Pirate Codex Complete
Pirate Codex Complete
Pirate Codex Complete
Lords:
1 Captain of the Ship: 140
M WS BS S T W I A Ld
4 7 5 4 4 4 7 5 9
Special Rules: Festooned with Pistols, A Pirate’s life fer me, Cause Fear, Captain’s
Command, General
May be given 100 points worth of magic items from the pirate’s magic item list or
the common items list.
M WS BS S T W I A Ld
4 6 5 4 4 3 6 4 9
Special Rules: A Pirate’s life fer me, Festooned with Pistols, Captain’s Command
May be given 100 points worth of magic items from the pirate’s magic item list or
the common items list. He may also take Arcane Items, but bear in mind that he
can not cast spells.
Helms-man: 75
M WS BS S T W I A Ld
4 5 3 3 4 2 5 2 8
Special Rules: A Pirate’s life fer me, Festooned with Pistols, Helms-man’s
Command
May be given 50 points worth of magic items from the pirate’s magic item list or
the common items list.
Navigator: 65
M WS BS S T W I A Ld
4 3 4 3 4 2 4 1 8
Special Rules: A Pirate’s life fer me, Festooned with Pistols, Navigator’s
Command
May be given 50 points worth of magic items from the pirate’s magic item list or
the common items list.
Second Mate*: 85
M WS BS S T W I A Ld
4 5 3 4 4 2 5 3 8
Special Rules: A Pirate’s life fer me, Festooned with Pistols, Captain’s Command
May be given 75 points worth of magic items from the pirate’s magic item list or
the common items list. He may also take Arcane Items, but bear in mind that he
can not cast spells.
*For an additional 25 points, one Second Mate may become a standard bearer. He
may take any magic standard from the common or pirate’s magic list with no
points limitation, though he may not take any other magic item.
Core:
Human Buccaneers: 5 points each
M WS BS S T W I A Ld
Buccaneer: 4 3 3 3 3 1 3 1 7
Champion: 4 3 3 3 3 1 3 2 7
Upgrades:
May take one of the following:
Brace with Pistols: 7 points per model
Additional Hand weapon: 2 points per model
Great Axes (Great Weapons): 2 points per model
Buckler: 1 point per model
Command:
Champion: 8 points
Standard: 8 points
Musician: 4 points
(May take the Skull and Crossbones banner for 25 points)
If the models in the unit are armed with Pistols, they gain the ‘Festooned with
Pistols’ special rule.
Dwarf Axe-men: 11 points each
M WS BS S T W I A Ld
Axe-man: 3 4 3 3 4 1 2 1 9
Champion: 3 4 3 3 4 1 2 2 9
Special Rules: A Pirate’s life fer me, Hatred (Orcs, Goblins, and Snotlings),
Resolute, Relentless
Command:
Champion: 10 points
Standard: 10 points
Musician: 5 points
M WS BS S T W I A Ld
Orc: 4 3 3 3 4 1 2 1 7
Big ‘Un: 4 4 3 4 4 1 2 2 7
Upgrades:
Additional Choppa: 2 points per model
Shield: 1 point per model
Great Weapon: 2 points per model
Command:
Big ‘Un: 15 points
Standard: 10 points
Musician: 5 points
Special:
M WS BS S T W I A Ld
Cannoneer: 4 3 3 3 3 1 2 1 7
Special Rules: A Pirate’s life fer me, Pirate Cannons, Festooned with Pistols,
Skirmishers
M WS BS S T W I A Ld
Slayer Pirate: 3 4 3 3 4 1 3 1 10
Champion: 3 4 3 3 4 1 3 2 10
Special Rules: A Pirate’s life fer me, Festooned with Pistols, Unbreakable, Slayer,
Hatred (Orcs, Goblins, and Snotlings), Resolute, Relentless
Command:
Champion: 8 points
Standard: 8 Points
Musician: 4 points
(May take the Skull and Crossbones banner for 25 points)
Drunken Brawlers: 15 points each
M WS BS S T W I A Ld
Brawler: 3 4 3 4 4 1 3 1 9
Champion: 3 4 3 4 4 1 3 2 9
Special Rules: A Pirate’s life fer me, Stubborn, Drunk, Skirmishers, Hatred (Orcs,
Goblins, and Snotlings), Resolute, Relentless
Equipment: Fists, mugs, broken bottles, small crew mates and whatever else they
can get their hands on (counts as two hand weapons)
Command:
Champion: 10 points
Musician: 5 points
Standard: 10 points
Rare:
Pirate Marauders: 15 points each
M WS BS S T W I A Ld
Marauder: 4 5 3 4 4 1 5 2 9
Champion: 4 5 3 4 4 1 5 3 9
Special Rules: A Pirate’s life fer me, Magical Attacks, Cause Fear
Unit Size: 5+
Command:
Champion: 15 points
(Champion may take any magic weapon from the common or pirate magic weapons list up to 25
points instead of taking one from the above list)
Musician: 10
Standard Bearer: 15 points
(May take any magic standard worth up to 50 points from the common or pirate magic weapons
list)
Pirate Cannon Brigade: 80 points
M WS BS S T W I A Ld
Cannon: - - - - 7 3 - - -
Crew: 4 3 3 3 3 1 2 1 7
Unit size: 1 cannon crew (a crew contains 3 crew members and 1 cannon)
Every crew member may be outfitted with a brace of pistols (and therefore gain the
rule Festooned with Pistols) for 20 points
Magic Items:
Common Magic Items:
Sword of Striking: 15 points
Weapon; +1 to hit
Magic Weapons:
Axe of Broken Bones: 50 points
Counts as a Great Weapon. No armour saves allowed against this weapon
Talisman:
Golden Gloves: 45 points
Grants a 4+ ward save.
