Source: Town Cryer #9 · Setting: Mordheim · Author: Cap’n Tim Huckelbery
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 laden with either gold into the city or departing with wyrdstone. Using the perpetual fog and dust which fills the air around the ruins, a ship can navigate the city via the deep rivers running through it. With lightning speed, pirate ships can appear from nowhere and attack, quickly looting any valuables. Some Captains have even found safe harbours for their vessels and lead frequent raiding parties into the city itself.
Special Rules
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! Only humans can be recruited in this manner. Enemy human Heroes who after the game rolled up the Captured result can be offered one opportunity to join the pirate crew. Both players roll 2D6: the Pirate player adds the Captain’s Leadership, and the enemy player adds the Leadership of the captured Hero. If either side won that game, it may add +1 to its score. If the Pirate player’s result is higher, the Hero joins the crew; otherwise he becomes a Swabbie, stripped of equipment.
Enemy human Henchmen permanently lost from their original warband (a 1–2 was rolled post-game) also have a chance of joining. Roll a D6 for each: on a 4+, the Pirates patch them up and test to recruit them as above. This test can only be done if the Pirates won the game.
If a Straggler is found during Exploration, the Captain can try to convince him to join the crew with a successful Leadership test. If passed, the Straggler joins as a Swabbie. If Prisoners are found, roll a D3 to determine how many are rescued; a successful Leadership test for each recruits them as Crew.
One-off Games: 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.
Hired Swords: Unless noted otherwise, Pirate warbands have the same access to Hired Swords as a regular human Mercenary warband. They must pay an additional +20 gc in upkeep if they have both Dwarfs and Elves together in the same warband.
Choice of Warriors
A Pirate warband must include a minimum of three models. You have 500 Gold Crowns to recruit and equip your warband. The maximum number of warriors in the warband is 15.
- Ship’s Captain: Each Pirate warband must have one Captain: no more, no less.
- Mates: Your warband may include up to two Mates.
- Cabin Boys: Your warband may include up to two Cabin Boys.
- Crew: Your warband may include any number of Crew.
- Gunners: Your warband may include up to seven Gunners.
- Boatswains: Your warband may include up to five Boatswains.
- Swabbies: Your warband may include up to five Swabbies. You may never have more Swabbies than you have Crew.
Heroes
Pirate Captain
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 8 |
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, with 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!
Weapons/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.
Ship’s Mates
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Each ship has several Mates to serve under the Captain and ensure his orders are carried out properly. Each Mate would love nothing more than to become Captain himself one day, but until that day they readily obey his commands, oversee the crew, and stand ready to plunder and ravage any ships they find.
Weapons/Armour: Mates may be equipped with items chosen from the Pirate Equipment list.
Cabin Boys
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
The lure of the sea calls many young men to leave their boring lives behind and take up the exciting life of a pirate. All 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.
Weapons/Armour: Cabin Boys may be equipped with items chosen from the Pirate Equipment list.
Henchmen
(Bought in groups of 1–5)
Crew
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
The backbone of the ship, the crew are drawn together by the lure of the sea as well as the lure of plunder. As pirates, they quickly become proficient in swordplay and in using a variety of weapons, especially pistols.
Weapons/Armour: Crew members may be equipped with weapons and armour chosen from the Pirate Equipment list.
Gunners
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Gunners tend the artillery and ammunition of the ship. In battle they tend to be armed with the best pistols and other blackpowder weapons from the ship’s stores.
Weapons/Armour: Gunners may be equipped with weapons and armour chosen from the Gunner Equipment list.
Special Rules
Swivel Guns is Dangerous, Matey! If a Pirate warband includes a Swivel Gun, the Gunner wielding it will always be considered an individual and can never have anyone else with him. Since a Pirate warband may only have one Swivel Gun, if a Gunner is equipped with one he must either be a new Gunner or split from an existing unit.
Boatswains
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Boatswains are responsible for the upkeep of the rigging, experts at moving throughout the ship’s maze of ropes. In the ruins of Mordheim, these same skills serve them well moving through the building wreckage and craters.
Weapons/Armour: Boatswains start with a Rope & Hook, and may be equipped with weapons and armour chosen from the Pirate Equipment list. They can never sell or give away their Rope & Hook.
Special Rules
Expert Riggers: Boatswains may re-roll failed Initiative tests for 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.
