YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

Shiver me Timbers Pirate Warbands for Mordheim off the Port Bow!

By Tim Huckelbery, Version 10-15-99

I know not if this record will ever reach civilization or not, but it is my hope that somehow these words do make their way back to fair Talabheim one day. I myself may never set foot in my homeland again, but if this record should ever reach my compatriots there I pray it finds them well, and illuminates my occurrences since departing on what was to be a routine voyage. Our ship has been taken captive by a band of pirates. They attacked in the night, stealthily boarding the ship before the alarm could be raised. I had been off-watch and asleep, but still feel shame for not somehow doing more to stop them. After all, I was among those hired to serve as bodyguards for these inexperienced travelers! Inexperienced in worldly matters like many of their fellow learned men from Altdorf, but wise enough to know they needed swordsmen like myself to guard them on their expedition. Alas, that I was not able to protect them better! Upon questioning the passengers as to the nature of the voyage, they only roared with uncouth laughter to hear their plans to investigate the notorious place. This was doubly embarrassing to my employers, as the crew of this ship had done much the same when hired to take them there. Only the promise of extra gold had allowed us to hire them for this voyage, but even then we would only be dropped off miles from the outskirts of the city remains. It seems these pirates prowl the surrounding waters, preying on vessels travelling into the area laden with gold and supplies, as well as those leaving the area carrying the mysterious substance which has become even more precious than gold itself!

The lead pirate, who I took to be on of the senior officers, turned and waved his pistol to us. Loudly he stated, "Avast, scum! You will all do what you are told, and you may live to see sunrise. We will be relieving you of all valuables – stay quiet, or you’ll be a-swimmin’ without your innards!" I noticed his eye patch, only partially covering a long scar running along his face, and knew these were dangerous men indeed. The lamps and torches lit the deck with flickering lights as the pirates moved quickly and efficiently to transport chests of gold and boxed provisions to their ship, tied with several stout ropes to our own. There was a short commotion from the scholars when one began to remove several satchels of their precious scrolls. Quickly one pirate, a large and unsavory brigand clad in leathers so crusted and hardened that they creaked as he moved, thumped one of the balding men soundly on the head, causing him to collapse in a heap of robes! Turning to the remaining elders he grinned an evil leer, displaying several golden teeth, and causing them to immediately fall silent.

As this was going on, I noticed the lead pirate discussing something with two others, and then looking my way. He walked away towards me, and I recognized the two men as the ones I had wounded in the short scuffle (before a third had knocked me to the ground from behind). "I hears you put up a decent fight for a city boy," he said to me. I could only smile grimly at that, and hope I was not signing my own death warrant! "Cap’n Drakken could use always use another lad handy with a sword where we’re sailing. You’re not gonna come out well from this trip, but if you’re ready for some rough work there’s gold aplenty upriver!"

I was quite astounded at this offer, but I also realized that he was correct in his assessment, even more so than he knew. I had been counting on this party to pay off several gambling debts, and could not go back without the gold I had already promised to many money-lenders there. There would be no protection from them, even for a (disowned) noblemen’s son as myself. Sigmar help me, but there was little choice to be had. A few words later, I and my few belongings were brought aboard the pirate ship. I write these words as we sail towards Mordheim, under the watchful eye of one of the crew. I’m to begin learning my new trade tomorrow, especially with these shorter curved swords favored by the men. Once a privileged son of wealth, then on my own as a reputable private bodyguard for hire, I now begin my new life as a pirate.

from the journal of Riley Augustus Frayed aboard the pirate ship The Serpent's Mother

Pirate Warbands in Mordheim: City of the Damned

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 bound with gold into the city and wyrdstone out of the city. 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 harbors for their vessels, and lead frequent raiding parties into the city itself. These brave piratebands have become new additions to other groups of adventurers, fanatics, and nightmare creatures that dare enter the remains of the City of the Damned.

