, its speed gives the target no time to dodge, making it more
accurate. In addition, the speed of vehicles has no effect on the to hit roll
for this shot.
Short Long | Short Long | ||||||
Range | Range | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | +2 +1 | 4 | 1 | -2 | D6+4 | See above. |
SCORCHER: The Death Fire idea was developed so that the cannon could defend
itself against close-in attacks. The crew places a cannonball filled with
explosive gasses, and when it is fired, it explodes out the barrel of the
cannon. Use the Heavy Flamer template with this shell, plus, any target not
killed by this weapon is set on fire on a D6 roll of 4+.
Short Long | Short Long | ||||||
Range | Range | Strength | Damage | Save Modifier | Armour Pen. | Special | |
Heavy Flamer Template | ---- ---- | 8 | D6 | -6 | 2D6+8 | Target burns on 4+. |
BOMB SHELL: The bomb shell uses indirect fire rules, so it can hit targets
that cannot be seen by the cannon crew, as long as any allied soldier sees it.
Although inaccurate, the shell is useful as it allows the cannon to fire from
behind cover. The shell uses the normal range, but no modifiers for cover apply.
The shell may also scatter as normal as if shot directly.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | -2 -3 | 6 | 1 | -3 | D6+6 | 2" Template. Indirect fire. |
POWER ARMOUR: Power armour is least used of all
Lego Pirate armour. It allows a basic saving throw of 3+ on a D6.
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Each Kingsman has the choice of getting one Kingsman ability due to their extensive military training, and battle experience.
FENCING............................................................10 points
Models with the fencing ability may use any one-handed sword weapon with two hands so that they may parry twice with one sword. They also get a +2 Initiative bonus in hand-to-hand combat. They may also use the special weapons designated for characters with the fencing ability.
LEADERSHIP.........................................................10 points
This character is well-known among Lego Pirates, and may lead any number of squads within 2" of him. In addition, the character gets a +1 to Ld.
DODGING............................................................10 points
This Kingsman has learned how to jump away from bullet shots and sword swings. He gets an automatic unmodified 5+ save, except for blast marker weapons, for which he gets an unmodified 6+ save. This roll is taken before his normal armour save. If the attack is successfully dodged, move the model D6" in a random direction. If the model just dodged a blast marker hit, then it must be moved at least out of the area of effect. If the model is engaged in hand to hand combat, the enemy models move with it.
RALLY..............................................................10 points
This ability represents the character's high leadership skills. During the rally phase, he may choose one broken squad and allow it to reroll any failed rally test once.
CREW...............................................................5 points
This ability shows that the Kingsman has had training in driving vehicles and manning cannons. At the beginning of the game, you may choose to replace one vehicle crew member with this character. If you do not choose to do this, the character always has the option of manning a cannon with no remaining crew.SNIPER SIGHT.......................................................10 points
This character has especially fine-tuned sight. He automatically gets a +2 to hit targets at close range, and a +1 to hit targets at long range, on all weapons.
DRAW FIRE..........................................................5 points
This Kingsman has a strange tendency to attract enemy fire. If an enemy squad is shooting and can hit this character on a 6+ or better, roll a D6 for each model in the squad. On a roll of 4+ the enemy model must target the Kingsman with this ability, unless he is broken or in hand-to-hand combat.
FIST FIGHTER.......................................................5 points
A character with this ability is trained in the ways of fighting without a weapon. If the character is not equipped with any weapons whatsoever, he gets a +2 to his strength, with an automatic -2 save modifier. The Kingsman also counts as having 2 hand weapons.
SNEAK..............................................................10 points
The Kingsman with this ability is an expert at hiding while advancing on the enemy. The Kingsman along with any squad it is controlling may run while hidden, as long as they stay behind cover at all times.
COVERING FIRE...............................................................10 points
Models with the Covering Fire ability have been trained to support allied
troops as they advance. If the character walked or remained stationary during
their turn, they may take over watch shots at any enemy model or squad moving
within 6" of it or within 6" of an allied model which is within 6"
of the Kingsman. Note that using this ability, the Kingsman may fire more than
one cover shot, as long as the normal rules are followed. The character may not
fire covering shots and over watch shots in the same turn.
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The following charts list additional wargear that may be carried by Lego Pirate characters or troops.
