/TG/heim:Crew of the Dancing Nereid

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Intro

Stats

Warband Rating: 128

Size: 8/15

Gold: 70

Wyrdstone: 1

Treasury: Nothing

Upkeep: 0

Special:

)NEXT GAME) Any other warband can interrogate the man and gain insight into the city. Next time you roll on the Exploration chart, roll one dice more than is usually allowed, and discard any one dice. (For example, if you have three Heroes, roll four diceand pick any three).

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 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 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.

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:

Swabbie

M WS BS S T W I A Ld
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.

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!). 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.

Skill Lists

Captain: Combat, Shooting, Academic, Strength, Speed or Special Skills. Ship’s Mates: Combat, Shooting, Strength or Special Skills. Cabin Boys: Combat, Shooting, Speed or Special Skills.

Skill Page: http://www.webring.org/l/rd?ring=mordheim;id=11;url=http%3A%2F%2Fwww%2Emordheimer%2Ecom%2Findex%2Ehtm

Heroes

Captain Abraham Nemo

Captain: 60

M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8





Gear: Cutlass (Parry), Brace of Dueling Pistols (Range: 10", Str: 4, Prepare Shot, Can be used in close combat)

Parrot. "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.

Skills: Eagle Eyes (The warrior’s sight is exceptionally keen. He adds +6" to the range of any missile weapon he is using.)

Special Rules: Leader (Warband Members within 6" May use his Leadership)

Experience: 30

Advancements:24 (Eagle Eyes) 28 (+1 BS)

Mr. Arrow

Ship's Mate: 35

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





Gear: Cutlass, Buckler, Crossbow (Move or Fire, 30", Str: 4)

Skills:Quick Shot (The warrior may shoot twice per turn with a bow or crossbow [but not a crossbow pistol]).

Special Rules:

Experience: 16

Advancement:11 (Quick Shot) 14 (+1 Ld)

Mr. Land

Ship's Mate: 35

M WS BS S T W I A Ld
4 4 5 3 3 1 3 1 7





Gear: Cutlass, Buckler, Crossbow (Move or Fire, 30", Str: 4)

Skills:

Special Rules: Hardened (Immune to fear)

Experience: 15

Advancement:11 (+1 BS) 14 (+1 BS)

Ishmael

Cabin Boy: 15

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





Gear: Cutlass, Crossbow (Move or Fire, 30", Str: 4)

Skills: Quick Shot. (The warrior may shoot twice per turn with a bow or crossbow. [but not a crossbow pistol])

Special Rules:

Experience: 8

Advancement:2 (+1 W), 4 (+1 BS), 6 (Quick Shot), 8 (+1 S)

Hawkins

Cabin Boy: 15

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





Gear: Cutlass, Crossbow (Move or Fire, 30", Str: 4)

Skills: Quick Shot. (The warrior may shoot twice per turn with a bow or crossbow. [but not a crossbow pistol])

Trick Shooter. (The warrior can shoot through the tiniest gap without it affecting his aim. He ignores all modifiers for cover when using missile weapons.)

Eagle Eyes. The warrior’s sight is exceptionally keen. He adds +6" to the range of any missile weapon he is using.

Nimble. The warrior may move and fire with weapons that are normally only used if the firer has not moved. Note that this skill cannot be combined with the Quick Shot skill.

Special Rules:

Experience: 8

Advancement: 2 (Quick Shot), 4 (Trick Shooter), 6 (Eagle Eyes), 8 (Nimble)

Benji

Gunner: 25

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




Gear: Handgun (Move or Fire/Prepare Shot, 24", Str: 4)

Skills (Strength, Shooting)

Hunter. (The warrior is an expert at getting his weapon loaded and ready. He may fire each turn with a handgun or Hochland long rifle.)

Nimble. The warrior may move and fire with weapons that are normally only used if the firer has not moved. Note that this skill cannot be combined with the Quick Shot skill.

Experience: 8

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.

Advances: 2 (+1 I), 5 (Hunter), 6 (+1 BS), 8 (

Henchmen

Rufus and Samuel

2 Gunners: 25 each

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




Gear: Handgun (Move or Fire/Prepare Shot, 24", Str: 4)

Experience: 8

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.

Advances: 2 (+1 I), 5 (+1 BS)

Total Cost: 70

See Also

/TG/heim: JT and Friends Private League

/TG/heim