/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: 71

Gold Stash: 15gc

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

Total: 135gc

Experience: 20xp+1

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

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

Total: 80gc

Experience: 8xp+1

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 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

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

Total: 80gc

Experience: 8xp+2

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 2 3 3 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

Total: 45gc

Experience: 0xp+2

  • ADVANCE GOES HERE

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 2 3 3 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

Total: 45gc

Experience: 0xp+2

  • ADVANCE GOES HERE

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 teh crew advances for the kill.

Crew (1) - 25gc

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




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

Total per: 50gc

Total: 100gc

Experience: 0xp+2

  • ADVANCE GOES HERE

1 was killed by Orcs in first skirmish.

Notable Moments

None yet.

See also

/TG/heim