difficulties with the
By Tim Huckleberry,
as appeared in Town Cryer 9
& Annual 2002 Errata.
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 bound with gold
into the city and wyrdstone out of the city. Using the perpetual fog and dust
which fills the air around the ruins, a ship can navigate the city via the deep
rivers running though it. With lightning speed, the pirate ships can appear from
nowhere and attack a ship, quickly looting it of any valuables. Some Captains
have even found safe harbors for their vessels, and lead frequent raiding
parties into the city itself. These brave pirate bands have become new additions
to other groups of adventurers, fanatics, and nightmare creatures that dare
enter the remains of the City of the Damned.
Choice of Warriors:
A Pirate warband must include a minimum of 3 models. You have 500 Gold Crowns
which you can use to recruit and equip your warband. The maximum number of
warriors in the warband is 15 (this represents the landing party; the rest of
the crew are aboard the ship in case some other scurvy sea dogs dare to
Ship’s Captain: Each Pirate warband must be lead by a Captain: no more,
Mates: Your warband may include up to 2 Mates
Cabin Boys: Your warband may include up to 2 Cabin Boys
Crew: Your warband may include any number of Crew
Gunners: Your warband may include up to 7 Gunners
Boatswains: Your warband may include up to 5 Boatswains
Swabbies: Your warband may include up to 5 Swabbies, though it may not
have more more Swabbies than you have Crew though!
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
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
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:
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.
The Captain starts with 20 experience.
Ship’s Mates start with 8 experience each.
Cabin Boys start with 0 experience each.
Henchmen start with 0 experience.
Pirates' Skill Tables
Captain may choose from the Combat, Shooting, Academic, Strength,
Speed or Special Skills.
Ship’s Mates may choose from the Combat, Shooting, Strength or
Cabin Boys may choose from the Combat, Shooting, Speed or Special
Pirates' Equipment List
Hand to Hand Weapons
Hand to Hand Weapons
1st free/ 2 gc
1st free/ 2 gc
Cat O’ Nine Tails
Double Handed Weapon
Double Handed Weapon
Dueling Pistol, Brace
Hand to Hand Weapons
Swivel Gun Ammunitions
1st free/ 2 gc
Dueling Pistol, Brace
* Rare 8; one per warband
1 Pirate Captain; 60 gold crowns to hire
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, and 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/Armor: A Pirate Captain may be equipped with items chosen
from the Pirate Equipment list.
Leader: Any pirate within 6" of the Captain may use his
Leadership characteristic when taking any Leadership tests.
0-2 Ship’s Mates; 35 Gold Crowns to hire
Each ship has several Mates to serve under the Captain and ensure his orders
are carried out properly. They also keep a careful eye on him as well for any
signs of weakness or hoarding from the Crew, as each Mate would love nothing
more than to become Captain himself one day. Until that day though they readily
obey his commands, oversee the Crew and the ship, and stand with their Captain
ready to plunder and ravage any ships they find.
Weapons/Armor: Mates may be equipped with items chosen from the
Pirate Equipment list.
0-2 Cabin Boys; 15 Gold Crowns to hire
The lure of the sea often calls many young men to leave their boring lives
behind and take up the exciting life of a pirate. Some are the youngest sons of
nobles who know they will never inherit, or whose families have fallen to
disgrace or poverty. Others are simple farm boys yearning for the open sea and
adventure. All though 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. Assuming the live through the years of training, they will go on to become
feared Captains of their own!
Weapons/Armor: Cabin Boys may be equipped with items chosen from the
Pirate Equipment list.
(In groups of 1-5)
0+ Crew; 25 Gold Crowns to hire
The backbone to the ship, the crew are drawn together by the lure of the sea
as well as the lure of plunder! As sailors, crewmen are experts in seamanship
and ship operations. As pirates, they also quickly become proficient in
swordplay and in using a variety of weapons especially pistols. It is said a
good pirate crewman needed to know how to read the skies, weather, and winds,
but most importantly the moods of his Captain!