Swabbies
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Not all members of a Pirate warband are there entirely voluntarily. Some have been captured from enemy vessels, or rounded up on the docks when the ship was in need of extra men.
Weapons/Armour: Swabbies may be equipped with weapons and armour chosen from the Swabbie Equipment list.
Special Rules
Not Hired: Swabbies follow the special recruitment rules above; they are not hired normally.
Never Gain Experience: Swabbies never gain experience in games.
Rabble: Each Swabbie may be given different equipment, but only items from the Swabbie equipment list. Swabbies can never use magic or cast spells of any sort.
‘Blimey, They Got Away!’ If the Pirate warband routs, any Swabbies who have already left the table in previous turns are presumed to have escaped — remove them from the warband roster as if killed.
‘Don’t Mind Them, They Ain’t True Pirates!’ 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.
Equipment Lists
Pirate Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Mace | 3 gc |
| Axe | 5 gc |
| Boat Hook | 8 gc |
| Cat O’ Nine Tails | 8 gc (Heroes only) |
| Cutlass (Sword) | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Belaying Pin | 3 gc |
| Crossbow | 25 gc |
| Pistol | 15 gc (30 gc brace) |
| Duelling Pistol | 30 gc (60 gc brace) |
Armour
| Item | Cost |
|---|---|
| Buckler | 5 gc |
| Toughened Leathers | 5 gc |
| Helmet | 10 gc |
| Light armour | 20 gc |
Swabbie Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Mace | 3 gc |
| Axe | 5 gc |
| Boat Hook | 8 gc |
| Cutlass (Sword) | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Belaying Pin | 3 gc |
| Bow | 10 gc |
Armour
| Item | Cost |
|---|---|
| Buckler | 5 gc |
| Toughened Leathers | 5 gc |
Gunner Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Mace | 3 gc |
| Axe | 5 gc |
| Cutlass (Sword) | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Pistol | 15 gc (30 gc brace) |
| Blunderbuss | 30 gc |
| Duelling Pistol | 30 gc (60 gc brace) |
| Handgun | 35 gc |
| Swivel Gun | 65 gc (Rare 8; one per warband) |
Swivel Gun Ammunition
| Item | Cost |
|---|---|
| Ball Shot | 5 gc |
| Chain Shot | 2 gc |
| Grape Shot | 2 gc |
Armour
| Item | Cost |
|---|---|
| Toughened Leathers | 5 gc |
| Helmet | 10 gc |
| Light armour | 20 gc |
Special Equipment
Boat Hook — 8 gc (Common)
Their long reach and wicked metal catches make boat hooks useful in combat.
Range: Close Combat · Strength: As user –1
Strike First: The Boat Hook allows the user to Strike First in the first round of any close combat, no matter which model charged, but requires both hands to use.
Two Handed: Models using a Boat Hook cannot use any other weapons, or gain benefit from a shield or buckler, while in close combat.
Cat O’ Nine Tails — 8 gc (Common, Heroes only)
Order is often maintained aboard the ship with the threat of the lash.
Range: Close Combat · Strength: As user
Cannot be Parried: Cats cannot be parried by swords or bucklers.
Weak: Enemies wounded by a Cat O’ Nine Tails gain +1 to their armour save (6+ if they have none).
Whipcrack: When the wielder charges they gain +1A for that turn. When the wielder is charged they gain +1A that may only be used against the charger, and this attack strikes first.
Belaying Pins — 3 gc (Common)
Short lengths of carved wood that also make good thrown weapons.
Range: 6” · Strength: As user –1
Awkward Thrown Weapon: Models using Belaying Pins do not suffer any range penalties, but still suffer a –1 to hit penalty if used after moving that turn. Enemies also gain +1 to their armour save.
Swivel Gun — 65 gc (Rare 8; one per warband)
A smaller and lighter version of the real swivel cannons. Cumbersome, and prone to failure, but feared for their sheer power.
Prepare Shot: Takes a complete turn to reload; may only fire every other turn.
Move or Fire: Cannot move and fire in the same turn.
Cumbersome: The user is at –1 Initiative and –1 Movement throughout the battle.
Blackpowder Rules: The optional rules for Blackpowder weapons are always in effect for Swivel Guns.
