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

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Intro[edit]

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...

The Great Exodus[edit]

The Antelope was filled with crewmen and what little loot they could scrounge before leaving rather abruptly. They sailed off into the green fog, to return in occasional raids when called upon. You just need to find the old man by the pier, with a pair of wooden legs who goes by the name "Halifax"...

(This warband is semi-retired. I am available for underdog or other matches upon request. Just contact me, Draxxon, on 4chan or the irc, or if you catch me in one of the game rooms)

Assorted Warband Info[edit]

Warband Rating: 317

Gold Stash: 0gc

Wyrdstone: 0

Wins: 10

Losses: 6

Items: None

Heroes[edit]

Captain Johann Barrett[edit]

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 6 3 4 1 5 1 8




Light Armor (6+ Save) - 20gc

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

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

Spyglass (Can spot hidden enemy within LOS on 4+, but can't Run/Charge that turn) - 20gc

Experience: 20xp+1+1+1+3+5+2+1+2+2+3+2+2+2+3=50

  • +1 BS
  • Pistolier (Can shot 2x in a turn with brace of pistols, but must spend next turn reloading)
  • +1 T
  • Trick Shot (Ignore cover modifiers)
  • +1 I
  • +1 BS

William Harker, First Mate[edit]

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. Has since purchased a pair of fine duelling pistols he hopes to have as keepsakes much like the captain.

Mate - 35gc

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




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

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

  • HATES all Skaven, HATES Kwikkritt, and probably hates Roofs too.

Experience: 8xp+1+1+1+2+5+4+2+2+1+1+1+1+1=31

  • Pistolier (Can shot 2x in a turn with brace of pistols, but must spend next turn reloading)
  • Eagle Eyes (+6" to Ranged Weapon range)
  • Trick Shooter (Ignores Cover modifiers)
  • Fearsome (Causes Fear)
  • Step Aside (Ignore any Wound caused on a roll of 5+. Apply after armor saves)
  • +1 W

Steady-Hand Pete, Helmsman[edit]

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 5 3 3 1 3 2 8




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

Pistol Brace (6" S4, Attack once per turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

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

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

Master Mordheim Map (Reroll 1 exploration die each time you explore) - 20+4d6= 41gc

Compass (You may reroll you die to see who deploys first) - 45+2d6= 47gc

Experience: 8xp+2+1+1+2+5+1+1+2+1+1+2+1+1+2=31

  • +1 BS
  • +1 BS
  • Eagle Eyes (+6" to Ranged Weapon range)
  • +1 A
  • Trick Shot (Ignore cover modifiers)
  • +1 Ld

Once got beaten into hamburger by an orc boss, but made a complete recovery.
He has a prized, but now-useless par of Vague Mordheim Maps

Fat Bill, Cook[edit]

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 5 3 4 1 5 1 6




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

Pistol Brace (6" S4, Attack once per turn, -2 to Armor Save, 2 bonus S4 -2 Sv attacks in Round 1 of Melee) - 30gc

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

4 Halfling Cookbooks (+1 to max warband size) - 30+3d6gc= 36+45+33+35gc

Experience: 0xp+2+1+1+2+5+1+2+1+1+1+1+1+1+1=21

  • +1 T
  • +1 BS
  • Eagle Eyes (+6" to Ranged Weapon range)
  • +1 BS
  • +1 I
  • +1 BS
  • +1 I
  • Trick Shot (Ignore Cover modifiers)

Once slammed a stationary Black Dwarf Daemon engine so hard the demon died and the cart was smashed.

Mark Smitty, Cabin Boy[edit]

'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 4 3 3 2 6




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

Brace of Pistols (6" 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

Flaming Arrows (+1 S, -1 Sv, Can't move and shoot, One game only) - 10gc

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

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

Experience: 0xp+2+1+1+2+5+2+1+1+1+2+1+2+1+1=23

  • Eagle Eyes (+6" to Ranged Weapon range)
  • +1 BS
  • +1 W
  • Trick Shooter (Ignore Cover modifier)
  • +1 W
  • +1 A
  • Quick Shot (Can shoot twice with crossbow or bow. Not crossbow pistols)
  • +1 T

Deaf Johnson and "Chunky"[edit]

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. He has since become ecstatic when the captain bought him the materials to repair "Chunky," and he carries her with him everywhere he goes now.

