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===Special Units=== *'''Ship's Mates:''' Can only have one per Pirate Captain or Lord. An upgraded version of Pirate Crew that becomes Stubborn if a Pirate Captain or Lord is in the unit for almost twice the cost. *'''Powder Monkeys:''' Pistol fanatics that never run out of ammunition and have fencer S4 pistols with piercing 1. Armed with a Brace of Pistols, these fuckers get to use Pistol shots as melee weapons <strike>and shooting while charging (if the enemy breaks from those shots they have to flee as their reaction) </strike> as of the recent changes to Quick to fire, this is something that any model with pistols can do so the special rule that lets powder monkeys do that is now pointless. Matthias is updating all his books one by one however so this should get fixed. use them a shocktroopers, ways are shooting something and charge the weaken troops (still ranged units with no armour, so they won't last against a proper strength melee units) *'''Grog Lubbers:''' A bunch of drunkards even harder to deal with than Centigors. Their benefit comes in their booze providing an S3 breath weapon on the charge or in close combat and their buyable bottles being impressive firebombs. *'''Dwarf Sea Dogs:''' Dwarf Pirate Warriors, have a Slayer's lack of armor but are tougher than the rest of your pirates and Unbreakable. Make for a decent Holding force for your pirates. *'''Norse Reavers:''' Pirate beserkers, gaining Frenzy the turn they charge. They are the few units you have that have armour and can take a shield. A cross between a tougher holding unit and an attacker. *'''Wokou Raiders:''' Ambush pirate fighters from Cathay or Nippon. Each can buy a two-handed sword with piercing 1 and a 6++ parry, dual-wielding weapons, or bows. *'''Sons of Stromfels:''' Badass Shark-Ogres of Pirates. Each has Aquatic, Fear, and Killing Blow and attack again for each unsaved wound they make. If you want them to be truly scary, they can grab halberds. *'''Deck Cannons:''' Cheap Cannon that can buy alternative fire modes if grapeshot doesn't cut it for you. **'''Chain Shot:''' S6 and hits d3 files worth of enemies. Makes it a better troop clearer weapon rather than just the single line of Death that is a cannon. **'''Heat Shot:''' Gain Flaming attacks but -1 on misfires rolls. Obliterates Trolls and Treemen, while inflicting a -1Ld panic against calvary. *'''Swivel Gunners:''' Gunner with an S6 piercing mini-cannon of a Gun. Such a powerful gun has drawbacks, of course: Roll a 1 to hit and the model must roll another d6 with a 1 instantly killing them. Always good to kill knights or Dwarf bunkers. Notably have Skirmishers letting them make a Vanguard move to ensure they are in range turn one (Vanguard moves don't count towards move and shoot) and help them resist enemy counter-fire.
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