Crew members may be equipped with weapons and armor chosen from the Pirate
0-7 Gunners; 25 Gold Crowns to hire
Gunners tend the artillery and ammunition of the ship. Their keen knowledge
of blackpowder weapons was essential to prevent the potential disaster of a
cannon bursting or overheating, or recoiling out of control. In battle, Gunners
oversee the banks of cannon, and on land they tend to be armed with the best
pistols and other blackpowder weapons from the ship’s stores.
Gunners may be equipped with weapons and armor chosen from the Gunner Equipment
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.
0-5 Boatswains; 32 Gold Crowns to hire
Boatswains (or Bosons as they are often called) are responsible aboard the
vessel for the upkeep of the rigging, the hundreds of lines and cables
throughout the ship which kept the sails operating properly. They are experts at
moving throughout the ship’s maze of ropes, swinging from one yardarm to another
to ensure the overall soundness of the rigging. In the ruins of Mordheim, these
same skills serve them well in moving throughout the building wreckage and
craters which litter the former city.
Boatswains start with a Rope & Hook, and may be equipped with weapons and armor
chosen from the Pirate Equipment list. Note they can never sell off or give away
their Rope & Hook – a Boatswain would never be without his ropes!
Expert Riggers: Boatswains are highly trained in using their
ropes, as they are the ones who maintain the complex network of rigging
throughout the ship. They may re-roll failed Initiative tests 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.
0-5 Swabbies; Special Recruitment rules (see
Not all members aboard are there 100% voluntarily. Some have been captured
from enemy vessels, or rounded up on the docks or harbor fronts when the ship
was in need of extra men. Kept under a watchful eye by the Mates, the Swabbies
know they had better carry out their duties as assigned, lest they face a
keel-hauling or worse! Many have grown accustomed to their lot, but given a
chance many will run for it, even into the unknown dangers of the hellish city
Swabbies may be equipped with weapons and armor chosen from the Swabbie
Not Hired: Swabbies are not hired, they follow the special
"recruitment" rules above.
Never Gain Experience: Swabbies generally aren’t interested in
proving their worth to the crew, they are interested in survival and
hopefully escape! Swabbies never gain experience in games.
Rabble: Swabbies do not need to be armed all the same. Each may
be given different equipment, but only items listed in the Swabbie equipment
"Don’t mind them mates, they ain’t true pirates!": The rest of
the crew barely notice if any Swabbies run away or go Out Of Action – they
know they’ll find them later on and give them 30 lashes if they’re lucky!
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.
"Blimey, they got away!": If the Pirate Warband itself Routs, any
Swabbies who have already off the table in previous turns are presumed to
have made a successful escape, and are never seen from again. Remove them
from your warband roster as if they had been killed.
Compass; 45+2D6 gc; Availability: Rare 9
A compass can be a big help on the land as well as at sea, by helping the
pirates navigate faster and more accurately around the seemingly random ruins of
the blasted city. In any scenarios where players roll to see which side deploys
first, then his warband may re-roll their result. This can only be done if the
pirate with the compass is not missing the game though! Note that only one
re-roll is allowed, even If multiple pirates are carrying a Compass, and if both
sides have a Compass then no re-rolls are allowed.
Flaming Arrows; 10 gc; Availability: Rare 7 (one game only)
Flaming Arrows can be shot from any bow or crossbow, and do not change the
weapon’s range. A flaming arrow hit will strike at +1 Strength and –1 Armor
Save. The user cannot move in the turn he wishes to use them, even if using a
regular bow, unless he has special skills which allow him to do so (such as
Nimble). You can purchase a quiver of them, but the special flammable substances
soon go bad on exposure to air. After each game they loose their effect and you
must buy another quiver if you wish to use them again.
Hardtack biscuits; 5 gc; Availability: Common (one per model, one use
Any Pirate may bring some of these dense breads to eat during a battle, filling
him with… well, something pretty dense and bread like (the ship’s cook refuses
to divulge the exact ingredients). At the start of any one of his turns the
pirate may pop some in his mouth (and possibly break a few teeth chewing them),
as long as he is not already in hand to hand combat. His Toughness is
temporarily increased by +1 for the duration of that turn and the following
enemy turn, with the effects generally wearing off afterwards. Roll a D6 after
that turn; on a 1 his biscuits were tainted and filled with maggots (yuck!).
