Dwarf Pirates

By Teale and Trevor Fristoe

Flavor Text by Don Riddick

The Dwarven men of the SeaMole labored against a heavy heat. It had been months since they left the mountains of their homes, Karak Drum. They had been sent on a mission of honor, to save their town. The mines of Karak Drum had gone dry, gold was nowhere to be found. But Old King Grimni Moneygrubber still demanded his tax gold. So Tryggvi Sootblade bought this old boat, hired some sartossan dwarves to man it, and began travelling to the land of gold. "It might be a fool's errand," thought Tryggvi, "but it's my duty, and my oath shall never be broken...."

Sometimes Dwarves become tired of mining or defending their homes, so they leave and join crews of adventurous pirates. There they will sail the high seas in search of ships which can be looted and following treasure maps in the search for the ultimate booty. Carrying countless pistols and cutlasses, these dwarves show no fear when they recklessly, and often under the influence of powerful alcohol, charge into battle, eager to collect the spoils. Every merchant has heard of whole fleets falling to dwarf pirates.

Dwarf Pirates will sail anywhere to find treasure, and that includes the luscious cities of gold in Lustria. After word spread that Lustria is rich with gold and precious gems, Dwarf Pirates from all over the old world flocked to the continent, ready to fight for their loot. Fending off rival pirates, lizardmen temple guards, and even disease ridden skaven, pirates are ready for anything.

Choice of Warriors

You must have at least 3 models and a maximum of 15 models in your warband. You begin with 500 gold crowns to spend on your warriors.

Captain- You must have one captain to lead your warband.

Brew Master- You may include up to one brew master in your warband.

Dwarf Marine- You may include up to one dwarf marine in your warband.

Cabin Boys- You may include up to three cabin boys in your warband.

Pirates- You may include any number of pirates in your warband.

Gun Slingers- You may include up to three gun slingers in your warband.

Plunderers- You may include up to five plunderers in your warband.

Starting Experience

The Captain starts with 20 experience.

The Brew Master starts with 8 experience.

The Dwarf Marine starts with 12 experience.

Cabin Boys start with 0 experience.

Pirates start with 0 experience.

Gun Slingers start with 0 experience.

Plunderers start with 0 experience.

Skill Table

 

Combat

Shooting

Academic

Strength

Speed

Pirate

Captain

P

P

 

P

 

P

Brew Master

P

P

 

P

 

P

Marine

P

 

 

P

 

P

Cabin Boys

P

 

 

P

 

P

Dwarf Special Rules

Hard to Kill

Dwarfs are tough, resilient individuals who can only be taken out of action on the roll of 6 instead of 5-6 when rolling on the Injury chart. Treat a roll of 1-2 as knocked down, 3-5 as stunned, and 6 as out of action.

Hard Head

Dwarfs ignore the special rules for maces, clubs, etc. They are not easy to knock out!

Armor

Dwarfs never suffer movement penalties for wearing armor.

Hate Orcs and Goblins

All Dwarfs hate Orcs and Goblins.

Grudgebearers

Dwarfs hold an ancient grudge against Elves from the days when the two races fought for supremacy in the Old World. A Dwarf warband may never include any kind of Elven Hired Sword.

Heroes

1 Captain

85 gold crowns to hire

The Captain is usually the most ambitious pirate on the ship. He got the ship, whether by purchase or inheritance, and comands the entire crew in his quest for riches. He is the most skilled among his crew and they all look up to him for leadership.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

5

4

3

4

1

3

1

9

Weapons/Armor: The Captain may be equiped with weapons and armor from the Dwarf Equipment and the Gun Slinger Equipment lists.

Special Rules:

Leader: Any model from the warband that is within 6" of the Captain may use his leadership value.

0 – 1 Brew Master

55 gold crowns to hire

The Brew Master is the most liked out of all the crew on any pirate ship. They make all of the alcohol for the ship and make valuable warriors as well.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

4

3

3

4

1

2

1

9

Weapons/Armor: The Brew Master may be equiped with weapons and armor from the Dwarf Equipment list.

Special Rules:

Brew Master: Brew Masters can make some special alcohol that can affect their fellow pirates in battle. Each Brew Master starts with one special brew and may use this before the battle starts by rolling 1D6. Whenever a Brew Master gains a skill, he may instead roll on the special brew table. If he gets a new brew, he adds that to his known brews. If he gets one he already has, he either may re-roll or gets better at this particular brew. Add +1D6 every time he rolls for this brew for now on. You may get an unlimited amount skill in any brew. See the Special Brew section later to see how special brews work.

