Pirates
Grade: 1b
Source: Town Cryer #9 (PDF)
Setting: Mordheim
Author: Cap’n Tim Huckelbery
Lore
Special rules
Swabbies: Pirate warbands can ‘recruit’ new members to join the adventuresome life of a pirate, sometimes willingly but oftentimes more as an alternative to walking the plank! Only humans can be recruited in this manner though – not even the most bloodthirsty pirate would ever trust a Skaven or Beastman, and other races even though friendly to mankind would normally never follow a mere human into battle! The following special rules apply to certain situations in Mordheim game play:
Kidnapped! Enemy human Heroes who after the game rolled up the Captured result (D66 roll of 61) can be ‘offered’ one opportunity to join the pirate crew (usually at the point of a cutlass!). As an alternative to exchanging/ransoming the captured Hero back to their original Warband (or selling him to slavers), the Pirate Captain can instead add the captured enemy to the ship’s crew as follows. Both players roll 2D6, with the Pirate player adding the Captain’s Leadership and the enemy player adding the Leadership of the captured Hero. If either side won that game, it may add +1 to it’s score.
If the Pirate player’s result is higher, the Hero renounces his old ways for the life of the high seas! She or he joins the Crew, either starting a new Crew group or joining an existing one if it has four models or less. There is no extra cost to add him to a group which has accumulated experience points, and any equipment or weapons he had are immediately sold off to buy him the proper weapons and armour to match his new unit in an even swap. His skills and characteristics are changed to those of a starting Crewman, or to match those of his new crewmates if joining an existing group.
Otherwise, the Hero has resisted the siren’s song of the sea, and is forced to become a Swabbie (see Swabbies below). He is stripped of his equipment and weapons; these are handed out as the player desires. He does retain any skills and keeps his original characteristics, but can only be re-armed with the weapons listed in the Swabbie equipment list.
Enemy human Henchmen taken Out of Action during the game and then lost from their original Warband for good (a 1-2 was rolled for them post-game) also have a chance of joining up too! Roll another D6 for each: on a roll of 4+, the Pirates manage to drag them away or otherwise make off with their wounded bodies, and patch them up on the ship. The Pirate player can then test to see if they will join exactly as above, by both players rolling 2D6 and adding it to the Captain’s and the Henchman’s Leadership. This test can only be done if the Pirates win the game, so the Pirate player will always get a +1 to his roll.
Hired Swords and Special Characters are too skilled to be taken off in this manner, and can never be recruited – they have their own agendas to pursue, and will ensure the pirate life is not part of those plans.
Well now matey, have you ever considered pirating as a career? If the Pirates encounter Stragglers (result 44) or Prisoners (result 333) when Searching, there is a chance they may sign up to sail under the Jolly Roger. Either of these options may be used instead of the regular options listed for these situations.
If a Straggler is found, the Captain can try to convince him to join the crew by making a successful Leadership test. If passed, the Straggler joins as a Swabbie (he’s too unhinged even to become a member of the Crew!)
If Prisoners are found, roll a D3 to determine how many are rescued. If the Captain passes a Leadership test (he must make a separate test for each one), the Prisoner eagerly joins his rescuers as a member of the Crew, either starting a new Crew group or joining an existing one if it has four models or less. If he is starting a new Crew group, he will start at the normal characteristics levels for a normal Crew member and at Zero Experience. There is no extra cost to add him to an existing group which has accumulated experience points, and his skills and characteristics match those of his new crewmates. The player must pay though to equip and arm the new Crewman as per his new unit. If the player cannot pay, the prisoner must join as a Swabbie. If the test is failed, the Prisoner isn’t quite so convinced of the worthiness of the sea dogs and is added as a Swabbie.
Hired Swords: Unless noted otherwise, Pirate Warbands have the same access to Hired Swords & any other items as for a regular human Mercenary Warband, and follow all the normal rules for them as well. They must however pay an additional +20 gc in upkeep if they have both Dwarfs and Elves together in the same warband (the ship is only so big, and the confines make them more irritable than usual!).
One-off games: In one-off games, a Pirate Warband starts with two Swabbies for free.
