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Freebooter Mobz and Human Pirate Squads


Flash Gitz Mob............................15 points per model

The army may include on Flash Gitz mob for each Freebooterz Mob it contains (Freebooterz Mobz refers to all Ork Mobz that aren't Flash Gitz).

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

Mob: The mob consists of 3-15 Flash Gitz.

Weapons: Bolt pistol, axe and frag stikkbombz.

Armour: Flak armour (6+ save).

Wargear: Any Flash Git may replace his bolt pistol for a bolter at a cost of 1 point.

The Flash Gitz may be given additional equipment chosen from the Assault Weapons, Special Weapons, Transport, Heavy Weapons and Stikkbombz sections of the Wargear.

Any Flash Git may be given 'eavy armour for an additional cost of +7 points.

Freebooter Pirates......................12 points per model

These are Orks that have abandoned their tribe and joined a roving band of Ork Freebooter Pirates. Ork Freebooterz fight for loot and the sheer thrill of battle.

M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 7

Mob: The mob consists of 5-20 Freebooter Pirates.

Weapons: Bolt pistol, axe and frag stikkbombz.

Armour: Flak armour (6+ save).

Wargear: Any Pirate may replace his bolt pistol with a bolter at a cost of 1 point.

Any model may be given additional equipment chosen from the Assault Weapons and Stikkbombz sections of the Wargear.

In addition, up to one model may be given a weapon chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.

0-1 Freebooter Raider Mob..................................14 points

Freebooter Raider Mobs scout ahead of the Freebooter army, raiding enemy bases and ambushing enemy convoys.

M WS BS S T W I A Ld
4 4 4 3 4 1 3 1 7

Mob: The mob consists of 5-20 Freebooter Raiders.

Weapons: Bolt pistol, axe and frag stikkbombz.

Armour: Flak armour (6+ save).

Wargear: Any Raider may replace his bolt pistol with a bolter at a cost of 1 point.

Any model may replace his axe with a power axe at a cost of 6 points.

Any model may be given additional equipment chosen from the Assault Weapons and Stikkbombz sections of the Wargear list.

Up to one model in each 5 may have additional equipment chosen from the Special Weapons or Heavy Weapons sections of the Wargear list.

Special: The Freebooter Raider mob may deploy using the Infiltration rule - see page 11 of the Warhammer 40,000 rulebook. Any character assigned to the Freebooter Raider mob may also infiltrate with them.

Dispersed Formation: Freebooter Raiders may use Dispersed Formation.

Freebooterz Lootaz..................................12 points per model

After a battle the Freebooter Lootaz descend upon the battlefield to scavenge weapons, equipment, and anything else they can lay their hands on.

M WS BS S T W I A Ld
4 3 3 3   1 2 1 7

Mob: The mob consists of 3-10 Freebooter Lootaz.

Weapons: Bolt pistol, axe and frag stikkbombz.

Armour: Flak armour (6+ save).

Wargear: Any Loota may replace his bolt pistol with abolter at a cost of 1 point.

Any model may be given additional equipment chosen from the Assault Weapons and Stikkbombz sections of the Wargear list.

In addition, any model may be given a kustom kombi-weapon at a cost of 15 points, or a weapon chosen from the Heavy Weapons section of the Wargear list.

Freebooter 'ard Gitz.............................................13 points

The 'ard Gitz are the Freebooterz that love to fight close-in, going hand-to-hand with their opponents.

M WS BS S T W I A Ld
4 4 3 4 4 1 2 1 7

Squad: The squad consists of 5-20 Boyz.

Weapons: Bolt pistol, axe and frag stikkbombz.

Armour: Flak armour (6+)

Wargear: Any model may be given additional equipment chosen from the Assault Weapons, and Stikkbombz section of the Wargear list.

one Boy in the squad may take a weapon chosen from the Special Weapons section of the Wargear list.

Special: An 'Ard Gitz mob may include up to two Flash Gitz instead of the normal limit of one.