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 Riley Augustus Frayed, Crewman, pirate ship The Serpent's Mother

SPECIAL RULES

"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 Riley Augustus Frayed, Crewman, pirate ship The Serpent's Mother

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! Thus 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 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 4 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 armor to match his new unit in an even swap. His skills and characteristics are changed to match those of his new crew-mates.

If the Pirate player’s result is twice as high or more, the ex-landlubber discovers he or she has salt in his veins, displaying enthusiasm and natural skills with the rigging and sails. The Captain wisely decides to take him on as an apprentice, and makes him a new Cabin Boy! He retains all his original characteristics, experience, skills, equipment, and weapons. Note this can happen even if the ship has reached its normal maximum of 2 Cabin Boys, but if one of the three is lost (death, captured, etc) the maximum returns to the normal value of 2. If there are already three Cabin Boys, or the Captain decides he doesn’t need another Cabin Boy, the Hero instead joins the Crew as above.

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 the pirate life is just not for them!

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!) with the following characteristics:

Profile M WS BS S T W I A Ld
Swabbie 4 2 2 3 3 1 3 1 6

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 4 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 with the same characteristics as above.

Other Rules

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 3 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!).

HEROES

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

HENCHMEN

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!

One thing I have found it that a pirate’s life does not leave much time for idleness. We must always be alert for other vessels, of course. The ship must always be at maximum effectiveness, ready to attack or run away if we cannot fight. Also, there is constant drilling and training, especially in swordplay. My previous background has helped here, but even I am moving to new levels with the blade. Ah, I think, if my fellows could see me now! Then I think, ah, if they do see me now, they will probably be trying their best to run me through. And me them… Such melancholy aside, many nights we spend listening to the veteran shipmates spinning yarns of past battles, or famous exploits of fellow pirate vessels. Several of the crew lead the others in song, of such bawdy lyrics that one cannot help but laugh aloud. Hobarth especially is renowned for them, and has a seemingly inexhaustible supply of shanties he can sing out in his booming voice. He and I have become friends since our first meeting and my recruitment to the crew, and has been instrumental training me to become a valued member of the crew.

As odd as it may sound, I find myself growing to like this life. It is hard and bloody but it does have it’s rewards. Even given the nature of the area we prowl. We play a dangerous game by hunting here, but nowhere else is there such a concentration of gold and other, more valuable items. I remember my initial reactions to this damned place, which now seems only as strong as my initial reactions to the dregs of Talabheim’s outskirts. I just realized that I have not thought of Talabheim for… how long? Weeks, at least.

Must stop now; Captain Drakken has called for me. Probably getting ready for another landing.

from the log of Riley Augustus Frayed, Crewman, pirate ship The Serpent's Mother

PIRATE SKILL TABLE

Pirate Combat Shooting Academic Strength Speed Special
Captain V V V V V V
Mate V V   V   V
Cabin Boy V V     V V

 

SPECIAL PIRATE SKILL LIST

Pirate 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 loose 1 Attack that turn. This does not effect 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 the 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 mainstays of any pirate crew, and in the hands of a trained seaman they are superb weapons for close quarters fighting. If the pirate is equiped with a Sword, this skill will give him the additional benefit of also being able to parry successfully if the player rolls equal to number rolled to hit, not just higher as normal. This extra ability only apply 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 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 is 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 hand to hand combat and must fight as normal in the following turn.