Succession: If the Captain is killed, one of the Mates will take over in the same manner as a Champion taking over for a Mercenary warband.
Choice of warriors
A Pirates warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
- Pirate Captains: Each warband must have 1 Pirate Captain: no more, no less!
- Ship’s Mates: Your warband may include up to 2 Ship’s Mates.
- Cabin Boys: Your warband may include up to 2 Cabin Boys.
- Crew: Your warband may include any number of Crew.
- Gunners: Your warband may include up to 7 Gunners.
- Boatswains: Your warband may include up to 5 Boatswains.
- Swabbies: Your warband may include up to 5 Swabbies.
Starting experience
- The Pirate Captain starts with 20 experience.
- Ship’s Mates start with 8 experience.
- Cabin Boys start with 0 experience.
- Henchmen start with 0 experience.
Pirates Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Pirate Captain | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Ship’s Mate | ✓ | ✓ | ✓ | ✓ | ||
| Cabin Boy | ✓ | ✓ | ✓ | ✓ |
Pirates Special Skills
Pirates Heroes may use the following Skill table instead of any of the standard Skill tables available to them.
Sea Shanty Singer
The pirate is renowned throughout the seas as one of the greatest singers aboard a ship, able to raise the spirits of any crew with his stirring renditions of ‘The Sloop Johan Bee’, ‘What do you do with a Drunken Halfling?’, and other famous pirate ditties. At the start of his Close Combat phase he can suddenly burst out in song, distracting one opponent in base contact of his choosing. That enemy must pass a Leadership test, or lose 1 Attack that turn. This does not affect Undead or other non-living creatures, such as Possessed.
Sea Legs
Even in the strongest seas, the pirate has learned to keep his footing and equilibrium. If he Falls during a battle, he may ignore the effects of the D3 hits on a roll of 4+ (make a single roll to see if any of the hits take effect or not). In addition, if he is knocked down or stunned within 1" of a precipice he may re-roll his Initiative test to see if he falls down or not.
Cutlass Master
These short, single bladed swords are the mainstay weapon of any pirate crew, and in the hands of a trained seaman they are superb weapons for close quarters fighting. If the pirate is equipped with a Sword, this skill will give him the additional benefit of also being able to parry successfully if the player rolls equal to the number rolled to hit, not just higher as normal. This extra ability only applies if the Pirate is not in the open; ie., only when in cover or in a building, within 2" of a terrain feature like a wall or tree, etc.
Booming Voice
(Captain only) The Captain has spent many a battle bellowing orders to his crew, yelling above the roar of the cannons and the screams of the enemy. Once per turn, the captain may shout encouraging words (or threats) at any one pirate within 8" who just failed his test to see if he runs away from combat, or to stop running away if he was already fleeing. That pirate may then re-roll the test. This can only be done if the Captain is on his feet, but not if the Captain is in close combat himself.
Hardy Constitution
Many months at sea, and especially many months eating hardtack, have hardened the pirate’s body to effects that would cause a lesser man to collapse. During the battle, the pirate may ignore any Critical Hits on a roll of 5+ (the wound is treated as normal if the roll is successful). If the roll is failed, the Critical Hit is worked out as normal.
Swashbuckler
The pirate cuts a dashing figure in combat, mixing dazzling swordplay and acrobatic feats with charm and witty comments. Even the basest villains in Mordheim respect (and curse) his ability to always seem to effortlessly slip from their grasp. The pirate may make a Leadership Test at the end of any Hand-to-Hand phase (pirate’s or enemy’s turn) if he is still in base contact with any enemy models. If he passes he may make a normal movement away from the enemy (he may not run or charge), without the enemy striking any blows on him. If he fails the test he remains in combat and must fight as normal in the following turn.
