The Pirate In the Old World, there are many types of people out there: Warriors, Dwarves, Clerics, Elves, Magicians, Mercenaries, and many others. Of all these, though, none compare to the many robbers, brigands, and thieves littering the Old World. For , you see, thieves and the like are able to blend in with most people, using their wily and cunning ways to take advantage of everyone: from the poorest commoner to the richest noble. The life of a thief is one of non-stop adventure. A thief never knows when one of his former victims could be standing around a corner waiting to extract his revenge. Even more exciting is the life of the pirate. Pirates sail the seas of the Old World pillaging and plundering almost every ship that happens to cross their path, no matter which race it happens to contain. Therefore, Pirates are able to take care of themselves and are able to slit even an orc’s throat without batting an eye. With this In mind, the Pirate is an extremely fearful individual. Statistics Wounds- 1D6+7 Movement- 4 Weapon skill- 4 Ballistic skill- 5+ Strength- 3 Toughness- 3 Initiative- 4 Attacks- 1* Damage dice- 1 Luck- 0 Willpower- 3 Skills- 0 Escape pinning- 4+ enemy’s WS: 1 2 3 4 5 6 7 8 9 10 to hit foe: 2 3 3 4 4 4 4 4 5 5 Weapon(s): 2 swords Equipment: Skull necklace Weapons The Pirate always carries two swords. They cause (1D6+strength) damage. He will always carry two swords. The Pirate may also carry any kind of pistol or handgun. If used, he must sheath one or both swords. A pistol or handgun requires 1 entire turn to reload. Special skill: If, when rolling to hit, the Pirate rolls a natural 6, he can make a special second attack: a sort of follow-up move. This second attack represents the pirate striking a stunning blow against the enemy and quickly striking with his second sword to finish it off.(Note: second blow cannot make Death Blows.). Equipment Skull Pendant: The Pirate wears a special talisman which is a miniature skull of a certain creature. Roll a D6 to find out which. 1. Orc 2. Skaven 3. Goblins 4. Beastmen 5. Minotaur 6. Dark Elf Whenever the Pirate encounters this type of creature in the dungeon, the creature begins to tremble, recognizing it as one of its kindred. The creature is at -1 to hit for the duration of the combat. The Pirate also takes advantage of the fear has struck into this creature. His special blow skill is heightened and can now be performed on a roll of 5 or 6 when rolling to hit. Also, if on a natural roll of 6 on the second roll, the creature is killed instantly!! There is no need to roll for damage as the Pirate used his follow-up move to cut the head off of his enemy! Warrior Skills(special) Thievery: Whenever the Pirate kills an enemy, roll a D6. On a roll of 5 or 6, the pirate is able to find even more gold and thus receives (1D6x original gold value) gold. Settlements Skills that can be acquired Whenever in a settlement you can try to find a pirates den. It is a place that no one else would ever be caught in except for a pirate. It is here where pirates trade old stories of the sea and all the ships they have pillaged. It is also here where a Pirate can discover new skills and techniques. This is where the Pirate can advance battle levels. When advancing levels, consult the battle level table to find out how many skills you can aquifer. Then roll a D6 on the following table: 1. Parry- When a monster hits you, roll a D6. On a 1-4, the damage is normal. On a 5 or 6, you turn aside the blow and take no damage. 2. Block and Slice- In combat, there’s always a chance that you can counter attack. This skill is just like the Parry skill, except when you score a 5 or 6 on the Parry roll, you immediately make an attack. Roll to hit as normal. On a natural 6, your blow causes twice as much damage. 3. Sea Song- As the battle rages on, your warrior begins to sing a bawdy song about the sea and of all the wenches he’s been with. At any time at the beginning of a round of combat, you begin to sing this song. It is very much out of tune and the monster(s) you are fighting will drop their weapons to cover their ears. While their ears are covered, add +1 to your “to hit”roll. 4. Leg Sweep- As the monster charges toward your warrior, he suddenly remembers a special technique!! He suddenly ducks down and swings his leg around, tripping the monster. When locked in combat and you decide to use this skill, roll a D6. On a roll of 5 or 6, you sweep the enemy’s feet and he falls to the dungeon floor. The monster is now prone until the next monsters phase. While prone, any hits are automatically fatal. 5. Death Blow- Since you can’t normally make a death blow on the second “follow-up” skill, with this skill, you can!!! When you score a natural 6 on the first “to hit” roll, make a second strike as normal. If this second strike kills the enemy, you can move on to the next enemy. You can keep doing this until you either miss or do not kill the enemy. 6. Evade- When a monster hits your warrior, roll a D6. On a 1-4 the blow acts as normal. On a 5 or 6, your warrior side steps to an adjacent empty square, in no square is empty, take the hit as normal. If he lands next to another monster, nothing happens until the next monster’s phase. The monster may then attack as normal. Settlement Events Whenever the Pirate rolls an “uneventful day” on the settlement events table, roll on the following table: 1. You run into a man who appears to be a beggar. He’s not what he seems to be, though. He remembers you as the one who plundered and sunk his ship. Extremely angry. He calls for some of his friends. You can either (1) run.............. or (2) fight!! If you choose to fight, roll a D6 and look below: 1-3: The beggar and his friends beat you senseless and take back their treasure and then some!! You lose 1D6x10 gold and 1 random item of treasure!! Not only that, you are at -1 toughness for the duration of the next adventure. 4-6: The beggar and his friends set upon you. With a blind rage of fury, you slice through all of the attackers like goat butter. Not only are the the beggar and his friends now dead and bleeding all over the street, you manage to relieve all of them of 1d6x50 gold. 2. It’s a really uneventful day!!! 3. A young brigand approaches you and admirably asks you if you would let him join you. If you answer “yes”, he can help you in conning the local merchants. While in a shop, after you make the stock roll, roll a D6, if you choose. On a 1-2, the shopkeeper catches on to what you are doing and throws you out of the shop. On a 3-4, the shopkeeper doesn’t catch on to what you are trying to do and sells you the item as normal. On a 5- 6, your new companion manages to distract the shopkeeper and you get the item for free!! Your companion will cost you 2 extra gold per day in a city and 1 extra gold in a town or village. Your new partner goes to the next dungeon with you, but chickens out before you enter!! 4. While in a local tavern, a burly barbarian dubs you a pansy. Feeling you must prove your manhood, you get into a bar-room brawl. The authorities come shortly and you are soon thrown out of town! You must wait there until your companions leave. 5. You’ve decided to work on your pick-pocketing skills. It has been a very eventful day. Roll a D6: 1-3: you get 1D6x10 gold. 4-5: you get 1D6x50 gold. 6: you get 1D6x100 gold. 6. Your warrior finds a small stand where an ironsmith pounds out pieces of iron art. For a fee of 30 gold, he can make you a talisman. If you pay it, he can make you another skull pendant representing the skull of another creature. Roll again on the talisman table, re-rolling any duplicates. Representing your warrior An ideal model for the basis of the pirate character is one of the plastic “Orlock” figures from Necromunda. Just swap out the guns for swords and cut off anything that looks 41st century and your set!!! Happy Adventuring Mike Huffstetler a.k.a.Xaron.