Magic Weapons
This vicious Cat o' Nine Tails lashes out at the pirate's enemies, gives him D3+2 extra Attacks on the turn he charges, and gives him +2 extra Attacks on subsequent rounds.
This blade drips with brine and is covered in rust but is capable of slicing through the thickest of armor. No armour saves are possible against it.
This crude but effective piratical prosthetic grants the user +2 Strength, but he may not use any weapons or items that requires two (or more) hands.
Sloppy Cruickshank's favorite weapon is the cutlass that made the pirate captain the toast of a hundred drinking dens. The cutlass grants the bearer Killing Blow.
A swarm of scabrous rodents surrounds the character and grants him an additional D6 S2 Poisoned Attacks at I2.
Magic Armour
The character gains a Ward save of 5+ and a 6+ Armour save that can be combined with other equipment normally.
Talismans
This sad and disheveled but ever loyal bird sits on its master's shoulder, granting a measure of protection from hostile magic.
The owner gains Magic Resistance (2).
Enchanted Items
The character bears a sacred Slann artifact, though he thinks it little more than a pretty bauble.
The Slann Gold turns the bearer into a Level 1 Wizard who uses the Lore of Death.
One use only. By drinking a drop of the hard stuff at the beginning of the Close Combat Phase, the character gains +2 Toughness until the end of that phase. However, he must pass an immediate Toughness test or suffer a single Wound with no saves of any kind allowed.
Gentleman Jenkins was said to have voyaged the length (and depths) of the six seas, thanks to his trusty compass.
The Compass grants the user the Scouts special rule.
You may add 1 to the die rolled to determine who chooses his Deployment Zone.
One use only. By drinking this potent brew, the character may make a single S3 Breath Weapon attack, which counts as a Flaming attack, once per game. However, he must pass an immediate Toughness test or suffer a single Wound with no saves of any kind allowed.
One use only. Upon drinking this bizarre concoction, the character undergoes a temporary, though terrifying, physical transformation. Use at the beginning of the character's Movement Phase – he causes Terror for the remainder of the game turn. However, he must pass an immediate Toughness test or suffer a single Wound with no saves of any kind allowed.
The Spyin' Glass allows the bearer to pick out characters from enemy units when targeting them with a ranged weapon.
Magic Standards
The vessels of Harkon's fleet fly a bewildering array of flags, but pirates aren't the most original of artists. Thus, each tends to display some variation on the skull and crossbones device.
All models in the unit cause Terror.
Who knows what treasures are locked away within the Dead Man's Chest? Presumably the Zombie Pirates do, for they rally to it like the Reiksguard to the Imperial colors.
The Chest counts as a Magical Banner and grants each model in the unit +1 Attack in the 1st round of any hand-to-hand combat.