Pirates equipment lists
Pirate Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Boat Hook | 8 gc |
| Cat O' Nine Tails | 8 gc (Heroes only) |
| Cutlass (Sword) | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Belaying Pins | 3 gc |
| Crossbow | 25 gc |
| Pistol | 15 gc (30 gc for a brace) |
| Duelling Pistol | 30 gc (60 gc for a brace) |
Armour
| Item | Cost |
|---|---|
| Buckler | 5 gc |
| Toughened Leathers | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
Swabbie Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Boat Hook | 8 gc |
| Cutlass (Sword) | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Belaying Pins | 3 gc |
| Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Buckler | 5 gc |
| Toughened Leathers | 5 gc |
Gunner Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Cutlass (Sword) | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc (30 gc for a brace) |
| Blunderbuss | 30 gc |
| Duelling Pistol | 30 gc (60 gc for a brace) |
| Handgun | 35 gc |
| Swivel Gun | 65 gc Max one per Warband |
Armour
| Item | Cost |
|---|---|
| Toughened Leathers | 5 gc |
| Helmet | 10 gc |
| Light Armour | 20 gc |
Miscellaneous
| Item | Cost |
|---|---|
| ball shot | 5 gc |
| chain shot | 2 gc |
| grape shot | 2 gc |
Special Equipment
Pirates have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
Boat Hook
Cost: 8 gc
Availability: Common
These are normally used to pull in ropes or other objects from the water, but their long reach and wicked metal catches makes them also useful in combat.
Range: Close Combat
Strength: As user -1
Special Rules
Cat O' Nine Tails
Cost: 8 gc
Availability: Common (Heroes only)
Order is often maintained aboard the ship with the threat of the lash. In battle the long barbed whip of the Cat is also seen, but this time dealing out punishment to the enemy!
Range: Close Combat
Strength: As user
Special Rules
Belaying Pins
Cost: 3 gc
Availability: Common
A typical ship contains hundreds of these short lengths of carved wood. They are set up in racks in convenient places in the ship, around which the running rigging can be secured or belayed. These also make good weapons, and pirates quickly become proficient with hurling them as short range weapons.
Range: 6"
Strength: As user -1
Special Rules
Swivel Gun
Cost: 65 gc
Availability: Rare 8
Pirate Gunners sometimes construct and carry into battle a smaller and lighter version of the real swivel cannons normally attached to pivoting mounts on the ship's railing or sides. Though smaller than regular cannons, swivel guns are larger than normal handguns, so big that they must be held up with the support of wooden support. They are cumbersome, and prone to failure due to imperfect castings or poorly mixed blackpowder, but most gunners agree that they make up for it in sheer power.
Special Rules
Ball Shot
A Swivel Gun firing these heavy lead balls can stop even a charging Ogre dead in his tracks!
Cost: 5 gc
Maximum Range: 36";
Strength: 5;
Special Rule: Armour Save -2, Concussion.
Concussion: The impact of the heavy lead projectile is enough to rattle even the hardiest warrior. Treat any resulting Injury Rolls of 2-4 as a Stunned result.
Chain Shot
These lengths of chain and linked metal don't cause as much damage, but can entangle an enemy model and bring him to his knees.
Cost: 2 gc
Maximum Range: 24";
Strength: 4;
Special Rule: Armour Save -1, All Wrapped Up!
All Wrapped Up! Enemy hit by Chain Shot which are not wounded are Knocked Down on a roll of 4+, even if they normally can never be Knocked Down.
Grape Shot
Very small pellets, rocks, metal scrap, even rock salt are poured into the barrel from prepared canisters, producing a cloud of shrapnel when fired.
Cost: 2 gc
Maximum Range: 24";
Strength: 3;
Special Rule: It's Everywhere!
It's Everywhere! If a hit is scored, D6 other enemy models within 4" of the target and also in Line of Sight will automatically take a single hit. If the original target was in the open, no hits can be applied to models in cover though (only if the original target was in cover can hits go to models in cover as well). The closest enemy model to the target must take the first hit, then the next closest, and so on. Models in Hiding will also count towards being close to the target, and can be hit as well. There is no Armour Save modifier from Grape Shot hits. Pirates know to duck out of the way when they hear a Swivel Gun going off, and thus are never hit by friendly Grape Shot.
Compass
Cost: 45 + 2D6 gc
Availability: Rare 9
A compass can be a big help on the land as well as at sea, by helping the pirates navigate faster and more accurately around the seemingly random ruins of the blasted city.
Special Rules
Hardtack Biscuits
Cost: 5 gc
Availability: Common
Any Pirate may bring some of these dense breads to eat during a battle, filling him with… well, something pretty dense and bread-like (the ship's cook refuses to divulge the exact ingredients).
