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Thread: Rift Pirates

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    I was working over ideas for modeling Gue'Vesa for my Tau army and I came up with so many conversion ideas that I began to create whole new units. As I was doing this a commercial for Pirates of the Caribean came on the television and lo... a new codex for Warhammer 40K was born.

    This may have been done before. I don't know nor do I really care. Please leave suggestions for improvements.

    ***
    Throughout the history of Humanity there have been those with money and possessions, those without and those who rob everybody. Thievery is nothing new to Humanity and in the Chaotic and wide open Universe that is; Piracy is a constant threat to outlying colonies of the Imperium as much as every other race.

    Rift Pirates are compromised mostly of humans. Some are military deserters, others are colonists captured in raids and forced into service far away from home; still others are mercenaries of various races, accompanying Pirates on their daring raids for a share in the ample reward. Whatever their history or their reasons for becoming a Pirate, these swashbucklers of the 41st Millennium have made their life one of great danger and greater reward. For most it is a life of constant threat(spiced up with debauchery in the off-hours) followed by a sudden, violent death.

    Pirates are not wholly selective in their targets. Raiding parties will strike anywhere and anytime, even in the face of a professional military. After all, the best prizes in the universe are rarely unguarded.

    Pirate success against such elites of the Imperium as the Space Marines has led to the belief that they are in fact, sponsored by the forces of Chaos. It seems clear that they are far too well equipped to not be backed by some foe of the Imperium. However, while the occasional squad of Iron Warriors or the like are reported spotted within Pirate ranks, no other Taint of Chaos has been found upon them, save perhaps in the form of their “Jacks�. In addition, Pirates are not unscrupulous in raiding enemies of the Imperium as much as not. It is undeniable that Pirates are indeed a true force of chaos in the universe.

    Rules for Xeno-Mercs.

    -A pirate force may contain as many as four units from just about any race at any given time called Xeno-Mercenaries.

    -The only vehicles available to Xeno-Mercs are transports and bikes.

    -Only 2 race types may accompany a Pirate army in addition to normal Pirate units. So a Pirate army may consist of: Pirates, Chaos and Kroot, or: Pirates, Orks and Tau, etc.

    -The only Xeno-Merc unit-types available are Troops and Fast Attack*

    -Tau mercenaries are considered to be of the Farsight Enclave.

    -Every Pirate Army must contain at least 2 non-Xeno-Merc core units (other than HQ).

    A Pirate Lord may choose units from the following races as Mercenaries:

    -Dark Eldar -Ork -Kroot -Tau -Chaos

    *(The Kroot have in general made their living as mercenaries and their forces are perfectly suited to it, they may therefore take any unit-type.)

    Rules for using Pirate armies:

    -Swashbucklers Every Pirate Force must have a Headquarters unit for every 400 points. They are a rag-tag bunch that can only be fielded effectively with additional Headquarters units. There is no limit to the number of Headquarters slots on the force organization chart, but for every HQ unit taken 400 additional points must be spent on other non-HQ units.

    -Raiders At the start of the Pirate’s 2nd turn and their every turn thereafter, 2d6 dice shall be rolled. On a roll of snake eyes (2) a warship arrives that forces the Pirates to depart. Tally victory points.

    -Looters If at the end of the battle any immobilized or destroyed vehicles closer to Pirates than friendly units count as Looted and worth 150% victory points (round down)

    -Do or die. Pirates fight far and away from any home they might have once had. Whether or not they get to return to ship is determined by their performance in the raid. Should their leaders decide they fought any less than their abilities enable them they are left behind to answer to local authorities for their actions- or worse. Pirates will always regroup if they do not flee off the board even if below half strength.


    Units

    Headquarters:


    Pirate Lord:
    Points WS BS S T W I A LD SV
    90 5 5 4 3 4 5 4 10 3+

    Equipment:
    Cutlass, Bolter, Bangers, Boomers and Inferno Grenades.

    Options:
    A Pirate Lord may take any weapon or upgrade in the Pirate Hold at their standard points costs.

