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Title: Jack Sparrow & Will Turner WHFB rules!


fitzchevalric - April 26, 2007 01:33 PM (GMT)
Salvetes homines!

Some people may remember Jack Sparrow & Will Turner rules that resemble these from the old Invisionfree WR (duh... those were mine too :P ), but as that's quite a long time ago and not many people here still know that old forum, here are they again. Suggestions, comment, jihad-recruiment messages welcome.



Jack Sparrow & Will Turner


-Mercenaries. Jack & Will can be hired by any of the following armies: Empire, High Elves, Dwarves, DoW.

-Jack & Will must be taken together (you cannot take Jack separately, for example) and must remain within 1" of each other for the entire battle.
Jack & Will may never be the General of an army. they are allowed to join a unit, but do not give their LD to that unit. The unit also does not become Stubborn.

-A challenge may be issued against Will & Jack, but as long as Will is alive, he will and must accept it (even instead of Jack). If Will is dead, however, Jack may accept or not as normal. both characters may issue a challenge themselves.

-Shooting against Will & Jack: Will and Jack count as a small skirmishing unit for the purposes of shooting. Any hits will be divided between the 2 randomly.


Jack Sparrow:

MV 4 - WS 6 - BS 5 - S 4 - T 4 - I 5 - A 4 - W 2 - LD 6

Jack is armed with a sword (hand weapon). In addition, he carries The Pistol With 1 Shot, A Compass That Doesn't Point North and A Jar of Dirt.


-Pirate, but a Good Man.
Although Jack would rather save his life than dying in a great act of bravery, he would do anything for his (almost) trusted friend Will.
He may use Will's LD as long as Will is alive.


-Hello, Beasty!
Being the Captain of the Black Pearl, he is used to monstrous creatures as well as the undead.
Jack Sparrow is Immune to Fear and Terror.


-At Worlds End.
Jack has been in many a life-endangering situation. Luckily, he has the uncanny ability to save his own life.

In battle, when Jack is killed, he is placed back on a random point of the table with 1 wound left. He can do this more than 1 time, and means effectively that Jack cannot be killed.
Roll a Scatter dice, 1 D3 and 1 D6. The D3 nominates the distance x10 + 1 D6 inch where Jack is placed back. The Scatter dice points out the direction in which he is placed back. (i.e. if you roll a 4 on the D3 and a 2 on the D6, Jack is replaced 22" in a random direction).
If Jack lands off the table, he counts as having fled the battle.
Note that when Jack is killed and replaced, Will must still be placed next to Jack. This means that whenever Will is alive, he must move with Jack, even though Jack is the only one with this special ability. If Jack flees off the table, Will remains on in his place and does not follow that bloody pirate away from battle.


-A Pistol With 1 Shot.
Jack was given this pistol when Barbossa committed mutiny on the Black Pearl. Jack survived the mutiny, and from that point he kept this pistol for a very special moment.

This pistol can only be used once per battle, in the shooting phase.
Any character within 8" can be picked out, even if within a unit. Jack must have line of sight towards the character, though.
The bullet from the pistol requires a 2+ to hit, without any modifiers. If hit, the bullet always wounds on a 2+ and there is no armour save allowed. Causes D3 wounds. The bullet from the Pistol With 1 Shot counts as magical.


-A Compass That Doesn't Point North.
Although this compass doesn't work the way it was meant to, it is a very useful instrument indeed.

Once per battle, Jack Sparrow and Will Turner may make a free move in the remaining moves phase. This move may not be used to get into combat. They may always march, so this move is always up to 8", no matter what modifiers would normally apply.
Jack may use this ability to move out of combat.


-A Jar of Dirt.

This Jar hides a secret item, and almost nobody really knows what exactly it is, save perhaps Jacks closest friends.
The Jar has a special power of an unknown force in the water.


Jack & Will receive a 4+ Ward Save from the Jar (as long as Jack is alive and on the tabletop).



Will Turner:
M 4 - WS 7 - BS 4 - S 4 - T 4 - I 6 - A 4 - W 2 - LD 10

Will Turner carries A Good Sword.

-Master Swordsman.
Being a blacksmith, he used to practice 3 hours a day. According to himself, the reason for this is that when he meets a pirate, he can kill him. More reliable sources, however, say that he did this to impress his girlfriend.
Will can re-roll all failed rolls to hit in combat.


