/TG/heim:Barrett's Privateers (Pirates)

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Intro

Barrett's Privateers are a lowly bunch of layabouts, recently arrived in Mordheim before the comet fell aboard their ship, The Antelope. Of course, although they originally began with a writ from the Empire itself, things got lost in the destruction of Mordheim, and they're now bent on simply getting whatever loot they can load the ship up with before they leave while the going is good. Plus, the mutiny and abandonment of most of the shanghaied "loyal crew" also means they're a bit short of manpower to be sailing so soon as well.

Given the condition of Mordheim herself, waiting for the going to be "good" might take a while...

Assorted Warband Info

Warband Rating: 100

Gold Stash: 43gc

Wyrdstone: 0

Heroes

Captain Johann Barrett

A salty old sea dog, Captain Barrett enjoys flaunting his rich, if a bit worn, purple cloak while firing his prized pistols at whatever lazy layabout shows their face, including his own crew sometimes. He values said pistols more than his own flesh and blood, if he had any, and considers a day when they're showered in flecks of gore from a freshly-blown-off-head a very fine day indeed.

Captain - 60gc

M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Dueling Pistol Brace (10" S4, +1 to BS roll, Attack once per turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 60gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Experience: 20xp+1+1+1=23

William Harker, First Mate

Mr Harker is a stern man, and while the Privateers consider themselves to be more "Gentlemen of uncouth tastes" rather than full-fledged pirates, Mr Harker helps keep the men in line so that this thin veneer of a fiction remains in place, if however dubious it may be at times.

Mate - 35gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Pistol Brace (8" S4, Attack once per turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

Cutlass (Sword: S: As user, Parry) - 10gc

Cat O' Nine Tails (S: As User, Cannot be parried, +1 A that Always Strikes First, +1 to enemy Sv) - 8gc

Dagger (S: As user, +1 to enemy Sv) - Free

Experience: 8xp+1+1+1=11

  • Pistolier (Can shot 2x in a turn with brace of pistols, but must spend next turn reloading)

Steady-Hand Pete, Helmsman

Pete has been sailing the waters around the Empire long enough that it is said he could sail blind in both eyes. His quick reflexes have helped prevent this euphemism from being fact in more than one firefight or boarding party, and his keen sense of direction (Aided by a secreted map whenever he can get his grubby mitts on one to help ensure his "keen sense" remains accurate) have ensured him a solid place among the crew.

Mate - 35gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Pistol Brace (8" S4, Attack once per turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Lantern (+4" to distance to spot Hidden enemies) - 10gc

Experience: 8xp+2+1+1=12

  • +1 BS

Once got beaten into hamburger by an orc boss, but made a complete recovery.

Fat Bill, Cook

An enormous barrel of a man, Fat Bill has been turning inedible organic rubbish into nourishing 'scubbo' for the crew for the better part of half his life. A fondness for ale, particularly Bugman's brew, has ensured that his massive figure is rarely without a smaller, similar shape made of iron-banded Dwarven oak. The recent abscondment of his last barrel of Bugman's by some of the mutineers has peeved him greatly, and in battle he is now a furious pillar of rage when sober.

Cabin Boy - 15gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Pistol (8" S4, Attack every other turn, -2 to Armor Save, 1 bonus S4 -2 Sv attacks in Round 1 of Melee) - 15gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Experience: 0xp+2+1+1=4

  • +1 T
  • +1 BS

Mark Smitty, Cabin Boy

'Lil' Mark' has become a valuable runner for the crew in this time of upheaval, and after stealing one from the weapons locker, has proven himself to be a dab hand with a pistol, impressing the Captain enough to let him get away with keeping the pistol for only ten lashes. Mark looks up to Captain Barrett, and hopes one day to have his own brace of finely crafted pistols just like him.

Cabin Boy - 15gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Brace of Pistols (8" S4, Attack every turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

Crossbow (30" S4, Move or Shoot) - 25gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Experience: 0xp+2+1+1=4

  • Eagle Eyes (+6" to Ranged Weapon range)
  • +1 BS

Deaf Johnson and "Chunky Jr."

Deaf Johnson was one of the former crewmen, returned to serve Captain Barrett as he'd wandered off and gotten lost in the confusion. With him he brings the pride of the 'Antelope,' the swivel gun affectionately nicknamed 'Chunky.' They are rarely seen apart, whereas whoever they fire at tends to be seen apart rather quickly. However, 'Chunky" blew itself to chunks after it's first real battle in Mordheim, so now Johnson has purchased a handgun he now nicknames "Chunky Jr." He has since been promoted for "fending off the dwarven scum through his rifelry," although he in fact just fell asleep on a rooftop overlooking an empty alley

Gunner (1) - 25gc

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





Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

"Chunky Jr" (Handgun): 24", S4, -2 Save, Move or Shoot, Reload - 35gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Total: 70gc

Experience: 0xp+1+1=2

  • Becomes a Hero (Skill lists: Shooting, Academic), and gains +1 S

Was once knocked on his ass (But otherwise unhurt) as his prized swivel-gun "Chunky" exploded in his face

Henchmen

The Bobby Twin

The Bobby Twins are a pair of brutish louts too stupid to leave the ship when the Captain was unable to stop the mutiny, and too loyal to leave him now that he's at a skeleton crew. Their thick hides do well at absorbing the occasional blow directed at a more vital crew member, so the Captain has seen fit that they lead every charge to make sure the enemy gunbarrels and bowstrings are empty before the crew advances for the kill. However, since his brother died, the remaining twin has seemed even more unhinged than before.

Crew (1) - 25gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

Brace of Pistols (8" S4, Attack every turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

Cutlass (Sword: S: As user, Parry) - 10gc

Dagger (S: As user, +1 to enemy Sv) - Free

Total per: 65gc

Experience: 0xp+2+1+1=4

  • +1 BS

One of the original Twins was killed by Orcs in first skirmish.

Cackles

Found rummaging in an old refuse pile, everyone is a little wary of old Cackles and his mad mutterings. At least he seems to be able to hold a sword straight, and he seems to like the shiny baubles that Captain Barrett lured him back to camp with.

Swabbie -N/A gc

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




Toughened Leather (6+ Save, Cannot be resold or combined with anything but Buckler and Helmet) - 5gc

2 Cutlasses (Sword: S: As user, Parry, +1 A, -1 to-hit) - 20gc

  • Never counts towards Rout tests
  • Don't have to be equipped the same
  • If leaves table (Fleeing, etc) and Pirates Rout, remove this unit from roster

Experience: Never gains XP

Notable Moments

  • Steady-hand Pete was beat upon as hard as possible by a big boss (2 6S for crits) but made a full recovery afterwards
  • "Chunky" the swivel-gun exploded, knocking Deaf Johnson on his ass but leaving him unharmed, yet heartbroken
  • Deaf Johnson was promoted after he fell asleep on lookout, watching for a fight that never took place

Daniel Jack's Locker

  • The Bobby Twin - Killed by some Orcs while buying the Captain and the cabin boy enough time to escape
  • "Chunky" - Exploded before it could ever harm another being

See also

/TG/heim