Special Rules
Hook Hand
Cost: 4 gc
Availability: Common
Pirates who have lost a hand or arm due to a Hand Injury or Arm Wound can be fitted with a sharpened metal hook.
Special Rules
Jolly Roger
Cost: 40 + 2D6 gc
Availability: Rare 9
Ah, the sight of the Jolly Roger waving in the wind is enough to bring a tear to the eye of even the toughest old salty dog.
Special Rules
Any Pirates within 12" of the Jolly Roger never count as being all alone in combat. Carrying the banner takes up one hand though, so that model may not carry or use any two-handed weapons during the game. Note that Swabbies, lacking the true Pirate spirit, do not gain any benefit from the Jolly Roger.
Parrot
Cost: 15 gc
Availability: Rare 8 (Captain and Mates only)
Squawk! Pieces of Wyrdstone, Pieces of Wyrdstone! A well trained parrot is excellent at distracting opponents, either by shouting out loud at them or flying around getting in their way.
Special Rules
Peg Leg
Cost: 8 gc
Availability: Common
Any Pirate suffering a Leg Wound or Smashed Leg can opt to have his ruined leg replaced with a stout wooden peg leg.
Special Rules
Spy Glass
Cost: 20 gc
Availability: Rare 8
A pirate can use his trusty spy glass to examine the combat ground, spotting any yellow dogs who try to sneak about!
Special Rules
Treasure Map
Cost: 75 + 4D6 gc
Availability: Rare 10
Pirates may use a Treasure Map instead of regular exploration of the city ruins. It represents the location (possibly) of a treasure stash another pirate band was forced to bury, before they could bring the booty to a safe hide away.
Special Rules
| D6 | Result |
|---|---|
| 1 | The map turns out to be a fake! However, you do manage to return and trounce the bilge-drinking swine who sold it to you, and he gives your Warband D6x5 gold crowns to make amends (and prevent himself getting keel-hauled!). |
| 2 | The map leads your crew to a minor stash. After some hours digging, the find a chest containing 1 shard of wyrdstone and some jewels worth 2D6x10 gold crowns. |
| 3 | The map reveals one of the fabled alestashes of Long Drong Slayer himself! You uncover several barrels of the finest rums, ales, and other assorted spirits. One is a barrel of Bugman's XXXX, which can be used as per the rules for Bugman's Ale. After 'sampling' many of the other barrels, the remainders are sold off for 2D6x10 gold crowns (after the crew wakes up, of course). |
| 4 | Buried deep in the ruins of an unassuming hovel you find several chests filled with fine clothes, plus several notebooks outlining blackmail information for many of the local trading merchants. You realise this must be one of the stashes left by Facio, the great Tilean trickster and rogue. Armed with your new clothing and information, on your next visit to the trading posts you may buy any one item listed on the regular Price Chart as if it was Common (except any other Pirate Warband unique items, such as Swivel Guns or Treasure Maps), assuming you have the money. Once the transaction is complete, you turn around and sell the notebooks to his competitors for 2D6x10 gold crowns, and make any other trading post purchases as normal. Also, if in your next game your warband captures anyone, or finds any Stragglers or Prisoners, the fine clothing impresses them quite a bit! The Captain's Leadership is increased by +1 when testing to see if any join your warband. |
| 5 | The treasure chest that is found has been carefully booby-trapped! One of your Heroes must try to penetrate the maze of poisoned dart-shooters and collapsing pathways that surround the chest by passing an Initiative test. If he passes, his expert approach reveals a Lucky Charm near the chest (which he claims for himself!), and 3D6x10 gold crowns in the chest itself. If he fails the test, he must sit out the next game as he recovers, but the crew do manage to open the chest now that the traps have been set off and gain the gold as above. They do not find the Lucky Charm though as it is drawn back into it's hiding place, there to await a more careful adventurer. |
| 6 | Your crew bow their heads in reverent silence, as the map has lead them to one of the legendary secret burial spots used by Black-Wyrd the Pirate King, first and finest pirate to ever ravage Mordheim. Known for tying shards of Wyrdstone into the thick strands of his hair and beard and then setting them alight so they set off sparks of unholy fire, he was rightly feared by all Warbands throughout the land and sea. Though only a small chest is found at the site, when opened it reveals 2+D3 shards of Wyrdstone, plus a Mordheim Map! |
Heroes
1 Pirate Captain
60 gold crowns to hire
Only the roughest toughest sea dog can rise to become captain of his own ship. A good Captain has to be bold and decisive in combat, and a forceful personality to hold together his unruly followers. Though often elected by the Crew, he must command their respect and fear, and more importantly ensure their continued loyalty with plenty of gold!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
Weapons/Armour: Pirate Captain may be equipped with weapons and armour chosen from the Pirate Equipment List.
