Freebooter and Human Pirate Characters


0-1 Ork Kommodor........................................65 points

The Ork Kommodor is an exceptionally cunning and ferocious fighter. He has fought and canived his way to power, and he is also respected for his ability to plan raids. He is literally the biggest, meanest and smartest Ork in the fleet.

Troop Type M WS BS S T W I A Ld
Kommodor 4 6 6 4 5 3 5 3 9

Weapons: Bolt pistol.

Armour: Flak armour (6+ save).

Wargear: The Kommodor may have up to four Wargear cards. The Kommodor may be given additional equipment from the Armour, Assault Weapons, Special Weapons, Transport and Stikkbombz sections of the Ork Wargear List.

Stategy: The Kommodor has a Strategy Rating of 4. The Waagh! is not in effect for who gets the first turn, as pirates are a mixed lot.

Special: If the Kommodor is the leader of your fleet, the special rules for army commanders apply.

The Kommodor may be accompanied by up to four Gretchin assistants. You must pay for these - see Gretchin Assistants.

Freebooter Kaptin........................................35 points

The pirate army may include as many Freebooter Kaptins as you wish. Freebooter Kaptins are extremely tough and aggressive Orks with fiery tempers. the Kaptin's murderous outbursts serve only to impress the Boyz under his command, and remind them what a fine leader he is.

Troop Type M WS BS S T W I A Ld
Kaptin 4 5 5 4 5 2 4 2 8

Weapons: Bolt pistol.

Armour: Flak armour (6+ save).

Wargear: The Freebooter Kaptin may have up to three Wargear cards. The Freebooter Kaptin may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Stikkbombz sections of the Wargear list.

Special: The Kaptin may be accompanied by up to four Gretchin assistants. You must pay for these - see Gretchin Assistants.

Freebooter Flash Gitz (Nobz)............................13 points

Any Freebooterz Mob may include one Flash Git to lead it. The Flash Git is treated as being part of the mob and may not leave it during the battle.

Troop Type M WS BS S T W I A Ld
Flash Git 4 4 4 3 4 1 3 1 8

Weapons: Bolt pistol.

Armour: Flak armour (6+ save).

Wargear: The Flash Git may be given up to one Wargear card. The Flash Gitz may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, Transport and Stikkbombz sections of the Ork Wargear list.

0-1 Ogryn Pirate Leaders

Champion............................55 points
Hero......................................89 points
Mighty Hero........................110 points

If the pirate army includes an Ogryn mob, then it may be lead by an Orgyrn leader. Most Ogryns are not all that bright, but there are some who are quite intellegent and possess great natural cunning. These more intellegent Ogryns naturally rise to the top, and are often found leading bands of Ogryn mercenaries.

Troop Types M WS BS S T W I A Ld
Champion 6 5 4 5 5 3 5 2 9
Hero 6 6 5 6 6 4 6 3 9
Mighty Hero 6 7 6 6 6 5 7 4 10

Weapons: Axe or club.

Armour: Primitive armour (6+ save).

Wargear: Ogryn Champions may be given up to one Wargear card. Ogryn Heroes may be given up to two Wargear cards. Ogryn Mighty Heroes may be given up to two Wargear cards.

The Ogryn Pirate Leader may be given an extra axe or club at a cost of 1 point.

The Ogryn Pirate Leader may have a Ripper Gun at a cost of 3 points.

The Ogryn Pirate Leader may be given mesh armour at a cost of 3 points.

Mekboyz..............................................................................18 points

A Pirate army may include up to one Mekboy for every squad it contains. Mekboyz are talented engineers, capable of making highly effective weapons, armour, and vehicles from the most unlikely looking assortment of parts, and Mekboyz are able to maintain and modify Imperial equipment also.

M WS BS S T W I A Ld
4 4 4 4 4 1 4 2 8

Weapons: bolt pistol

Armour: Flak armour (6+ save).

Wargear: The Mekboy may have up to three Wargear cards.

The Mekboy may be given additional equipment from the Armour, Assault Weapons, Basic Weapons, Special Weapons, Transport, Heavy Weapons, and Stikkbombz sections of the Wargear list.