    Special Rules:

    Independent Character:
    Unless accompanied by a retinue of Enforcers the Pirate Lord counts as an Independent Character on the battlefield and follows the standard rules as such.

    Retinue: It is not uncommon for a Pirate Lord to be accompanied by his fiercest warriors- the Enforcers. He may be accompanied by a retinue of 4-6 Enforcers. One Enforcer may be upgraded to a Pirate Bashar at +35 points (this upgraded Bashar does not count towards the total of Bashars for any purpose; in practice he is simply a tougher Enforcer in the Lord’s Retinue with access to more wargear)

    Absolute Fear: Any unit joined by a Pirate Lord (including his retinue) become Fearless. For them, there is nothing more terrifying than their own Lord. Xeno-Mercs and Scalliwags are exempt from this rule.

    Transport:
    If in a Retinue the unit may take a Lugger transport.

    Pirate Lords are the supreme commanders aboard a Pirate vessel. They are the captain and the king. A Pirate Lord may ascend to his position from the lowliest rank of Scalliwag due to their courage, strength and cunning. A Pirate Lord is a match for any man or creature on the battlefield as both a fighter and general.

    Only one Pirate Lord may be taken in an army.

    Bashar:
    Points WS BS S T W I A LD SV
    50 5 4 4 3 3 4 3 9 4+

    Equipment:
    Bolter and CCW, Bangers, Boomers and Inferno Grenades.

    Options:
    The Bashar may take any upgrades in the Pirate Hold to a maximum of 2 weapons.

    Special Rules:

    Independent Character:
    Unless accompanied by a retinue of Enforcers the Pirate Bashar counts as a normal Independent Character.

    Retinue:
    A Pirate Bashar may be accompanied by a band of 4-6 Enforcers.

    Transport:
    The Retinue may be mounted in a Lugger.

    Those Enforcers who have proven themselves to be smart as well as strong quickly find themselves to be a lieutenant of their Lord. Bashars wield the same authority as the Lord upon the battlefield and often act in his stead when the Lord is not disposed to lead a raid. Bashars must be careful not to seem too ambitious in front of their Lord and must watch their backs if they are to survive long among their competitive and paranoid fellows.

    Only 2 Bashars may be taken per army.

    Enforcer(s)
    Points WS BS S T W I A LD SV
    15 4 4 3 3 2 3 2 8 5+

    Team: When not accompanying a Bashar or Lord or leading another unit, Enforcers are fielded in squads of 5-8 as a HQ choice.

    Equipment:
    Enforcers arm themselves with Bolters and CCWs in the norm.

    Options:
    Enforcers may take up to 20 points of wargear (each) from the Pirate Hold at standard points costs to a maximum of two weapons. Enforcers may take Bangers at +1 points a model and Inferno Grenades at +3 points a model and Boomers at +3 points a model.

    Transport:
    A unit of Enforcers may be mounted in a Lugger.

    Those Swabbies, Gobs, Hearties and others who have proven themselves to be adept fighters and leaders soon find themselves given the rank of Enforcer within their Pirate company. Bashars are the voice of their Pirate Lord and Enforcers are the boots. They fill the role of veteran sergeants within the rag-tag pirate forces and it is due only to they and the fear of their Lord that keeps a Pirate crew functioning smoothly.

    An Enforcer squad may only be fielded in addition to one or more Bashars and a Pirate Lord.


    Elites:

    Gobs:

    Points WS BS S T W I A LD SV
    8 4 3 3 3 1 4 1 6 6+

    Team: A Gob team consists of 5-10 models.

    Equipment:
    Generally Gobs find themselves armed with a laspistol and a close combat weapon.

    Options:
    Any Gob may upgrade their Laspistol to a Bolt Pistol from the Pirate Hold and armor themselves with any of the armor upgrades in the Pirate Hold. May take Bangers at +1 and Boomers at +3 points a model and Inferno Grenades at +3 points a model.

    Character:
    It is very common for a group of Gobs to be led on a raid by an Enforcer. One model in the unit may be upgraded to an Enforcer at +7 points.