Pirate Equipment List

PIRATE SWABBIE GUNNER
  Hand-to-hand combat weapons  
Axe 5 gc
Boat Hook 7 gc
Cat O’ Nine Tails 7 gc
Dagger 1st free/ 2nd 2 gc
Double-handed weapon 15 gc
Hammer or Mace 3 gc
Morning Star 15 gc
Sword 10 gc
Axe 5 gc
Boat Hook 7 gc
Cat O’ Nine Tails 7 gc
Dagger 1st free/ 2nd 2 gc
Double-handed weapon 15 gc
Hammer or Mace 3 gc
Morning Star 15 gc
Sword 10 gc
Axe 5 gc
Dagger 1st free/ 2nd 2 gc
Hammer or Mace 3 gc
Morning Star 15 gc
Sword 10 gc
  Missile Weapons  
Bow 10 gc
Crossbow 25 gc
Dueling Pistol 30 gc (60 brace)
Pistol 15 gc (30 brace)
Bow 10 gc Blunderbuss 30 gc
Bow 10 gc
Crossbow 25 gc
Dueling Pistol 30 gc (60 brace)
Handgun 35 gc
Pistol 15 gc (30 brace)
Swivel gun 75 gc (Rare 8;one per warband)
  Armour  
Buckler 5 gc
Helmet 10 gc
Light Armour 20 gc
Toughened Leathers 10 gc
Buckler 5 gc
Toughened Leathers 10 gc
Helmet 10 gc
Light armour 20 gc
Shield 5 gc
Toughened Leathers 10 gc
  Swivel Gun Ammunition  
    Ball Shot 5 gc
Chain Shot 2 gc
Grape Shot 2 gc

Another landing. I seem to be becoming more immune to the horrors of this place, Sigmar help me. Drakken says it is natural, and that the only other reaction would be to go mad. We were discussing things last night, as we sharpened our cutlasses for the landing. He turns out to be a rather civilized man, who like myself became a pirate when fate tossed him about. His ship, the Imperial frigate The Griffon, was blown out of the water in combat with the Bretonnian Corsair Couragous and he was rescued days later by the pirate ship El Dorado. When it was discovered that he was a Master Gunner, he was pressed into service aboard the vessel. Months later he had become Master Gunner on his new ship. Less than a year passed before he took command of his own prize ship, taken in pitched combat - the same Bretonnian ship who set him on the path of piracy! He said he took great joy in setting the formerly dashing Captain Druillet and his crew adrift in their landing boats, sans oars of course!

We drank a toast to them, wherever they might be now (probably in the belly of a Sea Dragon), and another to the ship, our very own Serpent’s Mother. Not only did Drakken rename the ship, but he also took on his new name, his old one being Roberts. "Not a very good pirate name," he said, "you gotta have some kick to it!" Evidently this was one of the lessons he had learned from his previous captain, Bloodwind the Black (originally known as Percival L’Angelou).

We drank another toast to old Percy, spilling a only bit more ale from our Black Jack tankards than in the previous toast, then got to the serious business of outfitting the landing party. Bont had finally finished work on the new Swivel Gun, to replace the one that exploded and nearly killed him, and we will be needing more fine blackpowder supplies. Drakken also wanted to try and find more of those exotic new poisons we had recovered from the bodies of those foul rat-men we fought last week. Word is that you can get more of it at certain trading posts. We’ve plenty of the glowing shards to trade, having ambushed a band of those odd female warriors who were trying to carry away a small chest full of the stuff. We were able to beat them off and steal away the chest, then backtrack their steps and find even more in a small crater. We should be able to fetch a good price for it, though we’ll not trade it all away at once (a trick I learned from Hobarth – sell too much at a time, and you’ll get less for each shard!). The only trick will be in finding the trading posts we seek. Sometimes they just aren’t where they were last time.

Later that night… Some thoughts before turning in. Thinking about going back. To the city. The city does strange things the closer to the center you get, and locations seem to shift as if the city itself is trying to lure you into the center of it’s web. Hobarth, who has been in the area longer than anyone I know, says the city itself is living, brought to life when Sigmar’s Hammer struck it, as a midwife’s slap brings a cry from a newborn babe. Others don’t realize it as they have become all part of the shifting landscapes. He says we notice it more as we pirates are tied to the sea, not the land, and get disconnected from the city’s grasp when we come back aboard our ship. Could be. I’ve heard odder things in the past half year since joining up. And I’ve seen plenty odd things both on the land, and even some in the sea nearby.