Lego Cutlass........................................................6 points
Chainsword..........................................................2 points
Sword...............................................................1 point
Power Sword.........................................................6 points
Power Axe...........................................................7 points
Power Fist.........................................................10 points
Blaster Pistol......................................................2 points
Auto Pistol.........................................................1 point
Flamer..............................................................9 points
Blaster Musket......................................................4 points
Musket............................................................1/2 point
Plasma Gun..........................................................7 points
Fencing............................................................10 points
Leadership.........................................................10 points
Dodging............................................................10 points
Rally..............................................................10 points
Crew................................................................5 points
Sniper Sight.......................................................10 points
Draw Fire...........................................................5 points
Fist Fighter........................................................5 points
Sneak..............................................................10 points
Covering Fire......................................................10 points
Blind Grenades......................................................2 points
Frag Grenades.......................................................2 points
Krak Grenades.......................................................3 points
Melta Bombs.........................................................5 points
Plasma Grenades.....................................................3 points
Photon Flash........................................................2 points
Power Armour (3+ Save).............................................25 points
Kingsman Battle Suit (4+
Save)..............................................................10 points
Bomb Shell.............................................................5 points
Scorcher.................................................................5 points
Anti-Plant Shell.......................................................5 points
Plasma Shell............................................................5 points
Rocket....................................................................5 points
Back to MenuCharacters 50% Up to half of the points value of the army may be chosen from the Characters section of the army list.
Squads 25%+ At least a quarter of your points must be chosen from the Squads section of the army list.
Support 50% Up to half of the points value of the army may be chosen from
the support section of the army list.
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0-1 KING'S ADMIRAL...........................................................160 points
There is always one Admiral in each Lego Pirate city, and he always leads
the army into battle. The Admiral may not lead a squad, but leaves that job to
the Kingsmen. However, being the army commander, all allied models within 12"
of the Admiral may use his Leadership value.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
King's Admiral | 4 | 7 | 7 | 6 | 6 | 4 | 8 | 4 | 10 |
WEAPONS
Blaster Pistol.
ARMOUR
Power Armour (3+ save).
WARGEAR
Because of all the raids the Admiral leads, it is allowed up to 4 Wargear
Cards.
STRATEGY
The Admiral has a Strategy rating of 3.
SPECIAL
The King's Admiral must command your army. The Admiral may be given up to 1
Kingsman ability as described in this book.
0-1 PIRATE CAPTAIN...........................................................150 points
The Pirate Captain is the spiritual head of the Lego Pirate army and the
morale officer. Any Lego Pirate, but not Kingsman, within 12" of the
Captain may use its Ld value. However, any Pirate model within 12" of the
Captain when it dies must take a break test. Pirate Captains must be skilled
psykers to gain that title, so all Captains are level 4 psykers.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Pirate Captain | 4 | 6 | 6 | 5 | 5 | 3 | 6 | 3 | 10 |
WEAPONS
None.
ARMOUR
Power Armour (3+ save).
WARGEAR
The Captain is allowed up to 3 Wargear Cards.
SPECIAL
The Pirate Captain is a Level 4 Psyker.
OFFICER............................................................55 points
Officers are, in fact, field commanders getting in the middle of the battle
to make sure everything is going well. Officers in battle carry out the
Admiral's 'dirty work'. They may lead squads, or be used as powerful fighters.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Officer | 4 | 5 | 5 | 4 | 5 | 2 | 6 | 2 | 9 |
WEAPONS
Lego Pirate Cutlass.
ARMOUR
Kingsman Battle Suit (4+ save).
WARGEAR
Officers are allowed up to 2 Wargear Cards. Officers may be given additional equipment from the Assault Weapons, Special Weapons., Special Weapons, Grenades and Armour sections of the Wargear list.
SPECIAL
Officers are allowed up to 1 Kingsman ability from the list.
KINGSMAN...........................................................30 points
Kingsmen serve as squad leader in the Pirate army. They can also be used
quite successfully on their own, if given the right abilities and equipment.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Kingsman | 4 | 4 | 4 | 4 | 4 | 1 | 6 | 2 | 8 |
WEAPONS
Blaster Musket.
ARMOUR
Kingsman Battle Suit (4+ save).
WARGEAR
Kingsmen are allowed up to 1 Wargear Card. Kingsmen may be given weapons
from the Assault Weapons, Special Weapons and Grenades sections of the Wargear
list.
SPECIAL
Kingsmen may choose 1 Kingsman ability from the list.
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LEGO PIRATE SQUADS......................................................15 pts per model
The Lego Pirates are what the actual civilization is made of. They are the
crew of vehicles and weapons, and the main fighters on the battlefield. They may
be formed into either a tactical or assault squad, depending on its weaponry.
Its skills will also change, as an assault squad will have 4 WS, but only 3 BS,
while a tactical squad will be vice versa.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Tactical Pirate | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
Assault Pirate | 4 | 4 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
TACTICAL PIRATE SQUAD
A Lego Pirate squad consists of 5-10 models
WEAPONS
Musket.
ARMOUR
Flak Armour (6+ save, 5+ against blast markers).
WARGEAR
One member of the squad may be given a weapon from the Special Weapons
section of the wargear list. The entire squad may replace its muskets for
blaster muskets at a cost of 2 points per model. The entire squad may be given
weapons from the Grenades section of the wargear list. All members of the squad
must carry the same grenades.