Painboyz..............................................................................23 points

A Pirate army may include up to one painboy for every squad it contains.

M WS BS S T W I A Ld
4 4 4 4 4 1 4 2 8

Weapons: bolt pistol

Armour: Flak armour (6+ save).

Wargear:The painboy has a medi-pack. The painboy may have up to two Wargear card.

The painboy may be given additional equipment from the Armour, Assault Weapons, Basic Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

Slaver (Runtherd)..............................................................................18 points

A Pirate army may include up to one Slaver for every squad it contains. Slaverz raise, train, and look after the hordes of Gretchin and Snotlings that accompany an Ork army into battle.

M WS BS S T W I A Ld
4 4 4 4 4 1 4 2 8

Weapons: bolt pistol

Armour: Flak armour (6+ save).

Wargear: The Slaver may have up to two Wargear card.

The Slaver may be given additional equipment from the Armour, Assault Weapons, Basic Weapons, Special Weapons, Transport, and Stikkbombz sections of the Wargear list.

0-3 Weirdboyz............................................................................85 points

Each Weirdboy is accompanied by two Minderz. Weirdboyz are the most psychic of all Orks. They absorb the psychic energy of the Orks around them and release it in powerful psychic attacks.

Troop Type M WS BS S T W I A Ld
Weirdboy 4 4 4 4 4 1 4 2 7
Minderz 4 4 3 4 4 1 3 1 8

Weapons: The Minderz are armed with a bolt pistol and axe.

Armour: Flak armour (6+ save).

Wargear: The Weirdboy may have up to Two Wargear card.

Either or both Minderz may replace thier bolt pistol for a bolter at a cost of 1 point per model.

Special: A Weirdboy is a psyker with a mastery level of 2.

0-1 Weirdboy Warphead............................................................................194 points

A Blood Axe army may include up to one Weirdboy Warphead. Each Warphead is accompanied by four Minderz. Warpheadz are Weirdboyz who have survived enough battles for their minds to become totally saturated with Orky power.

Troop Type M WS BS S T W I A Ld
Warphead 4 5 3 4 5 3 6 3 8
Minderz 4 4 3 4 4 1 3 1 8

Weapons: The Minderz are armed with either a bolt pistol and axe, or a bolter.

Armour: Flak armour (6+ save).

Wargear: The Warphead may have up to three Wargear cards.

Either or both Minderz may replace thier bolt pistol for a bolter at a cost of 1 point per model.

Special: A Warphead is a psyker with a mastery level of 4.

Gretchin Assistants

Gretchin..............................3 points
Champion...........................5 points

Some Ork Pirate characters are accompanied by a small retinue of Gretchin assistants who make sure that their master's every command is carried out - though sometimes the speed and effeciaancy with which they carry out their orders leaves a bit to be desired.

Up to one assistant per character may be a Champion.

Troop Type M WS BS S T W I A Ld
Gretchin 4 2 3 3 3 1 2 1 5
Champion 4 3 4 3 3 1 3 1 6

Weapons: Hand weapon.

Armour: None.

Wargear: A Gretchin assistant may be given a Gretchin blunderbuss, autopistol, or autogun at a cost of 1 points.

A Gretchin assistant may be given flak armour at a cost of 1 point.

Special: The character and his assistants form a small unit, and must obey the Squad Coherency rules on page 16 of the Warhammer 40,000 rulebook.

Human Pirate Captain..............................61 points

You may include a Human Pirate Captain as the leader of an individual pirate ship.

Troop Type M WS BS S T W I A Ld
Captain 4 6 6 4 4 3 6 3 9

Weapons: Bolt pistol and sword.

Armour: Carapace armour (4+ save).

Wargear: The Captain may be given up to four Wargear cards. The Captain may be given weapons from the Assault Weapons, Special Weapons and Grenades sections of the Pirate Wargear list.

Stategy: The Captain has a Strategy Rating of 4.

Special: If the Captain is the leader of your fleet, the special rules for army commanders apply.

