Hello guys, been a while but now winter is coming and its time to get back to miniature Mordheim
I wrote up this list today. Its the first homemade warband I have made yet and I have yet to test it. however I thought id share it here and see what you guys think.
CURSED FREEBOOTERS
Most adventures have head tales of undead sailors haunting the seas of the Old world. The myth usually describe a crew selling their souls in exchange for immortality or a captain cursing his crew after a bloody mutiny. What the few tales tell, is the stories about how these skeletal freebooters from time to time go to shore, to plunder the living. Sometimes even sailing up the broad rivers of the empire to raid cities inland. No one knows exactly why the ghastly Captains lead their crews to Mordheim, or why they gather wyrdstone, and one thing is certain, dead men tell no tales.
Income and trading:
Undead pirates doesn't trade or have much interaction with the living, other then killing them. Instead they hoard their treasure in hidden caves or bury it on secret locations. whether to save up for the day when their curse is lifted or collecting booty to pay the dept. to the source of the affliction, the pirates will now and then take some of the looted equipment for themselves. When the treasure grows, more crewmembers will join the quest as the infernal entity releases more pirate souls from its locker.
MAXIMUM CREW SIZE: 12
MAX STATISTICS
M WS BS S T W I A Ld
4 6 6 4 5 4 5 4 10
SPECIAL RULES
There be no room for arrows in the powder keg: No member of the warband may use non-blackpowder missile weapons.
Soul Collectors: The Undead Pirates are always fighting to repay the debt to the demonic source of their curse and counts as possessed for the purpose of special results on the Exploration Chart.
Might as well have peglegs: All members of the warband are Undead and may not run, but may charge normally.
Grim bunch: Cursed Freebooters are all terrifying Undead pirates and cause fear.
Addled Swabs: None of the Cursed Freebooters are affected by psychology and never leave combat.
Grog's lost its taste: Cursed Freebooters are not affected by poison or decease.
Dead men tell no tales, nor do they feel pain: The undead nature of the Cursed Freebooters makes them treat a ‘stunned’ result on the Injury chart as ‘knocked down’.
No one trusts a Pirate, especially a dead one!: The Warband can't hire any Hired Swords, except for Warlocks who often hope to find a way to benefit from the powerful source of the curse.
CURSED FREEBOOTER EQUIPMENT
Melee:
Dagger 1st free/2gc
Sword 10gc
Club 3gc
Axe 5gc
Rapier 25gc
Whip** 10gc
Ranged:
Pistol 15gc (30 for a brace)
dueling Pistol 25gc (50 for a brace)
Blunderbuss 30gc
Handgun 35gc
Rifel 200gc
Armour:
Heavy Coat 5gc
Cloak* 25gc
Special Equipment:
Superior Black Powder* 35gc
Cursed Pet* 25gc
Robe'n'Hook 5gc
* Heroes Only
** Dread First Mate Only
HEROES
1 Cursed Captain
115 gold crowns to hire
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 9
SKILLS: Combat, Shooting, Academics, Speed, Strength
Weapons/Armour: The Cursed Captain may be armed with weapons and armour chosen from the Cursed freebooter list.
Special Rules:
Leader: Any warrior within 6" of the Cursed Captain may use his Leadership characteristic when taking Leadership tests.
Forever Cursed: If the Captain is ever killed, the hero with the highest leadership score will temporarily take over leading the warband. However, as the captain can never truly be killed and is doomed to haunt forever he will rise again with time. The Cursed Captain can, after his death, be re-bought with all his equipment, advances and injuries for 100 GC + 1 for every experience point he has. Once he returns he will reclaim leadership of his crew.
Black Determination: The captain has become adept at seeking out at defeating rival officers who stand in the way of his redemption. As a result he gets +1 to hit enemies with Leader ability.
Start XP: 20
0-1 Dread First Mate
45 gold crowns to hire
M WS BS S T W I A Ld
4 3 4 4 4 1 3 1 6
SKILLS: Combat, Shooting, Strength
Weapons/Armour: The Dread First Mate may be armed with weapons and armour chosen from the Cursed freebooter list.
Start XP: 8
0-2 Undead Cabin Boys
20 gold crowns to hire
M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 3
SKILLS: Combat, Shooting, Academics
Weapons/Armour: Undead Cabin Boys may be armed with weapons and armour chosen from the Cursed Freeboter list.
Start XP: 0
HENCHMEN
0-2 Wight Pirates
40 gold crowns to hire
M WS BS S T W I A Ld
4 4 0 4 4 1 3 1 6
Weapons/Armour: Wight Pirates may be armed with weapons and armour chosen from the Cursed freebooter list.
Special Rules:
Scrabbers: Wight Pirates specialize in hand to hand combat and duels and may never use any form of ranged weapons.
0+ Skeletal Crewmen
15 gold crowns to hire
M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 3
Weapons/Armour: Skeletal Crewmen may be armed with weapons and armour chosen from the Cursed freebooter list.
Special Rules:
Forever Part of the Crew: The crewmen are cursed to serve their captain for eternity and must re-roll any advancement result of Lad's got talent.
NEW EQUIPMENT
Heavy Coat: 5gc (Cursed Freebooters Only) Common
A reinforced leather or oilskin coat that acts like a light armour, but can't be combined with any other form of armour, other then a Cloak, or sold back.
Cloak: 25+2d6gc (Cursed Freebooters only) Rare: 6
A long heavy cloak that acts like a buckler without taking up a hand.
Cursed Pet: 25+3d6gc (Cursed Freebooters only) Rare: 9
Pirates often keep small animals as companions to starve off the loneliness at sea, in some cases the sailors curse is affecting his pets as well. Any Hero in the Cursed Freebooter warband may have up to one Cursed Pet.
M WS BS S T W I A Ld
7 2 0 3 3 1 3 1 5
Weapons/Armour: Claws, paws or beak. Pets may never use any kind of weapons or equipment, and suffer no penalty for this.
Special Rules:
Almost Cute: The tiny companions doesn't have the same scary demeanor as their masters and though they are undead, they do not cause fear.
It sleeps in me left boot: Pets are small, insignificant creatures and doesn't count as members of the warband in any aspect, be it Rout tests, income or maximum number of warriors.
Whip: 10gc (Dread First Mate Only) Common
Range Strength
Close Com As user -1
SPECIAL RULES
Cannot be parried: The whip is a flexible weapon and the first mate use it with great expertise. Attempts to parry its strikes are futile. A model attacked by a whip may not make parries.
Whipcrack: when the first mate charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will ‘strike first’. If the first mate is simultaneously charged by two or more opponents they will still only receive a total of +1A. If he is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.
That's the list
Feedback is highly appreciated.