Speed Freaks Mob............................95 points + Wartrukk

The Kult of Speed is a constant social problem for the Orks.   Nobody minds a few reckless races around the stronghold, but sometimes it gets out of hand, especially if the Warboss's fleet of new red wagons get smashed up by crazed hoodlums in ramshackle Mekboy Hot-Rodz.  The Warboss is sometimes left with no option but to banish the offenders together with their vehicles.  From that moment on they become a roving band of troublemakers looking for adventure, willing to fight for anybody.   All they want is some red paint for their buggies and enough teef to buy a few spare bits and a can of high octane squig gas to keep the engines runnin'.  They are usually a good choice of mercenaries from a prospective employer's point of view, since there is a fair chance that they will hurtle into the enemy and pursue them into the distant horizon never to be seen again and not stopping to collect their share of the booty.

Troop Type M WS BS S T W I A Ld
Kaptin 4 5 5 4 5 2 4 2 8
Boyz 4 3 3 3 4 1 2 1 7

Mob: The Mob consists of a Kaptin and five Boyz, one of whom is the Driver and one of whom is the Gunner.

Weapons:

Kaptin: Bolt pistol.
Boyz: Bolt pistol, axe, and frag stikkbombz.

Armour: Flak Armour (6+ save).

Wargear: The Kaptin may be given up to two wargear cards.

The Kaptin may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons, and Stikkbombz sections of the Wargear List.

The Boyz may be given additional equipment chosen from the Assault Weapons, Special Weapons, and Stikkbombz sections of the Wargear List.

Support: The Mob is mounted in a Wartrukk with a heavy bolter at 40 points or twin linked heavy bolters at 50 points.

Note: The Wartrukk can be found in White Dwarf 221.

Khorne's Stormboyz Korps

Kaptin...........50 points
Boyz..............23 points per model

Most Stormboyz eventually grow out of their obsession with marching about, dressing in uniforms, and other militaristic behaviour.  However, a few individuals find it hard to give up the old ways, watching their mates drift away or die, while the new Stormboy recruits often come to regard them as cranky old-timers.  Some become Stormboy Kaptins and continue to lead Stormboy Mobz in combat, but others are drawn into one of the Freebooter Bands which worship the Blood God Khorn.  Worship of the Chaos Powers is not tolerated amongst sane and sensible Orks, but the cult is rampant amongst Freebooter Stormboyz.  The Blood God epitomizes the martial virtues which they hold dear, including a harsh disciplinary code, binding rules governing their conduct as honourable warriors, and, of course, a life of almost continual blood-letting.   Stormboyz of Khorne are good hand to hand fighters and easily find employment.   Their strange sense of honour permits them to fight with equal vigour on behalf of Human Chaos Champions and other Chaos Forces, as well as for Ork warlords.  Khorne's Stormboyz who survive long enough may be rewarded with gifts or attributes of which they are very proud.  Once committed to the Blood God the Orks know they can never return to normal Ork society.  They are destined to fall on some far flung field, their blood and bleaching bones a sacrifice to Khorne.  You only have to look at the face of any idol of Khorne to see how that Power thrives on the worship and sacrifice of Orks such as these.

Troop Type M WS BS S T W I A Ld
Kaptin 4 5 4 4 5 2 4 2 8
Stormboy 4 4 3 4 4 1 2 1 7

Mob: The Korps consists of a Kaptin and 4 - 19 Khorne's Stormboyz.

Weapons:

Kaptin: Bolt pistol and Chainaxe.
Boyz: Bolt pistol and Chainaxe.

Armour: Flak Armour (5+ save with Mark of Khorne).

Wargear: The Kaptin may be given up to two wargear cards or Chaos Rewards of Khorne.

The Kaptin may be given additional equipment chosen from the Armour, Assault Weapons, and Stikkbombz sections of the Wargear List.  Note that if the Kaptin is given armour then he may add the +1 bonus for the Mark of Khorne.  This does not apply to Mega-armour.