Human Pirate Lieutenant................................36 points

These are the watch standing Lieutenants of any human pirate crew.

Troop Type M WS BS S T W I A Ld
Lieutenant 4 5 5 4 4 2 5 2 8

Weapons: Bolt pistol and sword.

Armour: Carapace armour (4+ save).

Wargear: The Lieutenant may be given up to three Wargear cards. The Lieutenant may be given weapons from the Assault Weapons, Special Weapons and Grenades sections of the Pirate Wargear list.

Human Pirate Champions........................................21 points

These are your warrant officers, petty officers and bold fighters that are amongst any human pirate crew. They must be included as part of a Human Pirate squad and may never leave their squad.

Troop Type M WS BS S T W I A Ld
Champions 4 4 4 3 3 1 4 1 8

Weapons: Bolt pistol and sword.

Armour: Carapace armour (4+ save).

Wargear: The Champion may be given up to two Wargear cards. The Champion may be given weapons from the Assault Weapons, Special Weapons and Grenades sections of the Pirate Wargear list.

Human Medics........................................31 points

The Pirate army may include one Medic for every 500 points.

Troop Type M WS BS S T W I A Ld
Medics 4 4 4 3 3 1 4 1 8

Weapons: Bolt pistol and sword.

Armour: Carapace armour (4+ save).

Wargear: The Medic carries a medi-pack.

The Medics may be given up to two Wargear cards. The Champion may be given weapons from the Assault Weapons, Special Weapons and Grenades sections of the Pirate Wargear list.

Human Techs........................................31 points

The Pirate army may include as many Techs as you wish.

Troop Type M WS BS S T W I A Ld
Techs 4 4 4 3 3 1 4 1 8

Weapons: Bolt pistol and sword.

Armour: Carapace armour (4+ save).

Wargear: The Tech may be given up to two Wargear cards. The Champion may be given weapons from the Assault Weapons, Special Weapons and Grenades sections of the Pirate Wargear list.

Special: The Tech may attempt to repair a single damaged hit location on a vehicle or a destroyed support weapon, if he can reach it during his next movement phase. He can do nothing else during the turn - he cannot shoot or fight hand-to-hand combat while he is attempting a repair. At the end of the turn roll a D6.

D6 Result
5-6 Repair. The Tech succeeds in putting good
all damage sustained in the previous turn.
3-4 Possible Repair. The damage is exstensive but the
situation is not hopeless. The damage is not
repaired this turn, but you may carry on working
for a further turn if you wish. At the end of this
further turn the damage will be repaired on a roll
of 4+, while a score of 3 or less indicates that the
damage is beyond repair. A Tech may do
nothing else while attempting a repair.
1-2 Hopeless. The Tech can do nothing but
speak a litany for the machine's departing spirit.

Human Psyker

Psyker............................32 points
Champion......................69 points
Hero...............................110 points
Mighty Hero.................157 points

These are psykers that have managed to avoid detection by the Adeptus Telepathica and have managed to get training from the underground network of psykers, or they are psykers that have become disenchanted with the Imperium and have taken up the lifestyle of a rogue and freebooter.

Troop Type M WS BS S T W I A Ld
Psyker 4 3 3 3 4 1 4 1 7
Champion 4 4 4 4 4 2 4 1 7
Hero 4 5 5 4 4 3 5 2 7
Mighty Hero 4 6 6 4 4 4 6 3 8

Weapons: Sword.

Armour: None.

Wargear: A Psyker may be given the following number of Wargear card: Psyker - up to one Wargear cards; Champion - up to two Wargear cards; Hero - up to two Wargear cards; Mighty Hero - up to three Wargear cards.

A Psyker may be given additional equipment from the Assault Weapons, Special Weapons, Grenades, and Armour sections of the Wargear list.

Special: Psykers have Adeptus powers appropriate for their level. (Adeptus powers are the basic powers available to most psykers.) Psykers have 1 Adeptus pyschic power per level. A Psyker has a psychic level of 1, a Champion 2, a Hero 3, and a Mighty Hero 4.

(c) Thomas Setzer 1997


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