Make a note of his name - the pirate must miss the next game as he recovers (and
thumps the cook a few times to boot!). If the Pirate winds up missing a game
because of other effects, the losses will add together and he will miss the next
Hook Hand; 3 gc; Availability: Common (one per model)
Pirates who have lost a hand or arm due to a Hand Injury (Injury Result 34) or
Arm Wound (Result 23) can be fitted with a sharpened metal hook. The wearer of
the stylish new device cannot use any two-handed weapons, but will always count
as having a close combat weapon in that hand. The hook strikes in close combat
in the same manner as a dagger. A new pirate joining the warband, either during
initial warband creation or as a new hire, may also start out with a Hook Hand.
If the wearer gets a Hand Injury or Arm Wound in further battles, these can be
ignored on a roll of 4+ as the hit was taken by the Hook Hand instead.
Jolly Roger; 40+2D6 gc; Availability: Rare 9 (one per Warband)
Ah, the sight of the Jolly Roger waving the wind is enough to bring a tear to
the eye of even the toughest old salty dog. Any Hero may carry the Jolly Roger;
the cost represents the effort to have the ship’s sail makers create a smaller
version that one man may carry on a long pole. Any Pirates within 12" of the
Jolly Roger never count as being All Alone in combat. Carrying the banner
takes up one hand though, so that model may not carry or use any two-handed
weapons during the game. Note that Swabbies, lacking the true Pirate spirit, do
not gain any benefit from the Jolly Roger.
Parrot; 15 gc; Availability: Rare 8 (Captain and Mates only)
"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.
Peg Leg; 6 gc; Availability: Common (one per model)
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.
Spy Glass; 20 gc; Availability: Rare 8
A pirate can use his trusty spy glass to examine the combat ground, spotting any
yellow dogs who try to sneak about! At the start of his turn, the owner can try
to detect one Hidden enemy model to which he has normal Line of Sight. On a roll
of 4+, the model looses his Hidden status. The spying Pirate can move as normal
in that turn, but cannot run or charge.
Treasure Map; 75 + 4D6 gc; Availability: Rare 10 (one use only)
Pirates may use a Treasure Map instead of regular exploration of the city ruins.
It represents the location (possibly) of a treasure stash another pirate band
was forced to bury, before they could bring the booty to a safe hide away. Roll
a D6 after the game to determine where the map leads you (note that any gold
crowns found represent the profit after all shares have been given to the crew).
The map turns out to be a fake! However, you do manage to return and
trounce the bilge-drinking swine who sold it to you, and he gives your
warband D6x5 gold crowns to make amends (and prevent himself getting
The map leads your crew to a minor stash. After some hours digging, the
find a chest containing 1 shard of wyrdstone and some jewels worth 2D6x10
3 The map reveals one of the fabled ale-stashes of Long Drong Slayer
himself! You uncover several barrels of the finest rums, ales, and other
assorted spirits. One is a barrel of Bugman’s XXXX, which can be used as per
the rules for Bugman’s Ale (see page 55 of the Mordheim rulebook). After
"sampling" many of the other barrels, the remainders are sold off for 2D6x10
gold crowns (after the crew wakes up, of course).
Buried deep in the ruins of an unassuming hovel you find several chests
filled with fine clothes, plus several notebooks outlining blackmail
information for many of the local trading merchants. You realize this must
be one of the stashes left by Facio, the great Tilean trickster and rogue.
Armed with your new clothing and information, on your next visit to the
trading posts you may buy any one item listed on the regular Price Chart as
if it was Common (except any other Pirate Warband unique items, such as
Swivel Guns or Treasure Maps), assuming you have the money. Once the
transaction is complete, you turn around and sell the notebooks to his
competitors for 2D6x10 gold crowns, and make any other trading post
purchases as normal. Also, if in your next game your warband captures
anyone, or finds any Stragglers or Prisoners, the fine clothing impresses
them quite a bit! The Captain’s Leadership is increased by +1 when testing
to see if any join your warband.
