The Dread Pirate Ships
    | Renegade Runner, Model 6268
    
        | Unmodified: HF 3; SF 3; Crew 11; Speed 48; Length 24; SL 16 
        Modified: HF 3; SF 4; Crew 14; Speed 64; Length 24; SL 16 |  
     
   |  
 
  
    This is the smallest of the basic ships and is tied for slowest by the
    basic rules. However, it should not be underrated as a group of three
    Renegade Runners are quite capable of sinking most other stock ship models.
    The Renegade Runner becomes extremely deadly if you add the extra sail and
    cannon shown in the optional rules. 
   
 
    | Black Seas Barracuda, Model 6285
    
        | HF 6; SF 7; Crew 33; Speed 56; Length 48; SL 8 |  
     
   |  
 
  
    The first of the pirate ships, the Black Seas Barracuda is also the only
    one to come furnished with permanent cannons on both sides of the ship. The
    Barracuda is best suited to situations where there are targets on both sides
    of the ship. 
   
 
    | Skulls Eye Schooner, Model 6286
    
        | HF 6; SF 8; Crew 34; Speed 64; Length 48; SL 8 |  
     
   |  
 
  
    The Skulls Eye Schooner is unquestionably the pinnacle of the pirate
    fleet with four swiveling cannons that can be moved side to side. This gives
    the big ship the flexibility to play multiple roles which is enhanced by her
    high Move. 
   
 
    | Red Beard's Runner, Model 6289
    
        | HF
        5; SF 7; Crew 27; Speed 70; Length 40; SL 10 |  
     
   |  
 
  
    The
    latest in the pirate line, Red Beards Runner is quite deceptive at first.
    The ship is the fastest stock model with a speed of 70 and has three cannons
    that can slide from side to side. This ship is a close match for the Black
    Seas Barracuda even though she is smaller and carries fewer crew. 
   
 
The
Imperial Ships
    | Carribean Clipper, Model 6274
    
        | HF 4; SF 4; Crew 22; Speed 48; Length 32; SL 12 |  
     
   |  
 
  
    The Carribean Clipper was the first of the imperial ships. This ship is
    tied for slowest with the Renegade Runner. The model only comes with two
    cannons, however, the ship is played with four, two out each side. This
    combined with the 8 marines on board and extra cargo space makes this ship
    an excellent treasure carrier (read as "Target"). 
   
 
    | Imperial Flag Ship, Model 6271
    
        | HF 4; SF 5; Crew 17; Speed 60; Length 32; SL 12 |  
     
   |  
 
  
    The Imperial Flag Ship is by far the best performer of the stock models.
    The ship is fast, maneuverable, and well armed. The eight marines on board
    give this relatively little ship an even chance against the much larger
    Black Seas Barracuda. 
   
 
    | Imperial Armada Flagship, Model 6280
    
        | HF
        4; SF 4; Crew 16; Speed 48; Length 32; SL 12 |  
     
   |  
 
  
    The
    Imperial Armada Flag Ship is similar to the Carribean Clipper in performance
    except that it lacks the extra cargo space for treasure. I have not played
    this ship in a game yet so I can't truly evaluate its performance, but the
    model meets the usual high standards of the LEGO Group. By the way, it is
    massively underarmed with only one cannon. 
   
 
Custom
Designs
These ships were custom designs built by Stephen
W. Gabriel. I've included the links to his photos for reference purposes. 
    | Man-O-War
    
        | HF 6; SF 8; Crew 31; Speed 64; Length 48; SL 8 |  
     
   |  
 
  
    The Man-O-War is a Skulls Eye Schooner converted to imperial use. The
    ship sports eight cannons, four out each side, and four extra sailors. The
    Man-O-War is excellent in ship to ship combat, however, she fairs poorly
    when boarded because she has no marines. 
   
 
  
    The first real water up ship that I built, the Admiral's Avenger has one
    more center hull section than the Skulls Eye Schooner. The Avenger is fast,
    but turns slowly due to her length. She has four cannons on each broadside, two
    stern chasers out the rear, and a turreted cannon on the fore deck. The
    Admirals Avenger shares the same strengths and weaknesses as the Man-O-War. 
   
