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Pirates Codex

PIRATE СAPTAIN SHORK BOATSWAIN


1x Shork Boatswain 165 pts
Command Skill: 8”, 1 Orders
Name MV RC CC DEF MP SV HP Base
Special skill: “NO sleep on the job!”: Once per game
Boatswain 5” 8 8 11 7 2+ 12 50 all other units inside Shork Boatswain command skill
get +1 SV (For example: 4+ SV become 3+ SV)
Shork Boatswain Range Attacks Damage Attribute
Boarding Beamer 24” 2 1 -1SV AOE 2”
Big Plasma Cutlass 1” 3 2 -2SV

“We are a free fellowship of truly independent creatures. We respect each other and stand united for our liberty.
Tell me, what is higher than that?”
Captain Markurig,
Thirty minutes before stealing Thirunga Brotherhood’s bounty.

Name MV RC CC DEF MP SV HP Base


Captain 6” 9 8 12 9 3+ 5 30
SHORK PIRATES:
Some Shorks are smart enough to understand that their civilization is
Command Skill: 12”, 2 Orders
Special skill: “Double pay”: Once per game all friendly units inside merely a tool, a toy in Seit hands. Still, Shorks are a primitive race and they
captains command skill can use their special skills without command either rebel and get killed or run away and become pirates. Shork captains’
orders. access to Seit technologies is severely limited: they only get what they manage
Ability: If the captain is hit by a shooting attack and is not engaged
to steal while fleeing.
in melee combat, he can redirect the hit to a friendly pirate model
within 2”.
Executed by Terrans.
Captain Range Attacks Damage Attribute
Assault Pistol 12” 2 1
Plasma Cutlass BTB 2 2 -1SV

A good captain knows that while representatives of most species may be


knuckled down by officers and boatswains, there are some that will go for one
another’s throats no matter what.

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Pirates Codex
BRIGANDS GANG 8x Brigands 55 pts
MARAUDERS GANG Name MV RC CC DEF MP SV HP Base
10x Marauders 40 pts
Name MV RC CC DEF MP SV HP Base Brigand 6” 7 7 12 7 4+ 1 30

Marauder 5” 6 7 12 7 5+ 1 30
Special Skill Speсial skill “Loot and pillage”: once
per game all models in the unit can shoot their ranged
weapons with an RC +1 bonus to for each participating
Captains prefer to use crews and supplies that they can rely on, model in the unit, also all of their shots get additional
so in most cases captains make their own kind officers and use UNDER -1sv attribute.
familiar wargear. CONSTRUCTION
Some races are more common among the pirate fellowship than
the others, and some cannot coexist on the same ship at all. ELTOFA PIRATES:
A good captain knows that while representatives of most spe- Eltofa’s centrifugal management system does not leave much
cies may be knuckled down by officers and boatswains, there are room for local piracy, but no one will reject opportunities away
some that will go for one another’s throats no matter what. from native worlds. Eltofa become pirates for exactly the same
reasons as all others. And unlike Kja or Humans they are not
restricted by any moral codes: they come to make money and
won’t stop before anything, as long as it grants profit. Eltofa
captains usually have free access to technology and weapons
Marauders Range Attacks Damage Attribute of their race, but manpower is a problem: few Eltofa agree to
Laser Carbine 18” 1 1 - leave comfort of their homes behind.
CCW BTB 1 1 -

Special Skill “All ahoy!”: Marauder squad can use or- Weapons:
der to perform “All ahoy!”. Any number of models in
the squad can combine they shots to get a bonus to RC Brigands Range Attacks Damage Attribute
+1 per model combining. (can be performed multiple Laser Carbine 18” 1 1
times)
CCW BTB 1 1
Outflank
May take 2 any weapons from the following list for +5 May take any 2 weapons from the following list for 10 points
points each. each:

Brigands Range Attacks Damage Attribute


Marauders Range Attacks Damage Attribute ATGM 36” 1 3 -2SV
Laser cutter 1” 1 3 -3SV Flamer - 1 1 Direct AOE
SMG 12” 3 1 Brigands are a Hard Target -1 (shooting).