    Transport:
    The team may be mounted in a Lugger at +40 points.

    Swabbies:
    Points WS BS S T W I A LD SV
    8 3 4 3 3 1 4 1 6 6+

    Team: A Swabbie team consists of 5-10 models.

    Equipment:
    Generally Swabbies find themselves armed with a lasgun and a close combat weapon.

    Options:
    Any model may upgrade themselves with any Rifle and armor from the Pirate Hold at the standard cost. Up to 4 members of the squad may elect to take an RPG at normal points cost. May take Bangers at +1 and Boomers +3 points a model.

    Character:
    It is very common for a group of Swabbies to be led on a raid by an Enforcer. One model in the unit may be upgraded to an Enforcer at +7 points.

    Transport:
    The team may be mounted in a Lugger at +40 points.

    The only thing special about Gobs and Swabbies is that they are hardened fighters taken from the ranks of Hearties. These veterans are the crack shots and best hand to hand fighters of the Pirate crew. Some will go on to be Enforcers or Bashars. One might one day become the Pirate Lord themself. More likely they will die a violent death at the hands of those they mean to raid if not their own comrades.
    Fast Attack:

    Jacks:
    Points WS BS S T W I A LD SV
    15 3 2 3 5 2 5 2 4 6+

    Team: A team of Jacks consists of 4-8 models.

    Equipment:
    CCW and Bolt Pistol, jetpacks. Stimpacks.

    Options:
    May take either the 4+ or 5+ armor save upgrade at standard cost. Half the team may exchange their weapons for flamers at standard cost. May take Inferno Grenades at +3 points a model and Bangers at +1 points per model.

    Character:
    -none

    Special Rules:
    Deepstrike, Stimpacks, Fearless, Berserk

    Stimpacks: A stimpack is a mixture of various narcotics, hormones and psychedelic drugs that eventually lead to the user’s brains turning to mush. The short term bonus is a huge boost in fighting abilities. Upon entering CC, roll a d6. On a roll of 6 each member gets +2 A. On a roll of 5, +2 S. On a roll of 4 +1WS, on a roll of 3, +1 I. If on a roll of a 1 or 2, remove one model as a casualty and roll again. This is to represent the fractured state of their minds and bodies; at any time they can fully succumb to their years of self abuse.

    Fearless: Jacks are so jacked-up that they have no conception of anything except that they are allowed to rain death and chaos upon whatever has been pointed at.

    Berserk: The drugs taken by Jacks fill them with a berserker rage. At the end of the shooting phase if a team of Jacks is within charging distance of an enemy unit (not vehicles) they must charge.

    Jacks make up the bulk of the pirates who sign on willingly. They are the dregs of the Imperium and hopeless drug addicts. They flock to the free ports that Pirates frequent to in search of the means to purchase more drugs. To keep the rest of a Pirate crew safe, Jacks are usually kept in a state of hibernation or allowed a constant debilitating high. On the battlefield they are given large injections of Stimpacks. This fills them with a murderous bloodlust and dangerous levels of adrenaline. They are as feared by their fellow pirates as anything.

    Corvette:
    Points Armor: Front Side Rear BS
    65 10 10 10 3

    Type: Fast, Light vehicle Team: 1-3 Corvettes

    Weapons:
    Package: Infantry support: Hull-mounted Storm Bolter and a turret-mounted, Heavy Bolter. The Heavy Bolter may be switched for an Autogun at +10 extra points cost. The hull-mounted Storm Bolter may be switched with a Flamer at no extra points cost.
    Package: Anti-Tank: +30 points. Hull-mounted Multi-Melta, turret-mounted Lascannon.

    Options:
    A Corvette may take 2 vehicle upgrades from the Pirate Hold at their standard points cost.

    The Corvette is a fast moving, light vehicle used primarily to scout areas in advance of a raiding party. Many times they are fielded in a raid to provide the pirates with a little more mobility and firepower. It’s a lot of fun running people (and seeing people run) over.

