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pirate army list

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Lords

Pirate lord 80pts

M WS bs S T W I A LD
Pirate lord 4 5 5 4 4 3 5 3 9

Weapons: hand weapon

Options:

.May chose a longbow at 15 pts, a brace of pistols at 10pts or a handgun at 15pts
.May choose a great weapon at 6 points or a additional hand weapon at 2 points
.May wear light amour at 3 pts or heavy armour at 6pts, full plate armour at 12pts or a shield at 3 points

May ride an warhorse at 16pts it may have barding 6pts

May choose a mix of items from the pirate magic item list or the common item list up to a total of a 100 pts

Pirate wizard lord 160pts

M WS bs S T W I A LD
Pirate wizard lord 4 3 3 3 4 3 4 1 8

Weapons: hand weapon

Magic: The wizard is level 3
May choose any of the 8 lores including the “water lore”

Options
May choose a mix of items from the pirate magic item list or the common item list up to a total of a 100pts
Maybe upgraded to level 4 for 35 points
May ride an warhorse at 16pts it may have barding 6ts

Heroes

1st mate 50pts

M WS bs S T W I A LD
1st mate 4 5 5 5 4 2 5 3 8

Weapons: hand weapon

Options

.May chose a longbow at 10 pts, a brace of pistols at 7pts or a handgun at 10pts
.May choose a great weapon at 4 points or a additional hand weapon at 2 points
.May wear light amour at 2 pts or heavy armour at 4pts, full plate armour at 8pts or a shield at 2 points
May ride an warhorse at 13pts it may have barding 3pts
May choose a mix of items from the pirate magic item list or the common item list up to a total of a 50 pts

Pirate wizard 60pts

M WS bs S T W I A LD
Pirate wizard 4 3 3 4 4 2 4 1 7

Weapons: hand weapon

Magic: The wizard is level 1
May choose any of the 8 lores including the “water lore”

Options
May ride an warhorse at 13pts it may have barding 3pts
May choose a mix of items from the pirate magic item list or the common item list up to a total of a 50pts
Maybe upgraded to level 2 for 35 points

 

   pirate 8pts

       M      Ws         Bs                 T    W     I      A   LD 

pirate  4         4             3       3              3    1     4      1    7

 

Weapons: hand weapon, shield,

 

Unit size:10-40

 

Options:

May upgrade to a swashbuckler at 10 pts (the swashbuckler has +1 ws)

May upgrade to a musician at 5 pts

May upgrade to a standard bearer at 10 pts

.may swap shield for additional hand weapon at no cost

.may swap hand weapon for a spear or pike at no cost

.May wear light amour at 1 pt per model

 

special rules

thar be grog and ale!: to repersent the fact that pirates drink vast amounts of beer they must roll d6 every turn. if you have 1-3 the pirates are frenzied if you get 4 roll again and if you get 5-6 they are stupid but gain 1 toughness

 

wimps (Pirate gunners) 8 pts per model

               

                 M      Ws         Bs                 T    W     I      A   LD    

Pirate gunner 4        4      3       3     3    1     4        1    7

 

Weapons: hand weapon, handgun

 

Unit size: 5-20

 

Options:

May upgrade to a sharpshot at 10 pts (the sharpshot has +1 BS)

May upgrade to a musician at 5 pts

May upgrade to a standard bearer at 10 pts

.may swap handguns for a brace of pistols at 1 point per model

.May wear light amour at 1 pt per model

 

Young bloods 6 pts per model

 

                  M      Ws         Bs       S        T    W     I      A   LD    

young bloods 4       3            3       3         3     1     4     1    6

 

Weapons: 2 hand weapons

 

Unit size:10-40

 

Options:

May upgrade to a bully at 10 pts (the bully has +1 ws)

May upgrade to a musician at 5 pts

May upgrade to a standard bearer at 10 pts

.may swap additional hand weapon for a shield at no cost

.May wear light amour at 1 pt per model

 

Special rules:

Charge!: the young bloods are allways eager to impress the old pirates because of this they always charge the first enemy they see. If the enemy cause fear, etc then the youngbloods ignore panic, fear etc test

 

Pirate lancers 12 pts per model

 

                M      Ws         Bs       S             T    W     I      A   LD    

pirate  4         4             3       3              3    1     4      1    7

warhorse 8          3             0       3                 3   1    3     1    5

 

Weapons: hand weapon, shield, light amour, spear

 

Unit size:5+

 

Options:

May upgrade to a rusher at 10 pts (the rusher has +1 ws)

May upgrade to a musician at 5 pts

May upgrade to a standard bearer at 10 pts

.may swap shield and spear for a crossbow or bow at 3pts or a brace of pistols at 5pts

 

special rules: fast calvary

 