You have to have respect for the city is all. It doesn’t give up it’s treasures easily, and not without a fight usually, but if you respect what it can do, you can usually make it out alive.

from the log of Riley Augustus Frayed, Crewman, pirate ship The Serpent's Mother

Trading

Pirate Warbands make use of trading between ships at sea, as well as the regular trading & merchant locations on land. Also, the landing parties can bribe their mates on the ship to rig up special weapons or items for them with the gold they gain in their adventures on the land. Thus Pirates may also purchase the following in their after-game trading. Note that some items are included in the equipment lists above, meaning they can be bought in initial warband creation as well.

SPECIAL PIRATE WEAPONS & ARMOUR

Common 7 gc Boat Hook
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.

Special Rules: Strike First, Two Handed. Boat Hooks are used in Close Combat. They allow the user to Strike First in the first round of any close combat, no matter which model charged, but require both hands to use. Models using a Boat Hook in combat cannot use any other weapons, or gain benefit from a shield or buckler, while in close combat.

Common 7 gc Cat O’ Nine Tails
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!

Special Rules: Like the Steel Whips of the Sisterhood, Cats cannot be parried by swords or bucklers, have a 4" range, and hit with the user’s Strength. However, since they are made or rope and not steel, they give the enemy model a +1 to his armor save (6+ is no armor is worn), like a hit from a fist or dagger. Other than this exception Cats follow all the rules for Steel Whips.

Rare 8 75 gc Swivel Gun
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 hand guns, 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 blackpowder quality, but most gunners agree that they make up for it in sheer power.

Special Rules: Swivel Guns follow most of the rules for Blackpower weapons (Move or Fire, Prepare Shot) but have some exceptions as noted below. A Pirate Warband may have only one Swivel Gun at a time, due to the time it takes the ship’s Master Gunner to construct one.

Blackpowder Weapon: Move or Fire & Prepare Shot (as per normal backpowder weapons) are in effect.

Cumbersome: The user is at –1 Initiative and –1 Movement throughout the battle. Also, Swivel Guns may never be fired twice per turn, or fired if the user moved, no matter what Skills the user may have.

Blackpowder Rules: The normally optional rules for Blackpowder weapons on page 164 are always in effect for Swivel Guns, due to unpredictable nature of the local materials used in their construction.

Special Ammunition: Swivel Guns use non-standard ammunition types, which must be bought for each game. Each type only lasts one game, so if it is used in a game it cannot be used again until another supply is bought. Before firing, the Gunner must declare which type is being used, if he has more than one type available in the game.

Swivel Gun Ammunition

Common 5 gc Ball Shot (one game only) Maximum Range: 36" Strength: 5 Armour Save: -2
A Swivel Gun firing these heavy lead balls can stop even a charging Ogre dead in his tracks!

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.

Common 2 gc Chain Shot (one game only) Maximum Range: 24" Strength: 4 Armour Save: -1
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.

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.

Common 2 gc Grape Shot (one game only) Maximum Range: 24" Strength: 3 Armour Save: /
Very small pellets, rocks, metal scrap, even rock salt are jammed into the barrel, producing a cloud of shrapnel when fired.

It’s Everywhere! If a hit is scored, the Pirate player may also make to hit rolls against D6 other enemy models within 4" of the target, with appropriate modifiers as normal for cover, etc. You cannot try to hit an enemy model a second time until you have tried to hit all others within 4" once, and you may not try to hit a model more than twice. There is no Armor 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.

Common 10 gc Toughened Leathers
There is nothing like many months at sea to really toughen up clothing! Covered with crusted salt, spilled rum, and other less savory materials, many a pirate has found his long coat to have stiffened up to a very hard finish, and even offers some protection in combat.

Special Rules: Toughened Leathers work exactly like Light Armour, giving the wearer a 6+ Armour Save, but cannot be combined with the effects of any other armor except a Helmet or Buckler. This includes using a shield – most pirates find they get in the way when fighting in the stiff leather, resulting in falling into the briny deeps when trying to board a ship!