 
  
    The
    Black Swan is the largest ship I've built with a total length of 72 dots.
    She sports two stern chasers and a six
    cannon broadside, enough to sink a Skulls Eye Schooner in one pass. The
    Swan is quite fast, moving at 78, but is cumbersome in maneuvering. The
    Black Swan has an impressive crew of 44 men including Captain and First
    Mate. I added a little detail to the stern castle like gull wing sides and a
    lifting cabin to reach the stern chasers. The Black Swan performed well
    until boarded, although a group of three Renegade Runners almost sunk her by
    tacking in her blind spot. 
   
 
    | The Nautilus
    
        | HF 4; Crew 5 + Captain Nemo and 4 sailors; Speed 128; Length 32; Power
        Loss 32 |  
     
   |  
 
  
    Legopellego is the home of the mysterious Captain Nemo and the port for
    his famous submarine the Nautilus. The Nautilus is an all iron ship which
    makes it nearly impervious to cannon fire. The first success of any ball hit
    is dropped, the remainder are applied to the damage chart. The Nautilus is
    not affected by shot, muskets, pistols, deck guns, or ramming. The Nautilus
    is only visible in the round that it rams a target and may only be fired on
    at this time. 
    The Nautilus loses one Power Factor every time she loses a Hull Factor
    because she uses a nuclear reactor and propellor instead of sails. The
    Nautilus follows all rules for normal movement except that she is exempt
    from heading and wind directions and the Nautilus may change speed at will.
    The Nautilus is unaffected by reefs, however, she must skirt around islands.
    The Nautilus does not stop after ramming, she simply travels through the
    other ship. 
    The crew cannot repair the Nautilus within the course of a game. The
    Nautilus has no cannons, its only attack is to ram. The Nautilus does one
    point of HF to any target it rams for each point of PF available. In
    addition, any time it does three or more points, the target ship must make
    an additional roll on the critical hit chart. 
    Once the Nautilus has taken all four HF in
    damage, it is removed from play. The Nautilus never surfaces for treasure or
    boarding, if they want treasure, they sink the ship and pick it up off the
    bottom. 
   
 
    | 
     The Paddle Wheeler
     
        | 
         HF
        4; Crew 14 (2 men in the boiler pit, 1 oiler, 1 pilot, Captain,
        First Mate, 2 gatling gunners, 2 cannon crew, 4 extra pirates);
        Speed 96; Length 32; Power Loss 24  |  
     
   |  
 
  
    The
    Professor and Timmy time cruised into the Legopellego and accidently
    accepted an invitation to dinner on Head Hunter Island. A couple of
    opportunistic pirates got their hands on the time cruiser and figured out
    how to make an iron sided paddle wheeler with advanced weapons. The ship has
    a centralized boiler,
    two mid-ship paddle wheels,
    a gatling gun over each paddle wheel, and an advanced
    cannon on a turret on the fore deck.  
    The
    ship moves per normal rules except that she may change speed at will and is
    not restricted by the direction of the wind. The paddle wheeler has four
    hull factor and loses 24 points of Move for every hull factor lost. These
    cannot be repaired within the course of the game. Because she is made of
    iron, the first success of any cannon round using ball is dropped, however,
    a critical hit (all 3 dice are 1's) still does three hull factor in damage
    and rolls on the critical hit chart. The paddle wheeler is unaffected by
    cannons firing shot. The paddle wheeler does one point of hull damage for
    every point of hull it has when it rams and only loses one point of hull if
    the target ship has more remaining HF than the paddle wheeler. The paddle
    wheeler only takes damage from a ram if the ramming ship has more remaining
    HF than the paddle wheeler and then the damage is reduced by one.  
    The
    gatling guns require one crew to fire and may fire six shots every Action
    phase. The target number is 3, the range is 96 dots, and it only affects
    figures. The cannon is a breach loader and does not require one round to
    reload so it may fire every round. In addition, it has a targeting device
    giving it a +1 to the target number on all attacks. 
   
 
           
 
LEGO® is a trademark of the LEGO Group of
companies which does not sponsor, authorize or endorse this site. All materials
on this page is ©
1996, 1997 Stephen W. Gabriel and are released free to the public for
reproduction and distribution at no cost for personal use only. 
   |