Enchanted Items:
Dragon’s Fire Vial: 40 Points
Grants the bearer a Strength 4 breathe weapon. After use, roll a d6. On a 6, the
vial wasn’t fully emptied and may be used again.
‘Festooned with Pistols’: Some pirates carry pistols to make up for their lack of
strength. Models with this rule always count as having a brace of pistols. In
addition, in close combat they count as having two hand weapons at strength 4,
armour piercing.
‘Them be the Captain’s orders’: Any pirate unit within 8’ of the ‘Captain of the
Ship’ may rerolled all failed psychology tests.
Drunk: Dwarfs, and a few select humans, drink themselves silly on dwarven ale.
Humans who can keep up with a dwarf are considered dwarf at heart. Models with
the drunk rule are extremely inebriated and tend to flail when in close combat, so
they gain the immune to psychology and gain the ‘Parry Save’ special rules. In
addition, roll a d6 at the beginning of the controlling player’s turn. On a 1-3, the
unit is subject to stupidity until the start of that player’s next turn. On a 4-6, the
unit is subject to frenzy until the start of that player’s next turn. A unit may be
given frenzy even if they’ve lost combat already.
Animosity: Orcs love to fight. They love to fight so much that they sometime
fight themselves before they even get to battle. Any unit with this rule must roll a
d6 at the beginning of the turn. On a 1, the unit begins to squabble and can do
nothing for the turn. On a 2-5, the unit acts as normal. On a 6, the unit lurches
forward another d6 inches, eager to get into melee. If a character is in the unit, he
is also subject to this rule. If the Captain of the Ship is with them, however, they
may reroll the animosity test (they must take the second roll)
Resolute: Some men (and most dwarfs) fight with grim determination and are
reluctant to abandon their position. Models with this rule flee and pursue 2d6-1
inches instead of 2d6 inches.
Relentless: A Dwarf on the march is as implacable as the turning of the years, and
just as impossible to halt. Any unit with this rule does not have to roll leadership
to march when within 8 inches of an enemy unit.
Slayer: All slayers have an uncanny ability that makes them particularly effective
against especially tough opponents. When rolling to wound, a Slayer’s Strength,
including any modifiers for weapons (ex: festooned with pistols), is increased until
it is equal to the Toughness of the opponent, up to a maximum of Strength 6. If the
opponent’s Toughness is lower than the Slayer’s Strength, including any modifiers
for weapons, the Slayer does not receive any Strength bonus. Thus, a Slayer Pirate
(S4) is face a Dragon (T6), normally the Slayer needs a 6+ to wound, but because
of the Slayer special rule, the Slayer’s Strength is brought to 6 (still with armour
piercing) and therefore wounds on a 4+ (with a total armour save penalty of -4). If
the Slayer Pirate is facing a weedy goblin (T3), then his already impressive
Strength of 4 will wound on a 3+ (with a -2 to armour saves).
General: The Captain of the Ship demands absolute respect during times of
combat. As a result, an army that includes a Captain of the Ship must make the
Captain of the Ship the general of the army.
Pirate Magic:
Captain’s Commands: The Captain of the Ship and Second Mate may use one of
the following powers during every friendly magic phase. The powers go off as a
bound spell that doesn’t require any power dice (Level 6 for the Captain, Level 4
for the Second Mate.) The First Mate may use 2 powers during each friendly
magic phase, both going off at power level 5 (these can be the same power if so
chosen). A Helms-man may only cast the ‘Adjust you heading!’ spell at level 4,
and the Navigator may only cast the ‘Full speed ahead!’ spell at level 4. Note:
none of the characters are wizards, and thus can not channel power or dispel dice
(they have other ways of doing that). The powers are as follows:
Dispel Dice: Dispel dice for the pirates don’t come from wizards. Instead, it
comes from the dwarf hatred of magic. For every unit of dwarfs (any kind) with
15 or more models the pirate player adds one dispel dice to his dispel pool.
Bound Items: Bound items for pirates work exactly as normal bound items work.
At the beginning of the magic phase, role 2d6 and keep the highest for power dice
(your opponent keeps the highest for dispel dice as well). These dice are used
solely for the purpose of activating bound items.
Special Weapon Rules:
Buckler: The buckler is a small defensive device only usable in close quarters. A
model with a buckler that uses a non-magical weapon benefits from the ‘Parry
Save’ special rule. The buckler does not affect armour saves.