Gunner (1) - 25gc

M WS BS S T W I A Ld
4 (3) 3 4 4 3 2 5 (4) 1 8





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

"Chunky" (Swivel-gun): Move or Shoot, Reload, -1 I and -1 M, Blackpowder Misfires always in effect - 75gc

  • Ball Shot: 36", S5, Sv -2, Concussion (Injury of 2-4=Stunned) - 5gc
  • Grapeshot: 24", S3, It's Everywhere (Hit D6 enemies within 4" of target) - 2gc

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

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

Total: 70gc

Experience: 0xp+1+1+2+5+2+1+1+1+2+1+1+1+1=20

  • Becomes a Hero (Skill lists: Shooting, Academic), and gains +1 S
  • Eagle Eyes (+6" to Ranged Weapon range)
  • +1 I
  • +1 I
  • +1 BS
  • Trick Shot (Ignore Cover Modifiers)
  • +1 W
  • +1 Ld

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

Henchmen[edit]

Big Ben, Wise Ben, Old Ben, Short Ben, and Thick Ben[edit]

These three finally returned to Captain Barrett after a bit of convincing, and it was only after he bought them each the largest, loudest firearm he could get his hands on that they agreed to rejoin the crew. Deaf Johnson gives them sour looks, as he knows the gold could have been spent repairing the remains of 'Chunky' back on the 'Antelope.' They are very happy to welcome back their brother Short Ben into the fold, found asleep behind one of the local tavern bars. Shortly thereafter they found Thick Ben in the same bar, sucking happily on a wedge of cheese after they drove off a Beastman warband.

Gunners (5) - 25 gc

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




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

Cutlass (S: as user, Parry) - 10gc

Blunderbuss (S3, 16"x1" corridor that auto-hits anything inside it, One Use per battle) - 30gc

Experience: 0xp+1+1+1+1+1+1+1+1+1=9

  • +1 BS
  • +1 I
  • +1 I

Suckers the Mutie[edit]

Some barely-human monstrosity that escaped from some dark corner of a Black Dwarf Chaos Engine, Suckers has tentacles in places most sane individuals would rather not think of, and as a result he has quickly become a favorite of the crew, and a mascot for the ship as a whole.

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

Deadeye the Marksman[edit]

A former member of Sergei's men, the man nicknamed Deadeye was healed up by the crew with copious amounts of grog, given a crossbow, and pointed in the direction of the enemy troops.

Crew (1) - 25 gc

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

Cutlass (S: as user, Parry) - 10gc

Crossbow (30", S4, Can't move and shoot) - 25gc

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

  • +1 BS

Yomtar the Crushing Gale[edit]

A solemn former Khornate Norse marauder, Yomtar was revived by the crew, and promised glorious and deadly achievements in battle (Along with a share of the loot) if he agreed to join the crew and serve as The Antelope. He gladly accepted after being given a pair of shiny new axes and his very own helmet. He also befriended a stray mutt, "Flotsam," who has also joined the crew

Crew (1) - 25 gc

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




Toughened Leathers (6+ Save, cannot combine with other +Sv armor) - 5gc

Helmet (On a 4+, Stunned is just Knocked Down) - 10gc

2 Axes (S: As user, -1 to enemy Sv) - 5gc each

Experience: 0xp+1+1=2

  • +1 WS

Flotsam, Jestom, Briney, and Scruffs, the Wardogs[edit]

A mangy mutt, Flotsam was adopted by Yomtar as a hunting dog, and has delighted the crew with his ability to carry small casks of grog on his collar. Jetsom was fished out of a sewer and Briney was recovered from stowing away in the warm stinky ballast chamber of The Antelope. Scruffs was found on another nearby ship, and lured out with a bowl of grog before The Antelope set sail.

Wardogs (3) - 25+2d6= 34+29+34+34gc

M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5




Experience: Never gains XP

Notable Moments[edit]

  • 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
  • Cackles went four rounds toe-to-toe with a lich, and not only survived all the hits and laughed off the magic but also nicked the lich pretty good too
  • When Deaf Johnson, Mr Harker, and the late Bobby Twin fell off a roof under a barrage of skaven slingstones, killing the Bobby Twin and enraging Mr Harker beyond reason against Skave, Kwikkritt, and roofs.
  • Fat Bill bodyslammed a Black Dwarf Chaos Engine, causing it to crash and killing the demon inside.

Daniel Jack's Locker[edit]

  • 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. Has since been repaired
  • The Bobby Twin - Killed after a skaven slingstone tagged his temple and he fell off a roof and broke several important bones. With him goes the memory of his brother, along with his superb ballistic skill and expensive damned handgun
  • Cackles - Swabbie, slain by an arrow during the barroom brawl, bought Harker enough time to leap from a balcony and bowl over the enemy heroes. He will be remembered as being insane, magically-impervious, and more competent than half the crew.

See also[edit]

/TG/heim