Almost Loyal
As long as a Pirate Captain or Pirate Lord is in the unit, the Mates are Stubborn.
As long as a Pirate Captain or Pirate Lord is in the unit, the Mates are Stubborn.
Rather than attacking normally, a Sea Giant may make a special attack. If this Attack Hits, it is resolved at S 10 with Multiple Wounds (D6).
Giacchino and any unit he is with have Swiftstride when fleeing.
Aranessa and any unit she is with may re-roll one D6 when charging and pursuing enemies. In addition, Aranessa may re-roll one roll To Hit or To Wound each round of close combat, and has a Ward save (5+).
Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.
For every successful Wound caused (after saves) by a Son of Stromfels, it may make an additional attack. These additional attack do not generate any further attacks.
Multiple Shots (D3). Armour Piercing (1). Quick to Fire. Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Friendly units may use the Captain’s LD if they are within 6". If they are the Army General, their Inspiring Presence is increased by 6" instead.
A unit with a Bosun roll 3D6 for LD tests, except Break tests, and discard the highest dice.
This follows all the rules for normal Cannons, except that it may move and fire. In case the cannon rolls a Misfire, the Turtigon suffer D3 Wounds with no armour save allowed.
If Jaego Roth is included your army, you may fire an additional D3 shots when using Naval Bombardment.
Grog Lubbers can spit grog as a Stand and Shoot reaction as soon as their enemies come into base contact with them, and in Close Combat after all normal attacks have been resolved. Each attack with Combustible Breath causes an automatic S 3 hit with Flaming Attacks on all models in base contact.
Due to their size, Hell-Hammer Cannons (or any of its variants) may not be moved after deployment, but may pivot on the spot as normal.
When it is their turn to attack, a unit with this rule may attempt to blind or distract the enemy once per close combat phase. Roll a D6; on a 4+ the distraction is successful. The enemy unit will then suffer -1 to their WS for the remainder of the turn. Roll the rest of your attacks as normal afterwards.
A unit joined by Exmelin gains Parry (6+). If they already have a Parry save, it is increased by +1. This rule has no effect on any characters in the unit.
In close combat, all attacks made by Powder Monkeys are resolved at S 4 with Armour Piercing (1).
Exmelin may be placed in the rear rank of any unit he joins. At the start of his turns, he can try to "tend to" the wounded of his unit. Roll a D3; this is the number of models previously slain during the battle that may be added back into the unit.
The Turtigon have a S 4 Breath Weapon with Flaming Attacks.
In the first round of combat, the parrot gives all enemies in base contact with Krusher -1 To Hit unless they can pass a LD test.
At the start of their turn, roll a D6 and consult the Grog Lubber Table.
A character within 6" of a unit with a Look- Out may re-roll failed "Look out, Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.
Once the Turtigon is reduced to 3 W, the number of A drops to 2. In addition, the strength of the Turtigon’s breath weapon is reduced to S 2.
In the shooting phase, a unit of Dark Maidens may target one enemy unit within 18" and their line of sight. The unit must take a LD test with a -2 modifier. For every point above their LD the test shows, the enemy unit suffer 1 Wound with no save of any kind allowed.
The Turtigons normal attacks have Armour Piercing (1) and Killing Blow.
A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.
Masters and Idlers are upgrades for certain units, and should always be placed in the front rank if possible. They follow the rules for normal Command Group models, and may not be attacked separately. After the Champion, a Master or Idler is always the last model to be removed from a unit. You may have one Master and Idler of each sort for every Pirate Captain or Pirate Lord in your army.
A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.
Before the start of the game, choose one enemy character on the table. Once during the game, Giacchino may take a special shot with Sniper against the chosen model. This shot is resolved with Killing Blow.
All friendly units may re-roll failed Fear and Panic tests within 12" of Carmen.
Fleur has Multiple Shots (2), which gives her a total of 4 shots with her brace of pistols.
Estella has Parry (6+). If Estella has a higher WS than her attacker she gains +1 on her Parry rolls.
If Fleur is killed, Estella will be subject to Hatred and Frenzy for the remainder of the game.
One unit in the army may choose between being equipped with Light Armour or gain Armour Piercing (1).
All models with this rule may re-roll failed Dangerous Terrain tests.
For the purposes of the rules, a Sea Shanty Singer follows the rules for a musician.
At the start of each round of close combat, Aranessa may target one enemy model in base contact. Roll to Hit against the target; if successful, that model is ensnared and suffers -D3 to its Attacks this round.
At the start of your Movement phase, roll a D6 and consult the Strange and Confused Table.
Buccaneers have Dodge (6+) in close combat.
Move or Fire. Armour Piercing (1). Unreliable.
Flying Galleys are armed with 2 Swivel Guns, which may fire to either its front or flank arcs even if the model has moved that turn. They do not suffer To Hit penalties for moving and shooting.
Sea Serpents get to make a Stomp Attack, except they only inflict 1 Hit.
Once a game, Exmelin rolls a D6 when using Field Surgeon.
Whenever a Swivel Gunner rolls a 1 to Hit when shooting, roll another D6: On a 1, the Swivel Gunner suffers a S 4 hit.
Whenever a Swivel Gunner rolls a 1 to Hit when shooting, something has gone wrong with the firing mechanism. Roll another D6: On a 1, the Swivel Gunner suffers a S 4 hit.
Captain Roth and any unit he is with may re-roll any failed LD tests. When fighting in challenges, he may re-roll all failed rolls To Hit.