Special Abilities
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Unique
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Pirate
(Counts as a character whose name contains Pirate)
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Stealth
(If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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Ambush
(This character can move and then make all his attacks against 1 enemy who has not activated this round)
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Book of Hondo
(Allies whose names contain Hondo or Nym gain Pirate for the rest of the skirmish)
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Camaraderie
(Allied Unique Pirates and Pirate commanders gain Relay Orders)
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Coordinated Movement
(At the end of this character's turn, 1 Pirate ally may immediately move up to 2 squares)
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Extra Attack
(On his turn, this character can make 1 cumulative extra attack instead of moving)
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Loyalist's Code
(Immediately before the first initiative, all non-Pirate allies are defeated)
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Rapport
(Allied commanders and Unique Pirate allies cost 5 less in a squad with this character)
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Relay Orders
(Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
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Tenacious
(Enemies cannot use Opportunist, Deceptive, Devious, or Backlash against this character)
Commander Effect
Allied Pirate commanders gain Willing to Serve.
For the rest of the skirmish, allies with Slave ignore the movement requirements of Savage and are subject to commander effects.
At the start of their turn, Pirate allies may move two spaces. This does not count as movement for their turn.
"Take only that which you have won in battle". -- Arvo Norstag