Whew, that’s ripe Matey! Once bought (or broken in), a pirate’s Toughened Leathers cannot be given to another pirate or sold back at the Trading Posts – the stench alone is enough to drive away even the most desperate of new owners!

Not a good day. More tonight.

That night… We have seen to the worst of our wounds, though Hobarth’s leg had to be removed. I thought we had treated it well enough, but the vile infection from the undead horror’s attacks spread too fast and we had to amputate. My friend made not a sound as I did the deed, but I could see the blood dripping from his clenched fists as he bit down on the lead shot. We quickly applied the torch and pitch to the wound, and that was too much for him and he passed out. We did our best to make him comfortable for the night. I hope he awakes. I would not want to be here without him. We’ve set up sentries for the night. I also hope we don’t see any more of the foul creatures tonight – I don’t think we are up for another attack.

My first landing as a Mate, and a near disaster. I have grown careless, and the city has taught me the folly of such action. They came from everywhere, even springing from the tainted soil itself. We were lucky to get away with the casualties we took, never mind the gold that had been used to lure us into the trap. You cannot let your guard down here, ever. I had been on so many successful landings, I have forgotten the true nature of the city. It does not forget. It waits, until it is ready and you are not. Then it strikes.

Tomorrow we must fight our way out. I can hear them off in the distance, rustling in the darkness. Sigmar help us.

from the log of Riley Augustus Frayed somewhere in the city. Mate, pirate ship The Serpent's Mother

SPECIAL PIRATE EQUIPMENT

Rare 9 45+2D6 gc Compass
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. In any scenarios where players roll to see which side deploys first, then his warband may re-roll their result. This can only be done if the pirate with the compass is not missing the game though! Note that only one re-roll is allowed, even If multiple pirates are carrying a Compass, and if both sides have a Compass then no re-rolls are allowed.

Rare 7 10gc Flaming Arrows (one game only)
Flaming Arrows can be shot from any bow or crossbow, and do not change the weapon’s range. A flaming arrow hit will strike at +1 Strength and –1 Armour Save. The user cannot move in the turn he wishes to use them, even if using a regular bow, unless he has special skills which allow him to do so (such as Nimble). You can purchase a quiver of them, but the special flammable substances soon go bad on exposure to air. After each game they loose their effect and you must buy another quiver if you wish to use them again.

Common 5 gc Hardtack biscuits (one per model, one use only)
Any Pirate may bring some of these dense breads to eat during a battle, filling him with… well, something pretty dense and breadlike (the ship’s cook refuses to divulge the exact ingredients). At the start of any one of his turns the pirate may pop some in his mouth (and possibly break a few teeth chewing them), as long as he is not already in hand to hand combat. His Toughness is temporarily increased by +1 for the duration of that turn and the following enemy turn, with the effects generally wearing off afterwards. Roll a D6 after that turn; on a 1 his biscuits were tainted and filled with maggots (yuck!). Make a note of his name - the pirate must miss the next game as he recovers (and thumps the cook a few times to boot!). If the Pirate winds up missing a game because of other effects, the losses will add together and he will miss the next two games.

Common 3 gc Hook Hand (one per model)
Pirates who have lost a hand or arm due to a Hand Injury (Injury Result 34) or Arm Wound (Result 23) can be fitted with a sharpened metal hook. The wearer of the stylish new device cannot use any two-handed weapons, but will always count as having a close combat weapon in that hand. The hook strikes in close combat in the same manner as a dagger. A new pirate joining the warband, either during initial warband creation or as a new hire, may also start out with a Hook Hand. If the wearer gets a Hand Injury or Arm Wound in further battles, these can be ignored on a roll of 4+ as the hit was taken by the Hook Hand instead.