Special Rules
0 – 2 Ship’s Mates
35 gold crowns to hire
Each ship has several Mates to serve under the Captain and ensure his orders are carried out properly. They also keep a careful eye on him as well for any signs of weakness or hoarding from the Crew, as each Mate would love nothing more than to become Captain himself one day. Until that day though they readily obey his commands, oversee the Crew and the ship, and stand with their Captain ready to plunder and ravage any ships they find.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Ship’s Mate may be equipped with weapons and armour chosen from the Pirate Equipment List.
0 – 2 Cabin Boys
15 gold crowns to hire
The lure of the sea often calls many young men to leave their boring lives behind and take up the exciting life of a pirate. Some are the youngest sons of nobles who know they will never inherit, or whose families have fallen to disgrace or poverty. Others are simple farmboys yearning for the open sea and adventure. All though, show some glimmer of talent which the Captain decides is enough to allow them to serve as Cabin Boys, where they can learn not only the basics of seamanship but also the more important lessons of how to run a pirate ship. Assuming the live through the years of training, they will go on to become feared Captains of their own!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Cabin Boy may be equipped with weapons and armour chosen from the Pirate Equipment List.
Henchmen
(Bought in groups of 1-5)Crew
25 gold crowns to hire
The backbone to the ship, the crew are drawn together by the lure of the sea as well as the lure of plunder! As sailors, crewmen are experts in seamanship and ship operations. As pirates, they also quickly become proficient in swordplay and in using a variety of weapons especially pistols. It is said a good pirate crewman needs to know how to read the skies, weather, and winds, but most importantly the moods of his Captain!
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Crew may be equipped with weapons and armour chosen from the Pirate Equipment List.
0 – 7 Gunners
25 gold crowns to hire
Gunners tend the artillery and ammunition of the ship. Their keen knowledge of blackpowder weapons is essential to prevent the potential disaster of a cannon bursting, overheating, or recoiling out of control. In battle, Gunners oversee the banks of cannon, and on land they tend to be armed with the best pistols and other blackpowder weapons from the ship’s stores.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Gunner may be equipped with weapons and armour chosen from the Gunner Equipment List.
Special Rules
0 – 5 Boatswains
32 gold crowns to hire
Boatswains (or Bosons as they are often called) are responsible aboard the vessel for the upkeep of the rigging, the hundreds of lines and cables throughout the ship which keep the sails operating properly. They are experts at moving throughout the ship’s maze of ropes, swinging from one yardarm to another to ensure the overall soundness of the rigging. In the ruins of Mordheim, these same skills serve them well in moving throughout the building wreckage and craters which litter the former city.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Boatswains start with a Rope & Hook, and may be equipped with weapons and armour chosen from the Pirate Equipment list. Note that they can never sell off or give away their Rope & Hook – a Boatswain would never be without his ropes!
Special Rules
0 – 5 Swabbies
0 gold crowns to hire
Not all members of a Pirate Warband are there entirely voluntarily. Some have been captured from enemy vessels, or rounded up on the docks or harbour fronts when the ship was in need of extra men. Kept under a watchful eye by the Mates, the Swabbies know they had better carry out their duties as assigned, lest they face a keel-hauling or worse! Many have grown accustomed to their lot, but given a chance many will run for it, even into the unknown dangers of the hellish city ruins.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Weapons/Armour: Swabbie may be equipped with weapons and armour chosen from the Swabbie Equipment List.
Special Rules