0 - 1 Dwarf Marine

75 gold crowns to hire

Dwarf Marines are the toughest and best fighters on the seas. They are very skilled in close combat.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

5

3

4

4

1

2

1

9

Weapons/Armor: The Marine may be equiped with weapons and armor from the Dwarf Equipment list, but they may never used ranged weapons.

Special Rules:

Combat Masters: Even though Dwarf Marines are expert all around fighters, they will never use missile weapons.

0 – 3 Cabin Boys

25 gold crowns to hire

Cabin Boys are young dwarves who have joined a ship for adventure or for loot. The other pirates always give them a hard time because they are young and inexperienced, but behind their back all of the dwarves agree that the cabin boys have a lot of potential.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

3

2

3

4

1

2

1

8

Weapons/Armor: Cabin Boys may be equiped with weapons and armor from the Dwarf Equipment list.

Henchmen

Pirates

40 gold crowns to hire

Pirates make up most of the crew. They work on the ship and when they go to fight for treasure on land they are formidable fighters.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

4

3

3

4

1

2

1

9

Weapons/Armor: Pirates may be equiped with weapons and armor from the Dwarf Equipment list.

0 – 3 Gun Slingers

45 gold crowns to hire

Gun Slingers are dwarf pirates who are especially fond of guns. They carry braces of pistols or other guns into battle and shoot them with deadly accuracy.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

4

4

3

4

1

2

1

9

Weapons/Armor: Gun Slingers may be equiped with weapons and armor from the Gun Slinger Equipment list.

0 – 5 Plunderers

55 gold crowns to hire

Plunderers are dwarfs who are especially good at running in and stealing gold and treasure. They are quicker than other dwarfs and can earn a warband a lot of extra gold.

Profile

M

WS

BS

S

T

W

I

A

LD

 

3

4

3

3

4

1

3

1

9

Weapons/Armor: Plunderers may be equiped with weapons and armor from the Gun Slinger Equipment list.

Special Rules:

Plunder: After a battle in which your warband won, each plunderer that didn’t go out of action steals D6 gold crowns from your opponent. Take the number of crowns from your opponent’s treasury and add it to yours. If your opponent doesn’t have enough, take all that he has and add that much to your treasury. You can never plunder Wyrdstone or Valuables.

 

Equipment Lists:

Dwarf Equipment list:

Hand to hand Combat Weapons

Dagger

1st free/2 gc

Club

3 gc

Axe

5 gc

Sword

9 gc

Double-handed weapon

15 gc

Cutlass

10 gc

 

Missile Weapons

Pistol

15 gc (30 gc for a brace)

 

Armor

Buckler

5 gc

Gun Slinger Equipment list:

Hand to hand Combat Weapons

Dagger

1st free/2 gc

Club

3 gc

Sword

9 gc

Cutlass

10 gc

 

Missile Weapons

Crossbow

25 gc

Pistol

14 gc (26 gc for a brace)

Duel Pistol

25 gc (50 gc for a brace)

Blunderbuss

30 gc

Handgun

35 gc

 

Armor

Buckler

5 gc

 

Special Brews

Special Brews may be used before a battle. The Brew Master may roll for one brew only as there isn’t a whole lot of time to prepare for the battle. When a Brew Master first learns a special brew (this includes the one he starts with), he rolls 1D6 to see how many dwarves he may give the brew to. When he gets more skilled, he rolls more D6s. See the Brew Master special rules for more on this. When testing to see if a Brew Master successfully makes a brew, roll the appropriate number of D6s and consult the brew’s difficulty. If you beet or tie the difficulty, you have successfully made a brew! You may give it to the number of dwarves that you passed by. So, if you’re trying for a difficulty 4 brew and roll a 4, you may give it to one dwarf, while if you roll a 6, you may give it to 3 dwarves.

1: Kraken Tooth Ale – Difficulty 4

Kraken Tooth Ale is a very strong brew that will either make the drinker strong for a few hours, but ill for days after that. Sometimes, Dwarfs accidentally drink the Ale a few hours early and are too sick to fight. For every Dwarf that drinks a glass of Kraken Tooth Ale, roll a D6. On the roll of 1, that Dwarf is sick for the battle and has to miss it. On any other roll, the Dwarf gets +1 strength for the battle.