Rare 9 40+2D6 gc Jolly Roger (one per Warband)
Ah, the sight of the Jolly Roger waving the wind is enough to bring a tear to the eye of even the toughest old salty dog. Any Hero may carry the Jolly Roger; the cost represents the effort to have the ship’s sail makers create a smaller version that one man may carry on a long pole. 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.

Rare 8 15 gc Parrot (Captain and Mates only)
Squaack! 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. All enemy in base contact with the owner will be at –1 to hit in their first round of combat with the pirate unless they can pass a Leadership Test.

Common 6 gc Peg Leg (one per model)
Any Pirate suffering a Leg Wound (Injury Result 22) or Smashed Leg (Result 25) can opt to have his ruined leg replaced with a stout wooden peg leg. This will reduce his Movement (and maximum possible Movement characteristic) by –1, but offers a chance that stray hits will strike the leg instead. This gives him a special saving throw of 6+, which can be taken whenever he fails any other saving throws allowed against any wounding shooting or hand to hand hits. This save is not modified, and can be used even if no saving throw is normally allowed. A new pirate joining the warband, either during initial warband creation or as a new hire, may also start out with a Peg Leg. If the wearer gets a Leg Wound or Smashed Leg in further battles, these can be ignored on a roll of 4+ as the hit was taken by the Peg Leg instead.

Rare 8 20 gc Spy Glass
A pirate can use his trusty spy glass to examine the combat ground, spotting any yellow dogs who try to sneak about! At the start of his turn, the owner can try to detect one Hidden enemy model to which he has normal Line of Sight. On a roll of 4+, the model looses his Hidden status. The spying Pirate can move as normal in that turn, but cannot run or charge.

Rare 10 75 + 4D6 gc Treasure Map (one use only)
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. Roll a D6 after the game to determine where the map leads you (note that any gold crowns found represent the profit after all shares have been given to the crew).

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 ale-stashes 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 (see page 55 of the Mordheim rulebook). 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 realize 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!

That was perhaps the most amazing thing that has happened to me in the past year. Drakken is preparing to retire. He was cut up pretty badly in our last encounter with that foul sorcerer, but he was pulling through well enough and we were preparing for another excursion against Saan. He’s decided though that he’s getting to old for it though, and is taking his shares and departing for Tilea. He had been sounding out the senior crew for the past several days as they visited them, and aside from a few dissenters most were agreeable to his decision that I succeed him. I was shocked a bit. I had pretty much lived down the disaster of my first command, and had lead many more landings and gained much gold for the ship, but me? I still sometimes think of myself as the greenhorn leaping to the ship for the first time that night long ago. But as he pointed out, most of the crew have never known me as anything else but a pirate, and a good one at that.

I accepted, of course. Anything else would been a dishonor to him, and I owe him my life several times over by now. As well as possibly opening up the ship to a dangerous struggle for command among the others. And of course I wanted it, too. Funny, I had not realized how much I wanted it until it was mine.

I also need to find out the names of those who didn’t stand with me. Not sure of what to do with them. Keelhaulings, or just lashings? Must discuss it with Hobarth. Unless he was one of them? This will be tricky…

from the log of Riley Augustus Frayed, Mate, pirate ship The Serpent's Mother

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.

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
Captain 4 4 4 3 3 1 3 1 8

Weapons and Armour: A Pirate Captain 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 stand with their Captain ready to plunder and ravage any ships they find.

Profile M WS BS S T W I A Ld
Mate 4 4 3 3 3 1 3 1 7

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
Cabin Boy 4 2 2 3 3 1 3 1 6

Weapons and Armour: Cabin Boys may be equipped with items chosen from the Pirate Equipment list.

Henchmen (chosen 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 needed 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
Crew 4 3 3 3 3 1 3 1 7

Weapons and Armour: Crew members 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 was essential to prevent the potential disaster of a cannon bursting or 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
Gunner 4 3 3 3 3 1 3 1 7

Weapons and Armour: Gunners may be equipped with weapons and armour chosen from the Gunner Equipment list.