-Rash, Turner, too Rash.
Will Turner would do anything to help his friends and save the world from evil. Will is (just as Jack) Immune to Fear and Terror. He is also Stubborn. Note that while Jack is not Stubborn, as long as Will is alive, he also counts as Stubborn.
His exeptional bravery is also reflected in his profile.


-A Good Sword.
Will made this sword himself in order of Governor Swann. it was first given to commodore Norrington, but he gave it back to the original maker.

A Good Sword is extremely finely wrought, and can be wielded with impressive expertise by Will. The sword confers +2 S and Killing Blow to Will.



Jack Sparrow & Will Turner take up 2 hero slots, and in addition they also take up 1 rare slot.
Jack & Will cost 565 points (350 for Jack, 215 for Will). If one of them gets killed, the enemy only receives VP for that character.

Wizwum - April 26, 2007 04:43 PM (GMT)
Phwoar, I'm a rash, master swordsman, and I own a good sword.

Cookies for all if you know what I'm on about (it should be easy.)

The rules look good. I rarely play WH at all, so I'm not the best judge of home made rules, but from what I can see, they look fine.

Rugueux DeVere - April 26, 2007 09:30 PM (GMT)
Wizwum is Will Turner? Who knew... The "Jack no die" rule seems a bit awkward on paper but it should be fine... I'd like to playtest these.

Wizwum - April 26, 2007 09:38 PM (GMT)
That's ma name, cap'n!

The Hivemind - April 26, 2007 09:42 PM (GMT)
Wow, i have a jar of dirt, a compas that doesnt point north and an uncanny nack to keep living. =] I suppose only me a n Wizwum know what the other is on about.... ('cept thar be no sparrow involved..)

gladius2 - April 26, 2007 10:12 PM (GMT)
Hmm. Seems super powered.

Then, I don't like the films, so, I may be biased...

However: I still think they are overly powerful rules.

esp. A good sword. You are going to need a damn good sword(read uber magic) to get those effects. +2S and kiling blow? Hmm...

They are both lord level chars as well...

That one shot pistol is pretty darn powerful, choose and kill on enemy char might be a simpler rule...


Every thing just seems uber and over the top...

gladius2

The Hivemind - April 26, 2007 10:30 PM (GMT)
But then, are they not over the top charecters (personality wise in the films)? Seems fitting imho. I really do like the rules, seem quite cool tbh ^_^

gladius2 - April 27, 2007 05:50 PM (GMT)
Ok, I wrote down my thoughts on this DoW unit. If you want them, please post. they offer sound advice, but are a bit harsh.


gladius2

Star eagle - April 27, 2007 08:47 PM (GMT)
Pretty amusing, i like it (albeit overpowered) and would be tempted to feild them

gladius2 - April 27, 2007 09:09 PM (GMT)
Actually, I tore it apart, and have now lost it...not a bad thing...I just don't like it, as I don't believe the film represented them that way, and I didn't like the film anyway...

gladius2

Rugueux DeVere - April 28, 2007 12:05 PM (GMT)
Gladius has a point, they are a bit over powered, and it's not as fun when there's no challange... However, i adored the films! Swashbuckling, there's nothing like it...

fitzchevalric - April 28, 2007 06:41 PM (GMT)
Well, the idea is that they're actually NOT that overpowered. Jack is a whizzy in combat, he only has S4 attacks and no bonuses at all, Will is the only one who contributes to their combat ability. That good sword is pretty awesome, but I don't think it's overpowered: a simple HE hero-level captain with the Swordmaster honour has exactly the same bonuses.
Further, they have NO armour save. That means Will is killed quite easily, and if you just want them out of combat or just 'away', you can also quite easily kill Jack.
The Pistol with one shot is actually not THAT powerful. Let's say you try to shoot a lord-lever character. First, you have a 1/6 chance of missing. Then you have a 1/6 change of NOT wounding. Further, your target will probably have a ward save. Let's say a 4+ one, that means again a 1/2 chance of not killing. Even if you do get the bullet through, you still only have a 1/3 chance of killing the character, providing he has 3 wounds. Considering that, and the fact that the thing only has a 8" range and has to see that target, it's not thát powerful.

Still, they ARE powerful. HOWEVER, they cost a pretty massive amount of points for a couple of characters without armour saves, and only have 2 wounds each, which is low for lord-level characters with lord-level costs.




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