The treasure chest that is found has been carefully booby-trapped! One
of your Heroes must try to penetrate the maze of poisoned dart-shooters and
collapsing pathways that surround the chest by passing an Initiative test.
If he passes, his expert approach reveals a Lucky Charm near the chest
(which he claims for himself!), and 3D6x10 gold crowns in the chest itself.
If he fails the test, he must sit out the next game as he recovers, but the
crew do manage to open the chest now that the traps have been set off and
gain the gold as above. They do not find the Lucky Charm though as it is
drawn back into it’s hiding place, there to await a more careful adventurer.
Your crew bow their heads in reverent silence, as the map has lead them
to one of the legendary secret burial spots used by Black-Wyrd the Pirate
King, first and finest pirate to ever ravage Mordheim. Known for tying
shards of Wyrdstone into the thick strands of his hair and beard and then
setting them alight so they set off sparks of unholy fire, he was rightly
feared by all warbands throughout the land and sea. Though only a small
chest is found at the site, when opened it reveals 2+D3 shards of Wyrdstone,
plus a Mordheim Map!
Boat Hook; 7 gc; Availability: Common
These are normally used to pull in ropes or other objects from the water, but
their long reach and wicked metal catches makes them also useful in combat.
As User -1
Strike First, Two Handed
Strike First, Two Handed: Boat Hooks are used in Close Combat.
They allow the user to Strike First in the first round of any close combat,
no matter which model charged, but require both hands to use. Models using a
Boat Hook in combat cannot use any other weapons, or gain benefit from a
shield or buckler, while in close combat.
Cat O’ Nine Tails; 8 gc; Availability: Common
Order is often maintained aboard the ship with the threat of the lash. In battle
the long barbed whip of the Cat is also seen, but this time dealing out
punishment to the enemy!
Like the Steel Whips of the Sisterhood, Cats cannot be parried by swords
or bucklers, have a 4" range, and hit with the user’s Strength. However,
since they are made or rope and not steel, they give the enemy model a +1 to
his armor save (6+ is no armor is worn), like a hit from a fist or dagger.
Other than this exception Cats follow all the rules for Steel Whips.
Swivel Gun; 75 gc; Availability: Rare 8
Pirate Gunners sometimes construct and carry into battle a smaller and lighter
version of the real swivel cannons normally attached to pivoting mounts on the
ship’s railing or sides. Though smaller than regular cannons, swivel guns are
larger than normal hand guns, so big that they must be held up with the support
of wooden support. They are cumbersome, and prone to failure due to imperfect
castings or Blackpowder quality, but most gunners agree that they make up for it
in sheer power.
Swivel Guns follow most of the rules for Blackpowder weapons (Move or
Fire, Prepare Shot) but have some exceptions as noted below. A
Pirate Warband may have only one Swivel Gun at a time, due to the time it
takes the ship’s Master Gunner to construct one.
Blackpowder Weapon: Move or Fire & Prepare Shot (as per normal
backpowder weapons) are in effect.
Cumbersome: The user is at –1 Initiative and –1 Movement
throughout the battle. Also, Swivel Guns may never be fired twice per turn,
or fired if the user moved, no matter what Skills the user may have.
Blackpowder Rules: The normally optional rules for Blackpowder
weapons on page 164 are always in effect for Swivel Guns, due to
unpredictable nature of the local materials used in their construction.
Special Ammunition: Swivel Guns use non-standard ammunition
types, which must be bought for each game. Each type only lasts one game, so
if it is used in a game it cannot be used again until another supply is
bought. Before firing, the Gunner must declare which type is being used, if
he has more than one type available in the game. Swivel Gun Ammunition:
Ball Shot; 5 gc; Availability: Common (one game only)
A Swivel Gun firing these heavy lead balls can stop even a charging Ogre
dead in his tracks!
Concussion: The impact of the heavy lead projectile is enough
to rattle even the hardiest warrior. Treat any resulting Injury Rolls of
2-4 as a Stunned result.