SPECIAL RULES

Swivel Guns is Dangerous, Matey!: Gunners are known to be among 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 Gun into battle. Usually they stand in awe quite 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 must form a unit of one member, and can never have anyone else join the unit. 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 (forming a unit of 1), 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 kept 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
Boatswain 4 3 3 3 3 1 3 1 7

Weapons and Armour: Boatswains start with a Rope & Hook, and may be equipped with weapons and armour chosen from the Pirate Equipment list. Note they can never sell off or give away their Rope & Hook – a Boatswain would never be without his ropes!

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 aboard are there 100% voluntarily. Some have been captured from enemy vessels, or rounded up on the docks or harbor 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.

Weapons and Armour: Swabbies may be equipped with weapons and armour chosen from the Swabbie Equipment list.

SPECIAL RULES

Not Hired: Swabbies are not hired, they follow the special "recruitment" rules above.

Never Gain Experience: Swabbies generally aren’t interested in proving their worth to the crew, they are interested in survival and hopefully escape! Swabbies never gain experience in games.

Rabble: Swabbies do not need to be armed all the same. Each may be given different equipment, but only items listed in the Swabbie equipment list.

"Don’t mind them mates, they ain’t true pirates!" The rest of the crew barely notice if any Swabbies run away or go out of action – they know they’ ll find them later on and give them 30 lashes if they’re lucky! Any Swabbies who are running away or have been taken out of action do not count towards the need to take a Rout test for the warband.

"Blimey, they got away!" If the Pirate Warband itself Routs, any Swabbies who have already off the table in previous turns are presumed to have made a successful escape, and are never seen from again. Remove them from your warband roster as if they had been killed.

"If we stays and fights, we might get dead, but if we runs away, we’z gonna wish we was!"

I remember overhearing this muttered from one of the Swabbies to another as we prepared to advance into the city, on a landing several weeks ago. They had looked back at me, and I did my best evil grin back at them as I patted the coiled Cat on my belt. Damn Straight. And if they knew even half of what could happen to them if they were able to escape, they would never dare leave the ship itself. Ah well. They’ll fight, or they’ll die, or both.

Most are good enough, just lacking the proper backbone to become a true pirate. Some of the ones we "recruit" around here you can never be sure of, and it’s best to keep them in a firm grip. Discipline, that’s what most of them need. And that’s what I will bring as their Captain.

from the log of Riley Augustus Frayed, Mate, pirate ship The Serpent's Mother

Sample Pirate Warband: Landing Party, "The Serpents Mother"

I set out on a new landing in the city, my first as the new Captain. Me. Amazing. I’ve been reading back on some of my first writings here in this book. Heh. Sorry little boy, afraid to go home but only slightly less afraid to go further. I’ve gone further than any of the friends I had from the old days could have. I even have two mistresses to serve and to serve me, both of whom I must give constant attention lest they turn on me. My life is now stretched out before me as far as I can see, a grand game between the sea and the city.

I took old Drakken’s advice though, and have arrived at what I think to be a suitably dangerous sounding name for myself. Given the insane turns my life have taken in the past year, I think it utterly appropriate. My crew agreed, and gave a resounding series of huzzahs to their new Captain this afternoon.

from the log of Mad Riley, Captain, pirate ship The Serpent's Mother

Heroes

Captain (60) Sword (10), Dueling Pistol (30), Light Armor (20) 120 gc
I’ve found this mix of armaments to be ideal for fresh landings. I can pick up more items later on, but it’s important to simply make a good landing and establish a solid base location in a new area. I still use the first cutlass given to me, and Sigmar willing I’ll die with it in my hand.

Mate (35) Peg Leg (5), Crossbow (25), dagger (free) 65 gc
Grizzled old Hobarth still serves the ship, ready to give advice to her new Captain. He’s not as fast as he used to be when we first met, but he is invaluable to me nonetheless. He and I are the only ones who really know the city I think.