ASSAULT PIRATE SQUAD
A Lego Pirate squad consists of 5-10 models
WEAPONS
Blaster Pistol.
ARMOUR
Flak Armour (6+ save, 5+ save against blast markers).
WARGEAR
The entire squad may be given weapons from the Assault Weapons section of
the Wargear list. The entire squad may be given weapons from the Grenades
section of the wargear list. All members of the squad must carry the same
grenades.
TRUE-BLOOD SQUADS......................................................20 pts per model
True-Bloods are Lego Pirates that are actual descendants, or descendants of
close relatives of Inquisitor Lego. Unfortunately, they too suffer from the same
affliction as their ancestor, insanity. At the beginning of each turn, roll a D6
for each True-Blood squad. On a roll of 5+, the squad is affected by the rolls
for stupidity that turn. Otherwise they fight normally, if you can call it that.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
True-Blood | 4 | 5 | 2 | 3 | 5 | 1 | 4 | 2 | 5 |
SQUAD
A Lego True-Blood Pirate squad consists of 3-5 models
WEAPONS
Lego Cutlass and Blaster Pistol
ARMOUR
Flak Armour (6+ save, 5+ against blast markers).
SPECIAL
All True-Bloods are affected by the rules for frenzy, and are immune to
psychology and won't need to take any leadership based tests on a roll of 5+ on
a D6 (roll right before you would have to take each test.
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The Lego Pirates may ally with any Eldar or Ork army, but not both together.
They may not ally with Imperial armies because of the ancient battles fought
with them. They do, however, like the Orks and Eldar because those races are
from where most of the Lego Pirates come from.
CANNON ON CART.....................................................55 points
The cannon is the only support weapon developed by the Lego Pirates, but
with the huge variety of shells to fire, it is considered "all purposed".
The Cannon comes with a targeter (+1 to hit). The crew of the cannon
automatically has the Heavy Shot and Scatter Shell. Additional shells cost 5
point per variation. After purchased, there are enough cannonballs of that type
to last the entire game.
Short Long | Short Long | ||||||
Range | To Hit | Strength | Damage | Save Modifier | Armour Pen. | Special | |
0-20 20-60 | ---- ---- | As Shot | As Shot | As Shot | As Shot | As Shot |
CREW
The cannon has a crew of two Tactical Pirates.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Tactical Pirate | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
WEAPONS
The crew carry a Lego cutlass.
ARMOUR
The crew wear flak armour.
WARGEAR
Crew models may have additional weapons chosen from the Assault Weapons or
Special Weapons sections of the Wargear list.
PERSONAL HOVER SHIP..............................................................+15 points
Any regular Kingsman model may purchase a Personal Hover Ship for himself to
ride in. While inside, the rider may fire its weapons, as long as it didn't move
over combat speed. Because this ship does not have a very powerful vertical
engine, it may not conduct pop-up attacks like normal skimmers. In addition, it
may charge into hand to hand combat while going at combat speed or slower,
because the driver is used to moving close to the ground. That means that if the
ship moved at combat speed or slower in its last turn, enemy models may charge
it, too. Note that the points for the Personal Hover Ship count towards the
Kingsman who will ride it's points.
GUN SHIP...........................................................60 points
The Gun Ship is a large, flying boat that carries a single cannon pointing
out the front side. The Gun Ship contains a crew of two Tactical Pirates, one
gunner and one driver.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Tactical Pirate | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
WEAPONS
The Gun Ship is armed with one cannon and a targeter (+1 to hit).
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ADMIRAL NICENE-225 points..............................................+25 points Nicene's Banner
Admiral Nicene is the King's favourite and most trusted Admiral. He has been a Lego Pirate all his life and will fight to the death to protect his race. He has gained a lot of experience in battles, and now leads his own army. With his army he will always carry his special banner which is known by all his foes across the Universe.
Admiral Nicene may be the commander of your army. If he leads an army it is
considered to be his special force. His army has gone through about twice as
many hours of training as normal Pirates, therefore they can come up with
Strategies themselves, giving the army an additional 1 Strategy card per up to
2000 points in the army. So if the army has up to 2000 points in it, you get +1
Strategy cards, if it has 2001-4000 points in it you get +2 Strategy cards, and
so on.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Admiral Nicene | 4 | 7 | 7 | 6 | 6 | 4 | 8 | 4 | 10 |
WEAPONS
Lego Cutlass and Blaster Pistol.
ARMOUR
Power Armour (3+ save).
WARGEAR
Nicene is allowed up to 4 Wargear Cards, one of which must be Nicene's
Banner.
STRATEGY
The Admiral has a Strategy rating of 3.
SPECIAL
If Admiral Nicene is present in your army, it may not include another
Admiral. Admiral Nicene has the Fencing and Leadership Kingsman abilities.
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© Jonothan Wolfman 1997