The Boyz may be given additional equipment chosen from the Assault Weapons, and Stikkbombz sections of the Wargear List.

The entire Korps may be equipped with Stormboy Jump packs at a cost of +5 points per model.

Mark of Chaos: Khorne's Stormboyz have the Mark of Khorne.

Special: Frenzied: Khorne's Stormboyz are subject to the rules for frenzy.

Gretchin Mobz...........................5 points per model

Gretchin are the smaller cousins of Orks, and fight alongside them in battles.

M WS BS S T W I A Ld
4 2 3 3 3 1 2 1 5

Mob: The mob consists of 10-40 Gretchin.

Weapons: Autogun, knife.

Armour: Flak armour (6+ save).

Wargear: Any Gretchin may replace his autogun with one of the following weapons at no additional point cost: autopistol, or Gretchin blunderbuss.

Snotling...................................5 points per base

Each Snotling herd must be led by a Runtherd bought separately from the Characters section of the army list. Snotlings are the smallest and the least aggressive of the green-skinned races.

M WS BS S T W I A Ld
4 2 2 1 1 3 3 3 4

Herd: The herd consists of 2-10 Snotling bases.

Weapons: Hand weapons.

Armour: Snotlings do not wear armour.

0-1 Ogryn Mob.....................................................44 points

Ogryns are huge creatures almost twice the height of a man. Ogryns will serve as mercenaries for anyone willing to pay them, but as they find Orks very amusing company they are generally delighted at the prospect of campaigning with them.

M WS BS S T W I A Ld
6 4 3 5 5 3 4 2 8

Mob: The mob consists of 1-10 Ogryns.

Weapons: Axe or club.

Armour: Primitive armour (6+ save).

Wargear: Any model may be given an exra axe or club at a cost of 1 point.

Any model may be given a ripper gun at a cost of 3 points.

Any model may be given mesh armour at a cost of 3 points.

Human Pirate Squads............................8 points per model

Human Pirates are the scum and outcasts of the worlds. They are the most viscious and depraved of society.

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

Squad: A squad consists of between 5 and 20 Pirates.

Weapons: None.

Armour: Flak armour (6+ save).

Wargear: Human Pirate Squads may be given equipment chosen from the Armour, Assault Weapons, Basic Weapons and Grenades sections of the Wargear list.

One out of every three may have a special weapon chosen from the Special Weapons section of the Wargear list.

Human Pirate Heavy Weapons Teams......................20 points

You may include one Heavy Weapons Team for each Human Pirate squad your army contains. Weapons Teams can operate independently, or they can be assigned to a squad.

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

Crew: The Heavy Weapons Team comprises two Human Pirates.

Weapons: Lasguns.

Wargear: The team may be equipped with one of the following weapons at the points cost indicated. All heavy weapons are equipped with a targeter.

Autocannon...............................................................25

Heavy bolter..............................................................15

Lascannon..................................................................45

Missile Launcher with Frag and Krak missiles.......45

Mortar (is not equipped with a targeter).................25

0-1 Ogryn Mob.....................................................44 points

Ogryns are huge creatures almost twice the height of a man. Ogryns will serve as mercenaries for anyone willing to pay them.

M WS BS S T W I A Ld
6 4 3 5 5 3 4 2 8

Mob: The mob consists of 1-10 Ogryns.

Weapons: Axe or club.

Armour: Primitive armour (6+ save).

Wargear: Any model may be given an exra axe or club at a cost of 1 point.

Any model may be given a ripper gun at a cost of 3 points.

Any model may be given mesh armour at a cost of 3 points.

Slaves...........................................4 points per model

Slaves can be included in any Pirate army.

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 5

Equipment: Each slave is armed with a knife, club, or axe.

Special: Slaves must be accompanied by an Ork Slaver or a Human Psyker at all times, and they will take all Ld tests on the character's Ld.

(c) Thomas Setzer 1997


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