River Pirates
River Pirates
River Pirates
Terrain
Each player takes it in turn to place a piece of terrain, either a forest, hill, or
other similar item. We suggest that the terrain is set up within an area roughly
4' x 4'. On one long table edge, place a long strip of blue cloth or something
similar to represent the river Stir and the quayside. In the centre of the strip of
river, place a suitable model to represent the river boat (a piece of card 3" x
8" will suffice). The riverboat should be touching the landward edge of the
river to show that it is docked.
Set-up
Multi-player. In a multi-player game, the warband with the highest rating
starts on the dock, waiting for their contacts to arrive (the ship has just
docked). This warband is deployed up to 12" from the ship and cannot be
forced to rout. In addition to its normal warband, they get reinforcements as
outlined below, who never leave the ship. These models are the ship s crew
and will not leave the vessel, but will fight all comers (apart from their
contacts). The other warbands start at the edges of the board furthest from the
ship.
Two-Player. During a two-player game both players start in the far corners
and must make their way to the smuggler s ship to steal the cargo.
No warband may make use of catacombs or other skills as the information
provided only gave the vague area as being the docks. It was not until they
got so close they actually saw the ship slowly move up to the wharf it is now
docked at.
Special Rules
Messin' about on the river
The rules for boats in Mordheim can be found in Empire in Flames in issue 24
of Town Cryer.
Voluntary Rout of the Ship. In the multi-player and two-player games, the
vessel may not start to leave the dock until the forces guarding it have
suffered 25% casualties. If this should occur then the ship takes four rounds
to get under way, leaving from the nearest water table edge and moving at 6"
per turn.
Cargo. The goods being smuggled are in crates, half of them, already
unloaded onto the docks are the other half waiting on the top deck to be
unloaded. Each crate can be carried by a single model at normal move rate
(no running allowed). Two models may carry a crate, in which case they may
run. While carrying a crate, the model may not fire any missile weapons or
use any spells. If attacked, the crate will be dropped, ready to be carried by
anyone coming into contact with it. Once a model escapes off the board with
a crate, it may not return. Each crate in the possession of a warband at the
end of the game earns them a roll on the cargo table overleaf.
Should a warband rout while any of its members have crates, the goods are
lost if the model is within charge range of any non-engaged opponents.
The boat has ten crates for multiplayer games and seven for two-player
games.
Ship s Crew
The ship has a crew made up of a Captain and six Smugglers. In a
multi-player game the crew are controlled by the Defending warband
although they may never stray more than 6" from their ship. In a two-player
game the crew have their own turn which takes place after the players. They
will fire upon and or charge any warriors that come into range (of either side)
but otherwise will not move.
Profile M WS BS S T W I A Ld
Captain 4 4 3 3 3 1 4 1 8
Equipment: The captain is armed with a sword, a brace of pistols and wears
light armour.
Skills: the Captain has the following skills: Expert Swordsman, Pistolier and
Acrobat.
Profile M WS BS S T W I A Ld
Smuggler 4 3 3 3 3 1 3 1 7
Equipment: The smugglers are armed with swords, pistols and wear light
armour.
The Pirate crew increases the defending warband rating by 45, but they will
surrender when they fail a Rout test (taken separately from the Defending
warband).
swivel guns
Additionally the ship has two swivel guns (see below). One of these is
located at the front of the poop deck, the other on the prow of the ship.
Swivel guns follow most of the rules for Blackpowder weapons: Move or
Fire, Prepare Shot, but have some exceptions as noted below.
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 the 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.
Ball Shot
Range: 36" Strength: 5 Armour Save: -2
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
Range: 24" Strength: 4 Armour Save: -1
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! Enemy hit by Chain Shot which are not wounded are
Knocked Down on a roll of 4+, even if they normally can never be Knocked
Down.
Grape Shot
Range: 24" Strength: 3 Armour Save:
Very small pellets, rocks, metal scrap, even rock salt are poured into the
barrel from prepared canisters, producing a cloud of shrapnel when fired.
It s Everywhere! If a hit is scored, D6 other enemy models within 4" of the
target and also in Line of Sight will automatically take a single hit. If the
original target was in the open, no hits can be applied to models in cover
though (only if the original target was in cover can hits go to models in cover
as well). The closest enemy model to the target must take the first hit, then
the next closest, and so on. Models in Hiding will also count towards being
close to the target, and can be hit as well. There is no Armour 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!