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Pirates Codex
VOID RAIDERS TEAM VOID RAIDER VETERANS
6x Void Raiders 120 pts
3x Void Raiders 180 pts
Name MV RC CC DEF MP SV HP Base
Void raiders 8” 8 9 11 8 3+ 5 40
Veterans

Special Skill ”Jet Flash”: Once per battle then fighting


UNDER
in close combat Void raiders get +2 DEF against close CONSTRUCTION
combat attacks.

Have “Boarding assault” ability.

Void Raiders have Jetpacks and ignore free strikes. May


take one of the following weapons per model for free.

Void Raiders Range Attacks Damage Attribute


Heavy Beamer 24” 4 1 -
Plasma Sword 1” 1 3 -2SV, reroll hit
rolls.
Name MV RC CC DEF MP SV HP Base Plasma Axe 1” 1 4 -3 SV
Void Raider 8” 8 8 12 8 4+ 2 30

SKRAG PIRATES:
Captains prefer to use crews and supplies that they can rely on, so in most cases captains make their own kind officers
Being a race of traders and pathfinders, Skrags have no
and use familiar wargear.
tolerance for
Some races are more common among the pirate fellowship than the others, and some cannot coexist on the same ship
pirates. They hunt pirates down and exterminate
at all.
mercilessly, and only a truly
A good captain knows that while representatives of most species may be knuckled down by officers and boatswains,
desperate Skrag can resort to piracy.
there are some that will go for one another’s throats no matter what.
If this is the case, the whole clan usually severs all ties
with its home and
people and thus Skrag pirates have no access to weapons
Void Raiders Range Attacks Damage Attribute
and hardware
Assault Pistol 12” 2 1
beside what they take into exile.
Plasma Cutlass BTB 2 2 -1SV

Special Skill “Boost!”: Once per game can move +5”. Boarding assault: Unit can chose to enter the game
in any turn after the first, using this special rule in two
Void Raiders have Jetpacks and ignore free strikes. ways.
Void raiders have Boarding assault. 1. Place the unit anywhere on the table but not in the
base contact with enemy unit, unit cannot move or
May take two special weapons: charge that turn.
2. Chose the enemy unit you wish to charge using this
special rule. To do so you need to pass MP check against
SPEСIAL WEAPON LIST: 12, if failed unit a placed more than 1 inch away of tar-
Breaching bomb - 5 pts get unit and any enemy units but no further than units
Change Assault pistol to Multigun - 15 pts. MP. It loses the ability to shoot that turn.
Change Plasma cutlass to Boarding axe - 10 pts.

Void Raiders Range Attacks Damage Attribute


Breaching charge 1” 1 6 -2sv, one use
Multigun 12” 5 1 -
Boarding axe 1” 1 3 -2 SV

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Pirates Codex
CARGO SPIDER ASSAULT TRANSPORT “BOAT”
1x Spider 25pts 1x Assault Transport 100 pts
Name MV RC CC DEF MP SV HP Base Name MV RC CC DEF MP SV HP Base
Spider 5” - 9 11 8 4+ 3 30 Tank 9” 8 6 10 9 3+ 6 80
Special Skill “Magnetic lock”: Once per game any time during its
UNDER UNDER
activation Spider can activate “Magnetic lock” for the remaining
round enemy models base to base this Spider cannot move. CONSTRUCTION
Special skill “All a’board”: Once per game Assault “Boat” can CONSTRUCTION
redeploy one of your units (exept speeders). To do it pick a unit
that is within 2” of the Boat base at the start of its move, than after
Spiders are a Hard Target (-2) if they move double-time. Boat complete its movement deploy the unit fully within 4” of the
boat base.

Spiders Range Attacks Damage Attribute Armed with rail cannon and two Autoguns.
Laser Cutter 1” 1 3 -3sv

Weapons:
TRICLON PIRATES: Name Range Attacks Damage Attribute
Favorites of the Asgar whose civilization was nearly Rail Cannon 60” 1 5 -2sv
destroyed by the Seit. Just like Kja, Triclons value speed Autoguns 24” 3 1
and firepower, but their motive is not greed or lust for RAM base 1 1
adventure. It is the blood thirst that leads them. Anger,
desperation and appetite for revenge make Triclons do
horrible things.

