Warhammer Quest
Pirate (revisED)

By Captain Cutlass
Additional rules by Old Warrior.
Based on the original document created by Mike Huffstetler a.k.a. Xaron.

The pirates of the Old World are numerous and successful. They ply their ‘trade’ all along the coasts of Brettonia, Estalia, Tilea and especially Araby with its hoards of riches, slaves, spices and treasure. The pirate is a free-spirited individual who lives outside the law. He is a thrill seeker and expert swordsman who, as such, frequently finds himself adventuring on land. The reasons for this can be numerous but it all boils down to the excessive greed every pirate possesses. To this end he frequently stoops to thievery and skulduggery, mingling with the worst crowd the Old World has to offer: from spies to crime lords, smugglers and slavers.

Starting as a Pirate

Wounds 1D6+8 (per BL table)
Movement 4
Weapon skill 4
Ballistic skill 5+
Strength 3
Toughness 3
Initiative 4
Attacks 1*
Damage dice 1
Luck 1 (per BL table)
Willpower 3
Skills 0
Escape pinning       5+ (per BL table)

 

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 Pendant

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.

Special skills

Stunning Blow
While he has two swords equipped, if the Pirate rolls a natural 6 to hit in melee combat, he gets a follow-up attack against the current target -- if that target has survived the first sword strike. This follow-up attack represents the pirate striking a stunning blow against the enemy and quickly striking with his second sword to finish it off. This follow-up attack may cause a death-blow if it kills the target. The deathblow resulting is treated as a normal deathblow attack. This may further result in another Stunning Blow attack if a subsequent target is hit with a natural 6, and so on. Stunning Blow may be used once for each melee opponent per each normal attack.

To help clarify in understanding this rule, it is restated here in a little different way: the Pirate gets to attack again if his opponent is still standing after any normal melee attack that hits with a natural 6 to hit. This attack does result in a normal deathblow (continuing the original normal attack) if it slays the melee opponent. The last sentence in the paragraph above prevents a stunning blow from directly producing another stunning blow, though it may indirectly do so on a later target in the same attack through the death-blow allowance.

When used against monsters affected by his Skull Pendant, this skill is even more effective (see Skull Pendant below)

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.

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 which has struck into this creature. His special blow skill is heightened and can now be performed on a natural roll of 5 or 6 when rolling to hit.

Also, 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!

Advanced Skull Pendant Rule
Each time the Pirate advances to a new Title Level, roll one time on the Dungeon Level of the Monster Tables that is equal to his previous Battle Level, re-rolling any for which he already has a pendant. The result represents a new skull pendant added to the Pirate’s collection. Now, whenever facing the Pirate, the new monster type now suffers in like manner as described above.

Armour & Treasure
The Pirate may wear any armour that an Elf can wear except those items of armour restricted only to Elves (such as the Elvin Armour and Elf Shield). The Pirate can generally use any treasure and equipment that an Elf can use except he doesn’t use bows nor any Elf-only Treasure or equipment. The Pirate may also use any gun and any type of crossbow whereas the Elf cannot.

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 pirates and other unsavoury characters. It is here where pirates trade old stories of the sea and boast about 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 determine when you gain a skill.

To gain a skill, roll a D6 on the following table:

1 Parry
When a monster hits you in melee combat, 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. If the Pirate gains both the Parry skill and the Block and Slice skill, see the full description under Block and Slice.
2 Block and Slice
In combat, there’s always a chance that you can counterattack.
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 the normal damage (roll damage dice and multiply by 2 before adding strength). If the Pirate gains both the Parry skill and the Block and Slice skill, he may only block or Parry once per incoming attack, but the Parry/Block roll is more often successful. Thus the two skills working together are successful on a 4, 5, or 6 (4+).
3 Sea Shanty
As the battle rages on, your warrior begins to sing a vulgar 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 may begin to sing this song. The Sea Shanty distracts foes and strengthens the pirate, giving him a +1 on his ‘to hit’ rolls. A Sea Shanty may be so used a number of times per adventure based upon the Pirate’s experience: Pirate = 2; Corsair = 4; Pirate Lord = 6.
4 Leg Sweep
To use this special technique the pirate suddenly ducks down and swings his leg around, tripping his opponent.
When locked in melee combat, you may decide to use this skill once per turn instead of any one normal attack. To do this you 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. This skill cannot be used against LARGE MONSTERS. Monsters may dodge a Leg Sweep if they have the Dodge ability. While prone, there’s no need in melee combat for any warrior to roll to hit on the monster, although the pirate may do so to see if he achieves a Stunning Blow, but a natural roll of 1 in such a case will not count as a miss. Other warriors with certain special skills or weapons may need to roll to hit as well (such as the Trollslayer Skill and the Warhammer weapon)
5

Intimidate
Once per turn you can use this skill to intimidate a single opponent, the opponent can make a willpower check to avoid being intimidated, if this fails the opponent will lose 1 attack until the next Monster Phase. Intimidation may not be attempted against any monster of which the Pirate is fearful or terrified. Also, when playing with a GM, the GM may decide if certain monsters are immune to intimidation. Any monsters which recognize their kind on the Pirate’s Skull Pendant have a -1 modifier to their resist intimidation roll. Undead are immune to intimidation.