Special:

Swashbucklers 12 pts per model

M Ws Bs S T W I A LD

swashbuckler 4 5 4 4 4 1 4 2 8

Weapons: hand weapon, great weapon, crossbows, light armour

Unit size:10-40

Options:
May upgrade to a black beard at 10 pts (the black beard has +1 t)
May upgrade to a musician at 5 pts
May upgrade to a standard bearer at 10 pts
.may take a additional hand weapon at no cost displacing the great weapon
.may swap crossbow for a brace of pistols or a hand gun for no extra points
.May wear heavy armour at 4pts per model or full plate armour 8pts per model

Special rules
Immune to fear and panic : the swashbucklers have fought many a great sea creature and lived. To the huge kraken to even a sea giant!

Stubborn: swashbucklers are (usually) the pirate lord’s guards. They would rather die then let the pirate lord die. also when the pirate lord joins the unit he becomes stubborn and immune to fear and panic

Carronade 70pts

M Ws Bs S T W I A LD
carronade - - - - 7 4 - - -

Weapons: hand weapon,

Unit size: 1 carronade and 3 crew

Crew: the crew is 3 normal pirates. They have a hand weapon each.
Special rules:
A cannon with a range of 36 and a strength of 7

Deck gunners 40pts

M Ws Bs S T W I A LD
Deck gunner 4 3 3 3 1 4 1 7

Unit size: 3-10

Equipment: hand weapon and swivel gun (hand gun with 36 range and strength 6)

Special rules:
Unit strength 2; 6+ armour save; Calvary base

rogue knights 23 pts per model

M Ws Bs S T W I A LD
pirate 4 5 3 4 4 1 4 1 8
warhorse 8 3 0 3 3 1 3 1 5

Weapons: hand weapon, shield, heavy armour, lance

Unit size:5+
mounts: barded warhorse

Options:
May upgrade to a rusher at 10 pts (the rusher has +1 ws)
May upgrade to a musician at 5 pts
May upgrade to a standard bearer at 10 pts
.May waer full plate armour at 4pts per model

Rare

Chained leviathan: 300 pts
M Ws Bs S T W I A LD
Chained leviathan 6 4 0 6 5 5 3 5 7

Unit size: 1

Special rules:
Slimy skin (-1 from close combat hit), terror, scaly (3+)

The booty (pirate armoury)

Magic weapons


The rusty harpoon 40pts
This old harpoon is covered in rust yet is still strong and many years of use
Javelin, when thrown it counts as a bolt from a bolt thrower one throw

Black beard’s pistol 40pts
These are all that’s left of infamous black beard… or so they thought
Adds 1 bs to user and has a range of 36 it also rerolls failed hit rolls once per turn

Crooked Garry’s hook 35pts
This old, heavy pirate hook has been the dream of many a pirate
The user gains +2 strength, strikes last


Old Harry’s cutlass 30pts
This old sword was the bane of many a foe
Hand weapon, user gains killing blow ability and +1 strength

Edwards hammer 40pts
This weapon is said to contain Edwards’s Great Spirit
Adds 2 to strength of user


Magic armour

The kraken’s shell 30pts
No weapon can pierce this armour since it was crafted from the skin of a kraken
Light armour, gives 1+ armour save which cannot be improved anyway

The seas armour 25pts
This armour has felt the salty air and water of the sea
Light armour, give 4+ armour save

Bill’s buckler 20pts
This shield has been handed down pirates families
This shield ads 5+ armour save and a 6+ ward save

Enchanted items

Old bill’s booty 30pts
This treasure chest is usually dragged around to “assure” the pirates of being paid
Any friendly model 6 near the model with this adds 1 to their leader ship

Mad jacks I spy glass 5pts
This old battered spying glass still works. Barely
The user can pick out characters from enemy units when targeting with a ranged weapon

Battered Phil’s map 5pts
This old map is the basis of many an explorer sailing the old world
Adds 1 to the dice when determining who chooses the table edge upon which to deploy

Talismans

Phil the “invincible” parrot 40pts
How this old parrot has survived so long only god knows
Gives bearer (or foot perch to the parrot) 4+ ward save

Bill’s hat 35pts
This large feather hat is said to protect the wearer from harmful magicks
2 magic resistance to the bearer and the unit he joins

Lucky Cabin boy Jim’s hat 20pts
This was once worn by the lucky cabin boy.
Bearer may reroll failed armour saves or wound rolls

Arcane items

The sirens call 40pts
bound level 5 spell
This horn is said to contain a sirens call.
Any enemies within 16 of the caster suffer -3 to leader ship for 1 turn

Gnarled water staff 40pts
This old piece of wood is riddled with magic power
Adds 1 to any magic casting roll. 2 when casting water magic

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