    Troops:

    Hearties:

    Points WS BS S T W I A LD SV
    5 3 3 3 3 1 3 1 6 *

    Team: A team of Hearties consists of 8-14 models.

    Equipment: Lasguns, CCWs

    Options: Hearties may exchange their Lasguns for any rifle in the Hold or may exchange their Lasgun for a Laspistol at no extra points cost. Hearties can also acquire any of the armor upgrades from the Pirate Hold. Up to 2 members of the team may acquire a Flamer upgrade. Another 2 members may acquire an RPG or Flamer upgrade. The team may be equipped with Bangers and Boomers. All upgrades at standard points costs.

    Character: One Hearty per team may be upgraded to an Enforcer at +10 points.

    Transport:
    The team may be mounted in Lugger at +40 points if numbering 10 or less models.

    Hearties are the backbone of any Pirate army. They are made up of former Imperial Guard troopers and Scalliwags who have survived through multiple Raids.

    Scalliwags:
    Points WS BS S T W I A LD SV
    2 2 2 3 3 1 2 1 4 *

    Team: A mob of Scalliwags numbers between 10-20.

    Equipment: Close Combat Weapons (half)

    Options: Half the team is equipped with CCW(round down), the other half may be upgraded to carry a CCW at +1 points a model.

    Character:
    -none

    Special Rules:

    Recent Acquisitions: Scalliwags are exempt from the Do or Die rule and are not Fearless if joined by a Pirate Lord, they are not yet true Pirates. However after 2 battles in a Campaign they are upgraded to Hearties at no extra points cost and may then take Hearty upgrades as normal.

    Cowards: More often than not they’ll need to be “encouraged� in a raid by a nearby Enforcer or Bashar. At the start of the Pirate movement phase, if a Pirate Lord, Bashar or Enforcer is not within 24" of a team of Scalliwags roll a 1d6 dice. On a roll of 4+ the Scalliwags will follow orders normally. If not, they will move 6" towards the nearest table edge. If they move through another, non-vehicle unit both units count as in Close Combat for the remainder of that turn.

    Scalliwags are new to Piracy and are usually dropped into a battle zone from a hovering shuttle, sometimes weapons are thrown after them. They are equipped in a manner to discourage them from turning on their masters and to condition them to believe that there is no safe escape from their Lord and no choice but to accept their life as a Pirate. It is a funny thing that many Pirate Lords have ascended to their positions of power from this lowliest of roles.



    Lugger:
    Points Armor: Front Side Rear BS
    40 10 10 10 3

    Type: Tank, Fast

    Weapons:
    Storm Bolter which may be upgraded to a Heavy Bolter at +20 points.

    Options:
    May select two upgrades from the Pirate Garage.

    Transport:
    The Lugger has room for 10 passengers
    -No firing points.
    -Access points: No two Luggers are the same and thus few access points are in the same spot. Disembarking models must be within 2� of them wherever they are, usually on the sides and rear.

    In practice a Lugger is usually one of three things: A captured Rhino or Chimera extensively modified for their use or a personnel carrier fabricated by the pirates themselves. They are generally fairly reliable but nothing impressive as far as vehicle technology goes.

    Heavy Support:

    Rigger:

    Points Armor: Front Side Rear BS
    60 11(12) 10 10 3

    Type: Tank, Fast

    Weapons:
    A Rigger has 3 weapon hard points. The first is a free, pintle-mounted Storm Bolter. The second will be taken up by either a hull-mounted Heavy Bolter +10 points or Heavy Flamer +20. The third slot will always be a twin-linked system of either Autocannons +50 or Lascannons +70.

    Options:
    Riggers may take up to 3 upgrades from the Pirate Hold. Riggers take the extra armor upgrade automatically and may not take it again. (they still get 3 more upgrades)

    Most Pirates wouldn’t even bother taking a tank if it were not as fast as any of their other vehicles. The trade-off is the weakness. Pirate Lords must be careful in their use of these deadly but fragile vehicles.

