~ORIGIN~

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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~THE DESTRUCTION OF LEGOTIA~

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 PIRATE WEAPONS~

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

BLASTER PISTOL Pistol

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.

BLASTER MUSKET Basic weapon

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

LEGO CANNON Support weapon

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.


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~LEGO PIRATE ARMOUR~

FLAK ARMOUR: Although Lego Pirates don't wear conventional Flak Armour as the Orks wear, they will find pieces of sheet metal or protective pads to strap to themselves which generally have the same effect as Flak Armour. Therefore, the Lego Pirate's armour is called Flak Armour, and gives a 6+ save, except for blast marker weapons, for which they are given a 5+ save.

KINGSMEN BATTLE SUIT: The Kingsmen wear a more protective armour since they can afford it over the lowly Pirates. The Battle Suit looks highly decorative, but underneath the cloth there are many interlocking steelcrete plates that protect the soldier while allowing movement.Almost all Kingsmen wear this armour, and it gives them a basic saving throw of 4+ on a D6.

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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~KINGSMAN ABILITIES~

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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~WARGEAR LIST~

The following charts list additional wargear that may be carried by Lego Pirate characters or troops.

ASSAULT WEAPONS

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

SPECIAL WEAPONS

Flamer..............................................................9 points

Blaster Musket......................................................4 points

Musket............................................................1/2 point

Plasma Gun..........................................................7 points

KINGSMAN ABILITIES

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

GRENADES

Blind Grenades......................................................2 points

Frag Grenades.......................................................2 points

Krak Grenades.......................................................3 points

Melta Bombs.........................................................5 points

Plasma Grenades.....................................................3 points

Photon Flash........................................................2 points

ARMOUR

Power Armour (3+ Save).............................................25 points

Kingsman Battle Suit (4+ Save)..............................................................10 points

CANNONBALLS

Bomb Shell.............................................................5 points

Scorcher.................................................................5 points

Anti-Plant Shell.......................................................5 points

Plasma Shell............................................................5 points

Rocket....................................................................5 points

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~ARMY SELECTION~

Characters 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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~CHARACTERS~

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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~SQUADS~

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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~SUPPORT~

ALLIES

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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~SPECIAL CHARACTERS~

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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~VEHICLE DATAFAXES~






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~PSYCHIC POWERS~


Primary: Inquisition
Tertiary: Librarian



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~WARGEAR CARDS~


Silver Axe - 12 points
Rapier - 8 points
The Silver Axe is a common weapon fashioned out of rare metals stolen from raided towns. It appears as a shiny silver colour, and is ideal for cutting huge holes in objects, or people.
This sword may only be taken by characters with the fencing ability. With this weapon, the user must use two hands to fence, but they may parry twice, and they always have the initiative advantage in hand to hand combat.
Close Combat - Strength 4 - Damage 2D6 - Save Mod. -1 - AP 2D6+D8+4
Close Combat - Strength 6 - Damage 1 - Save Mod. -3 - AP D6+5 - Special: Parry twice (2 handed)
LEGO PIRATES ONLY
LEGO PIRATES ONLY
Sword of Lego - 20 points
Paddle - 2 points
It is said that this was Inquisitor Lego's personal sword, and is full of his psychic energy. Up to 2 unused Force Cards may be stored in the sword at the end of the psychic phase, and may be retrieved in future psychic phases. In hand to hand combat, the sword may be used to parry, and wounds daemons automatically. It uses the wielders strength plus his matery level as the strength and it has a natural save modifier.
This is a simple weapon made of heavy wood. It counts as a hand to hand weapon, and uses the wielder's strength. Because of its long reach, the wielder always counts as having the higher initiative.
LEGO PIRATE CAPTAINS ONLY
LEGO PIRATES ONLY
Pirate's Flag - 15 points
Terrain Map - 6 points
The model carrying the Pirate's Flag counts as being the Standard Bearer of the army. Any Lego Pirate models within 12" of the flag gains +1 to their Leadership and they can re-roll any failed break tests once.
If 1 model in a Lego Pirate army has a terrain map, each model's spotting range is doubled as they would know where their enemy is hiding.
LEGO PIRATES ONLY
LEGO PIRATES ONLY
Nicene's Banner - 25 points
Bionic Hand - 15 points
Admiral Nicene will always bring his banner into battle to rally all allied troops, and strike fear in the hearts of his enemies. Any allied troops within 12" of the banner are immune to psychology and may not break on a roll of 4+ (roll for each Leadership test), plus, any broken troops will automatically rally in the rallying phase of that turn. In addition, all enemy troops within 6" of the banner get -1 to their Ld characteristic.
Many Lego Pirates replace their hand with a sharp, metal hook to look more threatening, and give their role some character. Because the hook is incredibly sharp, it may be used in hand to hand combat. It may be used as any one handed weapon, or may be used as a hand to hold a two-handed weapon. If used with a one-handed weapon or alone, it has a strength of the wielder +3, a save modifier of -4, and an armour penetration of D8+D6+Strength. It causes 1 wound.
ADMIRAL NICENE ONLY
LEGO PIRATE CAPTAIN ONLY



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© Jonothan Wolfman 1997


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