Special Ammunition: Declare which type is loaded before firing. Each type purchased lasts one game only.
| Ammo | Cost | Range | S | Notes |
|---|---|---|---|---|
| Ball Shot | 5 gc | 36” | 5 | Armour Save –2, Concussion (2–4 = Stunned) |
| Chain Shot | 2 gc | 24” | 4 | Armour Save –1; models not wounded are Knocked Down on 4+ |
| Grape Shot | 2 gc | 24” | 3 | On a hit, D6 enemy models within 4” also take a hit automatically |
Compass — 45 + 2D6 gc (Rare 9)
In any scenario where players roll to see which side deploys first, the warband may re-roll their result. Only one re-roll allowed even with multiple compasses.
Hardtack Biscuits — 5 gc (Common)
At the start of any one of his turns (not already in hand-to-hand), the pirate may eat some. His Toughness is temporarily increased by +1 for that turn and the following enemy turn. Roll a D6 afterwards; on a 1 he is ill and must miss the next game.
Hook Hand — 4 gc (Common)
For pirates who have lost a hand or arm. The wearer cannot use two-handed weapons, but always counts as having a close combat weapon (strikes as a dagger). Subsequent Hand Injury or Arm Wound results can be ignored on a 4+.
Jolly Roger — 40 + 2D6 gc (Rare 9)
Any Hero may carry the Jolly Roger. Any Pirates within 12” of the Jolly Roger never count as being all alone in combat. Carrying the banner takes up one hand (no two-handed weapons). Swabbies do not benefit.
Parrot — 15 gc (Rare 8, Captain and Mates only)
All enemies in base contact with the owner are at –1 to hit in their first round of combat unless they pass a Leadership test.
Peg Leg — 8 gc (Common)
For pirates who have suffered a Leg Wound or Smashed Leg. Reduces Movement by –1, but grants a special unmodified 6+ save against any wounding hit. Subsequent Leg Wound or Smashed Leg results can be ignored on a 4+.
Spy Glass — 20 gc (Rare 8)
At the start of his turn, the owner can try to detect one Hidden enemy model in Line of Sight. On a 4+, the model loses its Hidden status.
Treasure Map — 75 + 4D6 gc (Rare 10)
May be used instead of regular exploration. Roll a D6 after the game:
| D6 | Result |
|---|---|
| 1 | Map is a fake — recover D6×5 gc from the seller |
| 2 | Minor stash: 1 wyrdstone shard + 2D6×10 gc in jewels |
| 3 | Alestash of Long Drong Slayer — includes Bugman’s Ale; remainder sold for 2D6×10 gc |
| 4 | Facio’s stash: buy one Trading Post item as Common next visit; sell notebooks for 2D6×10 gc |
| 5 | Booby-trapped chest: Hero passes Initiative test to claim Lucky Charm + 3D6×10 gc; on fail, misses next game but still gains gold |
| 6 | Black-Wyrd’s burial spot: 2+D3 wyrdstone shards + a Mordheim Map |
Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Captain | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Mate | ✓ | ✓ | ✓ | ✓ | ||
| Cabin Boy | ✓ | ✓ | ✓ | ✓ |
Pirate Special Skills
Sea Shanty Singer
At the start of his Close Combat phase, the pirate can burst out in song, distracting one opponent in base contact. That enemy must pass a Leadership test or lose 1 Attack that turn. Has no effect on Undead or non-living creatures.
Sea Legs
If this hero Falls during a battle, he may ignore the effects of the D3 hits on a roll of 4+. In addition, if knocked down or stunned within 1” of a precipice he may re-roll the Initiative test to see if he falls.
Cutlass Master
If the pirate is equipped with a Sword and is not in the open (within 2” of a terrain feature), he may parry successfully on a roll equal to the number rolled to hit, not just higher as normal.
Booming Voice
(Captain only) Once per turn, the Captain may shout at any one pirate within 8” who just failed a Rout test or is already fleeing, allowing that pirate to re-roll the test. Only usable if the Captain is on his feet and not in close combat.
Hardy Constitution
During the battle, the pirate may ignore any Critical Hits on a roll of 5+. If the roll is failed, the Critical Hit is resolved as normal.
Swashbuckler
The pirate may make a Leadership test at the end of any Hand-to-Hand phase while still in base contact with any enemy models. If he passes, he may make a normal movement away from the enemy without the enemy striking any blows. If he fails, he remains in combat.