/TG/heim:Crew of the Dancing Nereid

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Intro

Stats

Warband Rating: 216

Size: 9/15 +2 Mercs

Gold: 113

Wyrdstone: 12

Treasury: Nothing

Upkeep: 30

Special:

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 5 5 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: 39

Advancements:24 (Eagle Eyes) 28 (+1 BS) 32 (+1 S) 36 (+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), Brace of Dueling Pistols (Range: 10", Str: 4, Prepare Shot, Can be used in close combat)

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

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.

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.

Special Rules:

Experience: 25

Advancement:11 (Quick Shot) 14 (+1 Ld) 17 (Nimble) 24 (Trick Shooter)

Mr. Land

Ship's Mate: 35

M WS BS S T W I A Ld
3 4 5 3 3 2 3 1 7





Gear: Cutlass, Buckler, Crossbow (Move or Fire, 30", Str: 4), Brace of Dueling Pistols (Range: 10", Str: 4, Prepare Shot, Can be used in close combat)

Pegleg: 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.

Skills: 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.

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.

Special Rules: Hardened (Immune to fear)

Experience: 24

Advancement:11 (+1 BS), 14 (+1 BS), 17 (Nimble), 20 (+1 W), 24 (Trick Shooter)

Injuries: Leg Wound: -1 Movement

Ishmael

Cabin Boy: 15

M WS BS S T W I A Ld
4 2 3 4 3 2 3 2 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]), 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.

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.

Special Rules:

Experience: 18

Advancement:2 (+1 W), 4 (+1 BS), 6 (Quick Shot), 8 (+1 S), 11 (Nimble), 14 (+1 A), 17 (Trick Shooter)

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.

Jump Up. The warrior can regain his footing in an instant, springing to his feet immediately if he is knocked down. The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.

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 combat and must fight as normal in the following turn.

Sprint. The warrior may triple his Movement ratewhen he runs or charges, rather than doubling it as normal.

Special Rules:

Experience: 19

Advancement: 2 (Quick Shot), 4 (Trick Shooter), 6 (Eagle Eyes), 8 (Nimble), 11 (Jump Up), 14 (Swashbuckler), 17 (Sprint)

Benji

Gunner: 25

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




Gear: Cutlass, 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.

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.

Experience: 18

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.

HARDENED The warrior survives and becomes inured to the horrors of Mordheim. From now on he is immune to fear.

Advances: 2 (+1 I), 5 (Hunter), 6 (+1 BS), 8 (Nimble), 11 (+1 BS), 14 (Trick Shooter), 17 (Sniper)

Henchmen

Rufus, Samuel and Silver

2 Gunners: 25 each

M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 9




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

Experience: 14

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), 9 (+1 Ld), 14 (+1 L)

Total Cost: 70

Hired Swords

Qua-kalum

Witch Cost: 30 Upkeep: 15

M WS BS S T W I A Ld
4 2 2 2 3 1 4 1 7




Equipment: Staff

Special rules:

Wizard: The Witch has the ability to use magic and casts spells like any other wizard. She has two spells generated at random from the Charms ~ Hexes list. See below for details.

Recluse: Witches are very reclusive individuals and therefore difficult to employ. Even when they are found they may be reluctant to aid the warband no matter how much gold they offer. When attempting to hire a Witch the warband leader must roll a D6. If he or she can score a 4+ the Witch can be hired, otherwise the Witch shuns them and they will have to try again after their next battle.

Potions: The Witch is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Witch may partake of such a potion before the battle. Roll a D6 to discover the draught's effect.

1 Debilitating: The potion is simply too potent for the hero and weakens them. They are at -1 Toughness for the whole of the next battle until they can roll a 6 on a D6 in the recovery phase to shrug off the ill effects. 2-3 Strength. The hero is infused with strength as he quaffs the potion. He is at +1 Strength until he rolls a 1 on a D6 in the recovery phase.

4-5 Resilience. An inner resilience passes through the hero. He is at +1 to Toughness until he rolls a 1 on a D6 in the recovery phase.

6 Fortitude. The hero's constitution is increased and he feels ready to take anyone on. He gains an extra wound for the whole battle. However, once lost the wound cannot be restored.

Reluctant: Whilst she is happy to use her magic to aid the warband, the Witch is reluctant to enter the fray herself. As such the Witch will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance.

Spells: Age of Stone: Whispering words of ancient power the Witch causes an enemy to age rapidly before their very eyes, making them weak and feeble! One enemy model within 12" of the Witch will be severely debilitated and all of their characteristics are reduced by -1 for the duration of this and their next turn. Difficulty 8

Cure: A faint aura extends from the Witch's body. All who are touched by it feel warmth and vitality flowing through their veins. All friendly models within 6" of the Witch have a single wound healed. In addition any Stunned or Knocked Down models may immediately stand up. Difficulty 6

Experience: 4

Advances:2 (Wyrdstone Hunter)

Skill Lists: (Academic, Charms and Hexes)

Skills: Wyrdstone Hunter. The warrior has an uncanny ability to find hidden shards of wyrdstone. If a Hero with this skill is searching the ruins in the exploration phase you may re-roll one dice when rolling on the Exploration chart. The second result stands.

Zoro

Bounty Hunter Cost: 30 Upkeep: 15 http://www.webring.org/l/rd?ring=mordheim;id=11;url=http%3A%2F%2Fwww%2Emordheimer%2Ecom%2Findex%2Ehtm

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




Equipment: Sword, dagger, pistol, crossbow, heavy armor, helmet, rope hook and lantern.

Special rules:

Capture: The Bounty Hunter will always be on the lookout for the outlaw he is pursuing. Such contracts are numerous, especially in Mordheim so at the start of each battle nominate one of your opponent's heroes as the Bounty Hunter's mark. The Bounty Hunter gets a +1 to hit this model and must always move towards them (if he can see them), unless he can shoot (in which case choose). If the Bounty Hunter successfully takes the hero 'Out Of Action' he gains the hero's gold value as payment (of which he gives the warband half) +D3 experience if he survives the game and the Bounty Hunter's side wins. After the battle do not roll on the serious injury table for the hero, he simply counts as captured.

Experience: 4

Advances: 2 (Expert Swordsman)

Skill Lists: (Combat, Strength, Speed, Shooting)

Skills:

Expert Swordsman. This warrior has been expertly taught in the art of swordsmanship. He may re-roll all missed attacks if he is using a sword in the hand-tohand phase of the turn that he charges. Note that this only applies when they are armed with normal swords or weeping blades, and not with doublehanded swords or any other weapons.

See Also

/TG/heim: JT and Friends Private League

/TG/heim