    Pirate Hold

    Rifles:
    Pulse Rife +4, Bolter +3, Splinter Rifle +2,
    Pistols:
    Plasma Pistol +4, Bolt Pistol +2
    Close Combat Weapons:
    Powerfist +15, Cutlass +10(auto-wounds on a roll of a 6 to hit)
    Heavy Weapons:
    Flamer +5, RPG +15(S8 AP3 Range 48")
    Armor:
    Power Armor +10(3+ save), Carapace Armor +5(4+ save), Combat Armor +2(5+ save) Metal Harness +1(6+ save)
    Special:
    Jetpack +10(grants Fleet of Foot- ignore difficult terrain, sweeping advance and fall back 3d6, deepstrike), Cat O' 9 Tails +7 (re-roll all failed leadership and moral tests once a turn- Enforcer only- Counts as a CCW)
    Grenades:
    Bangers +1(Frag Grenades), Boomers +3(Ork Stick bombs) Inferno Grenades +3(Once per game a unit of 4 models or more may unleash their Inferno Grenades. All models in CC with the unit must role to make an armor save or suffer one wound (including the unit that used them)).
    Vehicle:
    Extra Armor +10(+1 Armor to the front of the vehicle only. If used on a Lugger any front access points become useless.), Enforcer +5(There's an Enforcer on board! Better shape up! Crew stunned switched to crew shaken)


    *(The Kroot have in general made their living as a Mercenary race and their forces are perfectly suited to it, they may therefore take any unit-type.)

    Notes:
    This is not a perfect creation by any means and I expect a lot of critisism so pile it on! I want to hear it! I doubt anybody will ever use this codex but if you do, I'd lke to hear about that too!

    -Steven


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  3. #2
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    maybe you shouldn't drink the bong water

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    Senior Member Kraktor's Avatar
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    i get my stuff off games worksop site does anyone know of a cheaper site?
    In the end there is only war.

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    i like the codex really interesting an all. but those models seem a little weak for the 40th century.

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    400th Century to be exact.
    I would use this for a specialist game,like say use some Necromunda rules ect.
    Im going to use a Witchunter Inquisitor for a Pirate lord if I decide to do it. . .

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    thats what i mean, is that it isn't very 40k-ish.

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    Yes... bong water is bad for you...

    but those models seem a little weak for the 40th century.
    In what manner are they weak and how would you buff them up to make them suitable for 40K? I actually figured them for over-stong so I'm a little confused.

    I would use this for a specialist game,like say use some Necromunda rules ect.
    That's more than I would expect anyone to do and just what I had hoped. Let me know what you decide; and I'd like to hear a battle report if you ever make something of it.

    -Steven

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    Bearded Ninja Arklite's Avatar
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    this looks alot like my blackstar mercs have a look

    and this is the 40th millenia not centry cenrty=100 millenia=1000


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    [16:19] <@Alzer> Arky's right though
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    Yes but these guys suit Pirates abit more.
    Afew Question Id like to ask you before I start compiling some Rules for this Pirate Necromunda thing I am starting (Feel free to help because you made it, I hog to much glory&#33
    1. What does a Cutlass do?
    2. What kind of Settings would you be happy with?
    3. I think we should put in some modifier Bionics, like to + S and T ect. Pirates would be able to get hold of these quite Easily ( or Hard depending what they attacked )
    4. I was thinking about making some kind of Doctrine like things, like say some Pirates would have succsesfully raided a Small SM ship ( Come on, a large one full of the Year 40Ks finest, I think not &#33 you would have better equipment but you would become Cocky and say mayby a Minus one to Initiative?
    5. Any idea of rules to make Space Ships? Like just small ones? I was thinking about this, seeing as they are Pirates anyway. . . I will use VDR, when i get chap approved. . .

  11. #10
    Formerly BrotherAzriel Horus Lupercal's Avatar
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    nice, its ok
    PROUD TO BE IN THE BRITISH ARMY.
    ~~ Surrender and serve me in life, or die and slave for me in death~~

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