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The Nautilus
Hull Factor 4
Length 32
Speed 128
Power Loss 32
Crew 5, Captain Nemo and 4 sailors
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.


Hull Factor 4
Length 32
Speed 96
Power Loss 24
Crew 14 (2 men in the boiler pit, 1 oiler, 1 pilot, Captain, First Mate, 2 gatling gunners, 2 cannon crew, 4 extra pirates)
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.