Pirate battle level         

Score needed to avoid intimidation*

Pirate Trainee

6+

Pirate

7+

Corsair

9+

Pirate Lord

11+

* A natural roll of 6 is always succeeds and a natural 1 always fails when a monster tries to resist intimidation.
6 Piercing strike
Instead of making a normal attack the pirate tries to stab between an opponents armour or in an otherwise deadly region (like a throat, under the armpit, etc…) he needs to roll a natural 5 or 6 to hit. If successful he can choose to ignore armour or toughness.

Smugglers Cove

The Pirates Den also has a Smugglers Cove where the pirate can do some shopping.

Only the Pirate can visit the Smugglers Cove.

Only one of each item of equipment is available per visit and only if a successful stock roll is made.

Equipment Costs Stock
Pirate Boots 100 8
Letter of Marque 100 7
Treasure Map 150 9
Grappling Hook 120 9
Pick Lock Tools 200 6
Impressive Hat 120 6
Bottle of Rum 100 3
Parrot 75 6
1d6 Sea Rations          75 each 8
Pirate Hook 50 5
Compass 250 8
Black Spot 200 9

Special rules for the equipment

Pirate Boots
These boots are extremely comfortable and come in many colours. While wearing them the pirate gains +1 to all his escape from pinning rolls.

Letter of Marque
A Letter of Marque is an official warrant from a government authorizing the designated agent to search, seize, or destroy specified assets or personnel belonging to a foreign party and has usually been used to authorize private parties to raid and capture merchant shipping of an enemy nation. As such it can be used in court to prove one's innocence. The Pirate can save his own life with it when he is caught, set for trial and about to be hanged. In this case (once used to prevent his hanging), the letter is no longer valid.

Treasure Map
A map marked with a red “X”, it can be used in the Pirate’s next adventure, discard it and roll a D6. On a result of 1-2: the map is a fake, you’ve been had! 3-4: During any single event, the pirate may roll an extra event and gain an extra treasure card for himself, and outside of the normal turn consideration for treasures. 5-6: Roll an (extra) event at any time – even when no event is currently in play – and gain an additional 2 treasure cards for himself, and outside of the normal turn consideration for treasures.

Grappling Hook
Works like a rope but is only discarded after 3 rolls of 1 or 2.

Pick Lock Tools
Lock tools allow the user to open any lock as long as it is not magical or the rules for the lock specifically state otherwise.
To see if your Warrior can open a lock, roll 1D6.
On a score of 4, 5 or 6 the lock opens.
On a score of 2 or 3 the lock refuses to open at the moment, though your Warrior may try again next turn.
On a score of 1, the lock tools are snapped off in the lock and are now useless.

Impressive Hat
This elaborately decorated hat will impress any onlookers. While wearing it, your Pirate will get a discount of 10% at any shop except the Smugglers Cove. For each week of travel, roll a d6, on the score of 1 your hat has seen its last glory days and will not impress anymore.

Bottle of Rum
This bottle of rum contains enough potent liquor for D6 swigs. Each swig adds +2 to the Warrior's damage or fear (+1 for Terror) rolls for one turn. However, roll a D6 for each swig taken, on a roll of a 1 the rum goes straight to the Warrior's head and he passes out. Place him prone for 2 turns. You can only take one swig per turn.

Parrot
The parrot sits on your Warrior's shoulder and warns him when he is about to be ambushed. If your Warrior is attacked by Ambush Monsters roll a D6. On a roll of a 6, the parrot warns him and the Monsters lose their Ambush ability. When your Pirate becomes a Corsair, the Parrot warns him on a roll of 5+

Sea Rations
Each sea ration restores 2 Wounds. At the end of each adventure roll a D6 for each ration. On a roll of 1 they have gone mouldy and must be discarded.

Pirate Hook
Your Warrior may attempt to hook a Monster and swap places with it. Roll a D6 at the start of your turn and add your Strength. On a result of 7 or more, you may swap your Warrior model with that of an adjacent Monster. Your Warrior may move and fight normally from this new position. The Pirate must sheathe one of his swords to do this. The Pirate Hook does not work against LARGE MONSTERS.

Compass
This allows the party to navigate better in the wilds. For any wilderness travel, you may reduce the journey time by D3 weeks.

Black Spot
The Black Spot is a small felt black circle that targets you as an enemy of evil. It is both a blessing and a curse, as it will lead you to treasure, but at great risk. During the next adventure, Monsters will attack your Warrior in preference to the rest of the party. The one on-one rule still applies, but you will always be attacked if possible and “left over” Monsters will attack you first. However, if you finish the dungeon you gain an extra D3 Treasure cards to keep for yourself.

