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Shiver me Timbers!
By Cap’n Tim Huckelbery
The blasted city of Mordheim has called to many
a Pirate Captain with the song of easy riches, as
the nearby rivers are filled with ships laden with
either gold into the city or departing with
wyrdstone. Using the perpetual fog and dust
which fills the air around the ruins, a ship can
navigate the city via the deep rivers running
though it. With lightning speed, the pirate ships
can appear from nowhere and attack a ship,
quickly looting it of any valuables. Some
Captains have even found safe harbours for
their vessels, and lead frequent raiding parties
into the city itself. These brave pirate bands
have become new additions to other groups of
adventurers, fanatics, and nightmare creatures
that dare enter the remains of the City of the
Damned.
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 crew-
mates 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.
My first landing. First time I’ve been in
the city. No, not a city, not anymore. Oh
Sigmar, what did these people do to
deserve such punishment? More later – I
cannot find the words.
from the log of Augustus Riley Frayed
Crewman, pirate ship The Serpent’s
Mother
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
rolls of 61 or 62) can be ‘offered’ one
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A tale of ye most scurrilous Pirates and vagabonds fresh to The City of the
Damned as told by Cap’n Tim Huckleberry
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 crew-
mates. 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.
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!).
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 Pirate warband must include a minimum of
three models. You have 500 Gold Crowns which
you can use to recruit and equip your Warband.
The maximum number of warriors in the
Warband is 15 (this represents the landing
party; the rest of the crew are aboard the ship in
case some other scurvy sea dogs dare to attack!).
Ship’s Captain: Each Pirate warband must be
lead by a Captain no more, no less!
Mates: Your warband may include up to 2 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. Note that you may never have more
Swabbies than you have Crew though!
Starting Experience
The Captain starts with 20 experience.
Ship’s Mates start with 8 experience each
Cabin Boys start with 0 experience each
All Henchmen start with 0 experience.
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Pirate equipment lists
The following lists are used by Pirate warbands to pick their weapons:
PIRATE EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer/Mace . . . . . . . . . . . . . . . . . . 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
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc
Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace)
Crossbow . . . . . . . . . . . . . . . . . . . . 25 gc
Dueling Pistol. . . . . . . . . . 30 gc (60 Brace)
Armour
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Toughened leathers . . . . . . . . . . . . . . 7 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc
Missile Weapons
Belaying Pin . . . . . . . . . . . . . . . . . . . . 3 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armour
Buckler . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Toughened leathers . . . . . . . . . . . . . . 7 gc
GUNNER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc
Missile Weapons
Pistol . . . . . . . . . . . . . . . . 15 gc (60 Brace)
Blunderbuss . . . . . . . . . . . . . . . . . . 30 gc
Dueling Pistol. . . . . . . . . . 30 gc (60 Brace)
Handgun . . . . . . . . . . . . . . . . . . . . . 35 gc
Swivel Gun . . . . . . . . . . . . . . . . . . . .65 gc
(Rare 8; one per Warband)
Swivel Gun Ammo:
Ball Shot . . . . . . . . . . . . . . . . . . . . . . 5 gc
Chain Shot . . . . . . . . . . . . . . . . . . . . 2 gc
Grape Shot . . . . . . . . . . . . . . . . . . . . 2 gc
Armour
Toughened leathers . . . . . . . . . . . . . . 7 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . 20 gc
SWABBIE EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer/Mace . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Boat Hook . . . . . . . . . . . . . . . . . . . . . .8 gc
Cutlass (Sword) . . . . . . . . . . . . . . . . .10 gc
Double-handed weapon . . . . . . . . . .15 gc
Pirate skill tables
Combat Shooting Academic Strength Speed
Special
Captain
Mate
Cabin Boy
112408867.006.png
Pirate Warbands
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
443331318
Weapons and Armour: A Pirate Captain may
be equipped with items chosen from the Pirate
Equipment list.
stand with their Captain ready to plunder and
ravage any ships they find.
Profile M WS BS S T W I A Ld
443331317
Weapons and Armour: Mates may be
equipped with items 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
422331316
Weapons and Armour: Cabin Boys may be
equipped with items chosen from the Pirate
Equipment list.
SPECIAL RULES
Leader: Any pirate within 6" of the Captain may
use his Leadership characteristic when taking
any Leadership tests.
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
‘Yer a lucky one here, boy… yer own
friends left ye fer dead. We coulda have
cut yer throat and taken yer gear, or sold
ye like a Dreg. So now laddie… Have ye
ever been a’thinkin about the pirate
business?’
Pirate Captain Drakken’s offer to
anonymous enemy
from the log of Augustus Riley Frayed
Crewman, pirate ship The Serpent's
Mother
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Pirate Warbands
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 33331317
Weapons and Armour: Crew members may
be equipped with weapons and armour chosen
from the Pirate Equipment list.
Gun into battle. Usually they stand in awe quite
far away from him – even they can’t be sure
when one might blow! If a Pirate Warband
includes a Swivel Gun, the Gunner wielding it
will always be considered an individual and can
never have anyone else with him. Since a Pirate
Warband may only have one Swivel Gun, if a
Gunner is equipped with one then he must
either be a new Gunner, or split from an
existing unit. If the latter, he retains all
Experience and Skills he had previously.
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 33331317
Weapons and 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!
0-2 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 33331317
Weapons and Armour: Gunners may be
equipped with weapons and armour chosen
from the Gunner Equipment list.
SPECIAL RULES
Expert Riggers: Boatswains are highly trained
in using their ropes, as they are the ones who
maintain the complex network of rigging
throughout the ship. They may re-roll failed
Initiative tests Leaping over Gaps, Jumping
Down, and performing a Diving Charge, as well
as the normal test for Climbing Up or Down that
a Rope allows.
0-5 Swabbies
Special Recruitment rules (see above)
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
SPECIAL RULES
Swivel Guns is Dangerous, Matey! Gunners
are known to be amongst the bravest of pirates,
given their close proximity to blackpowder
weapons, but even among themselves they
stand in awe of any Gunner who takes a Swivel
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