Cabin Boy (15) Cat O’ Nine Tails (7), dagger (free) 22 gc
Cabin Boy (15) Boat Hook (7), Toughened Leathers (10) 32 gc
I brought both aboard myself, and have worked to instill personal loyalty to myself. Both Billy and Sharp John owe me their lives. It’s all well and good to have good strong men working with you, but as Drakken once told me, there’s nothing to match having a few loyal eyes watching your back.

Henchmen

Crew (25) Bow (10), dagger (free) 35 gc
Long Tom was aboard when I joined up, but seems content with his station. Good with a bow, and doesn’t argue orders.

Crew (25) Sword (10), Pistol (15) 50 gc
Ah, Rennie. Gotta watch out for him. He’s done nothing overt yet, but I can see he’s ready in case I drop my guard. He was surprised I brought him along, but did he think I was stupid enough to leave him aboard while I was away? I can trust Bocknin with the ship well enough, but even he might not detect things fast enough to stop them before they got too far. Better Rennie is here, where I can keep an eye on him. He’s also a bit too overconfident, and there is nothing I’ve found better to temper that than this place. And if an accident should happen to him while he’s here, so much the better…

Gunner (25) Two, armed with Blunderbuss (30), Bow (10), dagger (free) (65 each) 130 gc
Gunthar and Bont are perhaps the most fearless men I know. How else could they work around the cannon as often as they do? Sigmar’s teeth, they even experiment around with the blackpowder! Better they join me here, rather than another explosion like the one last month that almost blew a hole in the keel.

Boatswain (32) Sword (10), Rope & Hook (free), dagger (free) 42 gc
Last but not least. Half the crew think Giles has been touched by wyrdstone, the way he moves through the rigging faster than the gulls can fly. As long as he keeps on doing such a fine job though I’m in no rush to see if he’s growing any extra limbs myself.

All in all, a good band of men. We’ll be setting out at dawn, and woe to anyone with gold we meet, by Sigmar!

from the log of Mad Riley, Captain, pirate ship The Serpent's Mother

Some Player Notes:

The goal here was a good mix of shooting and hand to hand fighters. I also wanted a warband that could be very mobile. With these in mind, I went for a "classical pirate captain" armed with sword and pistol, plus light armor to help him out as he advances into combat. I upgraded his pistol to a Dueling Pistol as an afterthought – nothing but the best for the Captain!

He’ll be accompanied by two Cabin Boys, lightly armed but with weapons that should give them an edge. The Cat O’ Nine Tails will allow one to attack even if not in base contact, essentially extending his attack range by 4 inches. The Boat Hook will allow the other to strike first, and hopefully get a lucky hit in before the enemy can strike back. Their main goal in the first few games though is survival – they need to build up their characteristics before they are ready to strike out on their own!

As Mate, I went with a Peg Leg (as the model would simply be fun to create!) and armed him with a crossbow. He’ll be hanging back mostly, and hopefully not seeing any actual hand to hand combat. He’ll working with a Crewman armed with a Bow. Ideally they will find a good shooting spot and not move too much during the game.

The two Gunners will indeed be moving, as I want to get them into good firing positions for their Blunderbusses. Since they only get one shot per game, they have to count! I’ve also given them bows for use after they fire their guns and also as they advance forward to get within Blunderbuss range.

Lastly, I have two more hand to hand fighters. My other Crewman, armed with a sword and pistol, will be able to move around as needed and lend a hand. Ideally, he may even get some shots off with his pistol! The Boatswain will be working the buildings with his sword, using his own skills to leap about from rooftop to rooftop, and maybe get some Diving Charges in as well.

This leaves 4 gc for spending after the first game. If I’m lucky, I’ll pick up a Swabbie after the game, or even a Crewman. I’ll also be putting some gold aside for a Swivel Gun too – no pirate warband should be without one!