A Triclon captain will never allow Shorks or Jawgs on


board. Their self-imposed isolation could make ammuni-
tion and supplies an issue, if not for the access to some
nearly Asgar-grade tech.

KJA PIRATES:
An ambitious and powerful race that mostly relies on
speed and long-range combat. Kja pirates are exiles,
criminals or smugglers, and due to their mentality,
many Kja exile themselves voluntarily to join a pirate
fellowship. Their technologies and hardware are sold
to pirates just as freely as to anyone else, and Kja cap-
tains make good use of this.

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Pirates Codex
PIRATE SPEEDER Pirate Command skills:
1x Pirate Speeder 55pts

Name MV RC CC DEF MP SV HP Base


1. MERCENARY COMMANDER – 3. VOID RAIDER COMMANDER – FAST
Tank 10” 8 6 12 9 3+ 1 60
WARGEAR UPGRADE ATTACK
1.1 Shork boatswain can take one of the following two weap- 3.1.Spiders get “boarding Assault” ability
Special Skill “Full Speed”:Once per game Pirate Speeder can UNDER ons: “Anchor” with range 2”, attack 2, damage 4, -2 sv Sweep 3.2 You get +1 to your first turn roll
move and shoot one more time this turn.
Name Range Attacks Damage Attribute
CONSTRUCTION (20pts), Eltofa Axe attack 2 d2, -3sv(15pts). 3.3. Spiders are always a Hard Target (-2)
1.2 Void Raiders may take one additional Special weapon per 3.4. Void Raider Veterans get + 1 MP
Main gun 24” 1 6 -2sv unit 3.5. Captain receives Void Raider Veteran armor 3+, 6 HP,
Ram 1” 1 1 Ram 1.3 Speeder can take two additional Аutoguns(Attack 3 dam- Jetpack
age 1) for 10 pts each. 3.6.A Shork Boatswain may take a jetpack and get M +2” for 15
1.4. Captain gets +1 SV and +2HP pts.
1.5 Assault “Boat” get +2 HP 3.7. Void raiders get +1MP
1.6 Brigants can get two additional weapons from there list( 3.8. Captain gets “Boarding Assault”ability and +1 MP
to a maximum of 4) 3.9. Void Raider Veterans may receive Command Focus even
1.7 One Brigands can become Astroborne Deserters and get out of Command Range.
+1 CC, RC, MP and Aim ability(1+RC if unit didn’t move this 3.10. A Boatswain get “Boarding Assault”ability
activation)
1.8 Captain can use Void raiders special weapons.
1.9.Brigants and marauders get +1 SV
1.10 All weapon upgrades are free

2. SURFACE RAIDER COMMANDER –


TRANSPORTS AND TACTICS
2.1. Marauders cost 10pts less.
2.2. Мarauders and brigands gets + 1 RC
2.3. Captain can upgrade 1 squad of brigands to “Personal
lads” (Brigands get +1 RC, CC, MP, SV)
2.4.Assault transports and speeders get +1 M
2.5 Captain and Boatswain gets + 2 HP, and +1 Command Fo-
cus
2.6. Brigands cost 10 less.
2.7. Brigants gets “Ambush” ability (brigands can start the
game hidden in ambush. Secretly chose a point in the table
not in the enemy deployment zone, brigands can enter the
game in this point after turn 2)
2.8. Void raiders and Void raiders Veterans can re-roll their
Boarding assault roll.
2.9. Assault transports and speeders get +1 RC.
2.10. Сaptain and Shork Boatswain get “Ambush” ability
RUNGAR PIRATES:
Purposeful and systematic Rungars see no harm in crippling their
enemy’s trade routes. While Rungars themselves become pirates on ex-
tremely
rare occasions since they are tied to their planets, hiring privateers and
supplying them with intel, weapons and hardware is quite common.

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