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 remembers you as the one who plundered and sunk his ship. Extremely angry he calls for some of his friends. You can either run or fight!! If you choose to fight, roll a D6 and look below:
1  The man receives aid from the city guard; they beat you and imprison you. The following day you are set for trial and hanged in public.
2-3  The man and his friends beat you senseless and take back their treasure and then some!! You lose 1D6x100 gold and 1 random item of treasure!! Not only that, you are at -1 toughness for the duration of the next adventure.
4-5  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 beggar and his friends now dead and bleeding all over the street, you manage to relieve all of them of 1d6x50 gold.
6  As above but instead you relieve 1d6x100 gold, furthermore word spreads of your uncanny skill, the next time you roll this event you may ignore it as the man remembers what happened to the last one who accused you.
Should you choose to run, you have to leave the settlement today.
2 You visit the wenches, pay 100 gold and roll a d6:
1-4 You had a great evening!
5 You had a great evening and find yourself strengthened; you gain +1 on all fear rolls for the next adventure.
6 You had a great evening and find yourself strengthened; you gain +1 on all damage rolls for the next adventure.
3 You are assaulted by pirate hunters! They have you cornered and you don’t have a choice but to fight. Roll a d6 + your WS to determine the result:
5-6 The pirate hunters beat and imprison you. The following day you are set for trial and hanged in public.
7-8 The pirate hunters beat and imprison you. You manage to bribe a guard and escape but not after being tortured. You lose 1d6x 100 gold and are at –1 Strength for the next adventure.
9-10 After a fierce battle you manage to defeat the pirate hunters, gaining 1d6x50 gold.
11-12 The pirate hunters are no match for your swords. Gain 1d6x50 gold and a single item of treasure.
13+ You dispatch of the pirate hunters with uncanny speed, while doing so you discover a trick by coincidence, you can use this trick once in the next adventure. You may make one free extra attack that ignores toughness. On top of that, you gain 1d6x50 gold and a single item of treasure.
4 You spend the evening at a seedy bar drinking, feasting and singing. You meet one of the following characters (roll a d6).
1 A spy for the government, he drugs you & the next day you wake up in jail. The following day you are set for trial and hanged in public.
2-3 A crime lord is interested in the shipping lanes used by his rival; he is willing to pay for this information.
Roll again:
1-3: he conned you (no gold).
4-5: hey pays 1d6x20 gold.
6: he pays 200 gold for your knowledge.
4 A voodoo priest tries to sell you a voodoo doll: it costs 150 gold or equivalent treasure. If you buy it, roll on your current level monster table to determine the type of doll. When you encounter the rolled monster you can use the doll, when you do, discard it after use. Roll a D6 for effect: 1-2: the doll is a fake; 3-4: one of the monsters loses all attacks for one turn; 5-6: one of the monsters dies instantly.
5-6 A smuggler who tries to get rid of his ill gotten goods, you may draw three treasure cards and buy any of them you want for 150% of the gold value.
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 150 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. If the Pirate already has all six of the pendant types listed in the original table, then roll once on the Monster Table that is equal to his current Battle Level.

Optional Rules

The following settlement event is handled differently for a Pirate: (11) Thrown out – roll a d6: on a 1 or 2 the pirate is set for trial and hanged the next day, on 3+ handle the event normally.

Representing your warrior

Old Glory miniatures UK has some pirate figures, the Foundry has some great ones, Eureka miniatures (Australia) has an extensive line, including females, Westwind Productions has some fine ones and Reaper has a boxed set of pirates.

Additional rules

Try to get your GM to use the rules in White Dwarf number 196 & 197, they can be found on the web.

The Pirate’s Battle Level Table

Battle Level Gold Title

WS

BS

STR

MOVE

Dam.Dice

T

W

I

A

Luck

WP

Skills*
(additional)

Pin

1 0 Pirate Trainee

4

5+

3

4

1

3

1D6+8

4

1

1

3

0

5+

2 2,000 Pirate

5

5+

3

4

1

3

2D6+8

4

2

1

3

1

5+

3 4,000 Pirate

5

5+

3

4

1

4

3D6+8

5

2

2

3

1

4+

4 8,000 Pirate

5

4+

3

4

1

4

3D6+8

5

2

2

4

2

4+

5 12,000 Corsair

5

4+

4

4

2

4

4D6+8

5

3

2

4

2

4+

6 18,000 Corsair

6

4+

4

4

2

4

4D6+8

6

3

3

4

3

4+

7 24,000 Corsair

6

4+

4

4

2

4

5D6+8

6

3

3

4

3

3+

8 32,000 Corsair

6

3+

4

4

2

4

5D6+8

6

4

3

5

4

3+

9 45,000 Pirate Lord

7

3+

4

4

3

4

6D6+8

7

4

4

5

4

3+

10 50,000 Pirate Lord

7

3+

4

4

3

4

7D6+8

7

4

4

5

5*

3+

Happy Privateering!