 

2: Seaweed Special – Difficulty 5

Seaweed Special is one of the least enjoyable brews for Dwarves. It tastes very bad and makes them stink after they drink it, but if it’s the only thing available, they’ll enjoy every drop of it. Any enemy who attacks a dwarf who drank a glass of seaweed special in hand to hand combat gets a –1 penalty.

 

3: Blowfish Gut Rum – Difficulty 5

Blowfish Gut Rum is one of the favorite brews of most dwarves, most likely for it’s mind altering side effects. A dwarf who drinks a glass of Blowfish Gut Rum Hates all of his opponents.

 

4: Fish Fin Beer – Difficulty 5

Fish fin beer has an unusual effect on dwarves. By slightly lowering the rate at which nerves return pain to the brain, the dwarf is able to fight for a longer amount of time. Treat the roll of 3 on the injury table as knocked down rather than stunned. If the dwarf already has this ability, treat the roll of 1-4 as knocked down, 5 as stunned, and 6 as out of action.

 

5: Seagull Feather Whisky – Difficulty 6

Seagull Feather Whisky is another unpopular brew, but it has very powerful effects. By slightly raising the dwarf’s endurance, the brew allows the dwarf to move much faster without even knowing it. A dwarf who has had a glass of seagull feather liquor gets +1 movement for the battle.

 

6: Squid Ink – Difficulty 5

The brew simply known as squid ink is quite a powerful drink, and a well liked one. It has mind numbing effects that can make a dwarf continue fighting without any arms left! A dwarf who drank a glass of squid ink before the battle gets to roll all leadership tests on 3D6, then take the highest roll out. Unfortunately, the dwarf also suffers –1 to weapon skill.

 

Pirate Skills

Look out

This Dwarf spends much of his time looking out for trouble up in the crow’s nest of the ship. He can spot a ship on the horizon like no body’s business. He can spot hidden models up to four times his initiative value in inches, but if the hidden model is more than two times his initiative value away, he must pass an initiative test.
Dare Devil
This pirate is especially good at getting around the ship. He climbs up masts, swings from ropes, and does every acrobatic thing an elf could do! He gets +1 initiative when climbing, jumping, etc. and can also swing from ropes and vines. If a tree is within 4" of the dwarf, it is assumed that there is a vine that the dwarf could swing on. The dwarf can also throw a rope onto something up to 4" away and at least 2" high and swing on it. He can swing the height plus the distance away from him the object is. For example, if the dwarf wanted to swing from a tree 3" away and 5" high, he can swing up to 8".
Cutlass Fighter
This pirate is especially good at fighting with cutlasses. He is lightning quick and he can anticipate his opponent’s moves. He may parry twice instead re-rolling his parry and gets +2 initiative instead of just +1 when he is armed with two cutlasses.
Bad Mouth
This Dwarf knows how to make someone tik! As he fights in hand to hand combat, he lets his tongue fly, hurling insults, boasts, and taunts to his opponent. Every combat phase, one opponent to the dwarf must take a leadership test. If he passes, he is unaffected, but if he fails, he has –1 to hit the pirate and the pirate has +1 to hit him. Note that this only affects the model if he is attacking the pirate and it only affects the pirate if the pirate is attacking the model.
Thief
This pirate is an expert at stealing from unsuspecting merchants. He may attempt to steal an item instead of searching for items when he goes to trade. He must roll for availability as normal. If he finds the item, roll a D6. Add the dwarf’s initiative value, but subtract 1 for every ten gold crowns the weapon costs (roll for varying costs). If he rolls a 6 or higher, he has managed to steal the item. If he gets a 5 or lower, though, he is caught and takes a serious injury. Roll as normal, but re-roll ‘Dead’, ‘Multiple Injuries’, ‘Bitter Enmity’, ‘Captured’, and ‘Survives Against the Odds’.
Scout
This dwarf is often sent on land before the ship lands to check out the terrain. If this dwarf manages to stay in action the whole fight, you may re-roll one of the exploration dice, but the second result stands, even if it’s worse.

Hired Swords

Dwarf Pirates may hire any hired swords except magic users (this includes prayer-type users), skaven, elves, orcs, and goblins.

 

Special Equipment:

Cutlass – 9 gc

Availability: Common

Range

Strength

Special Rules

Close Combat

As User

Parry, Fast

Special Rules:

Parry: Cutlasses are swords and may parry just like swords can, as described in the Mordheim Rulebook.

Fast: If a pirate is armed with two cutlasses, he gets +1 initiative.