Chain Shot; 2 gc; Availability: Common (one game only)
These lengths of chain and linked metal don’t cause as much damage, but
can entangle an enemy model and bring him to his knees.
All Wrapped Up!
All Wrapped Up!: Enemy hit by Chain Shot which are not wounded
are Knocked Down on a roll of 4+, even if they normally can never be
Grape Shot; 2 gc; Availability: Common (one game only)
Very small pellets, rocks, metal scrap, even rock salt are jammed into
the barrel, producing a cloud of shrapnel when fired.
It’s Everywhere!: If a hit is scored, the Pirate player may
also make to hit rolls against D6 other enemy models within 4" of the
target, with appropriate modifiers as normal for cover, etc. You cannot
try to hit an enemy model a second time until you have tried to hit all
others within 4" once, and you may not try to hit a model more than
twice. There is no Armor Save modifier from Grape Shot hits. Pirates
know to duck out of the way when they hear a Swivel Gun going off, and
thus are never hit by friendly Grape Shot.
Toughened Leather; 5 gc; Availability: Common
There is nothing like many months at sea to really toughen up clothing!
Covered with crusted salt, spilled rum, and other less savory materials,
many a pirate has found his long coat to have stiffened up to a very hard
finish, and even offers some protection in combat.
Toughened Leathers work exactly like Light Armor, giving the wearer
a 6+ Armor Save, but cannot be combined with the effects of any other
armor except a Helmet or Buckler. This includes using a shield – most
pirates find they get in the way when fighting in the stiff leather,
resulting in falling into the briny deeps when trying to board a ship!
Whew, that’s ripe Matey!: Once bought (or broken in), a
pirate’s Toughened Leathers cannot be given to another pirate or sold
back at the Trading Posts – the stench alone is enough to drive away
even the most desperate of new owners!
Pirate Special Skills
Pirate Heroes may use the following Skill table instead of any of the
standard Skill tables available to them.
Sea Shanty Singer: The pirate is renowned throughout the seas as
one of the greatest singers aboard a ship, able to raise the spirits of any
crew with his stirring renditions of "The Sloop Johan Bee", "What do you do
with a Drunken Halfling?", and other famous pirate ditties. At the start of
his Close Combat phase he can suddenly burst out in song, distracting one
opponent in base contact of his choosing. That enemy must pass a Leadership
test, or loose 1 Attack that turn. This does not effect Undead or other
non-living creatures, such as Possessed.
Sea Legs: Even in the strongest seas, the pirate has learned to
keep his footing and equilibrium. If he Falls during a battle, he may ignore
the effects of the D3 hits on a roll of 4+ (make a single roll to see if the
any of the hits take effect or not). In addition, if he is Knocked Down or
Stunned within 1" of a precipice he may re-roll his Initiative test to see
if he falls down or not.
Cutlass Master: These short, single bladed swords are the
mainstays of any pirate crew, and in the hands of a trained seaman they are
superb weapons for close quarters fighting. If the pirate is equipped with a
Sword, this skill will give him the additional benefit of also being able to
parry successfully if the player rolls equal to number rolled to hit, not
just higher as normal. This extra ability only apply if the Pirate is not in
the open; i.e.., only when in cover or in a building, within 2" of a terrain
feature like a wall or tree, etc.
Booming Voice (Captain only): The Captain has spent many a battle
bellowing orders to his crew, yelling above the roar of the cannons and the
screams of the enemy. Once per turn, the captain may shout encouraging words
(or threats) at any one pirate within 8" who just failed his test to see if
he runs away from combat, or to stop running away if he was already fleeing.
That pirate may then re-roll the test. This can only be done if the Captain
is on his feet, but not if the Captain is in close combat himself.
Hardy Constitution: Many months at sea, and many months eating
hardtack, have hardened the pirate’s body to effects that would cause a
lesser man to collapse. During the battle, the pirate may ignore any
Critical Hits on a roll of 5+ (the wound is treated as normal is the roll is
successful). If the roll is failed, the Critical Hit is worked out as
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 hand to
hand combat and must fight as normal in the following turn.