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Pirates Ahoy!

1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
This is for using 15mm to 25mm scale sailing crew has been reduced for play.] The Ships
ships with CR3 and Swordplay. It roughly Cart tells you how many sailors are needed.
covers 1500 to 1700s, before Ship of the Lines The crew capability chart tells you the Rep you
became dominant. This is a scrappy Fan Based usually need to roll based on the # less than a
Pirate/Sea game for use until Ed publishes the full crew compliment.
OFFICIAL PIRATES GAME. * Leaders who are attaching themselves to a
group may add +1d6 to that group’s checks.
1. Assign crews for ship, guns, repair tasks
(only action for turn) or boarding/shore party.
2. Each side rolls initiative Crew Capability Chart
3. Each side goes by initiative with units able
Rep 3 man 6 man 9 man
to active based on REP
6
4. Ships move, crew parties move, fire.
5 3 6 8-9
4 4–5 6-7
Crews & Ships 3 2 2–3 4-5
A ship will consist of sailors and others: 2 1 1 1-3
Admiral (Master of a fleet) 1 0 0 0
Captain (Master Sailor)
nd
2 In Command (Master Sailor)
Navigator (Specialist Sailor) Ships Chart
Doctor (might or might not be a Sailor) Type Hull Turn Spd Mast Sail Guns
Sailors (Some may be specialists) DV Crew
(1)
(2)
Marines (Trained to fight in military style from Rowboat 2 360 4” 0 3 x
(3)
ships. Can sharpshoot from rigging and rolling Longship 3 320 8” 1 9 x
decks.) oars
(4)
Infantry, etc. (those transported by ship) Sailboat 3 180 10” 1 3 3
Sloop 3 90 12” 1 3 4
A captain is a sailor with enough competence Junk 4 60 10” 1 3 4
and leadership to command a ship. He is Cog 4 90 10” 1 6 3
(5)
usually Rep 5. Galleon 5 45 10” 2 9 6 top
(6)
Frigate 5 45 12” 3 6 7
Sailors sail ships and repair them. They
sometimes fight, including manning guns and (1) These could be powder guns, arbalests, flamers, etc.
boarding. (2) Other styles include Longboats (which may have a mast)
Marines are trained to fight with military (3) Longship also used oars. Larger style is the galley or
discipline on land and on seas. They might be the Galleas.
(4) Other styles Dhow, Yawl, Cutter.
pressed into Sailoring, but at a -1 Rep. (5) These often had other decks. Use 4 additional guns per
Infantry is trained to fight on land and will be deck.
handicapped by -3 Rep while fighting from a (6) Advanced Technology. These often had other decks.
ship at sea. They can’t be pressed into Use 4 additional guns per deck.
Sailoring.
A Master Gunner is very competent with
cannons. Ship Terms

This is a very representational usage of ship Fore (front)


size and crew. Ships can contain 6x their Hull
DV in figures, half of which can be below decks
during combat. The exceptions are rowboats Port Starboard
and longships which have their noted sail crew.
Figures below decks cannot be sniped or
grapeshot. Frigates and Galleons gain an extra
12 figures per deck added.

Crew (Sailor, Repair or gun) sizes come in


batches of 3, unless noted differently. [Note:
one figure represents one character, not several
characters. The actual size of the ships and
Aft

  1  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
Movement of Ships
2L Ship Handling Test
vs. Sailing Crew (see Rep above)
Rowed ships move their inches without regard to +1d6 if 50% of the crew are individually Rep 5
wind. Ships with sails will move their designated ------
inches. If the players are playing with WIND If this is Shallows Test then its vs. Captain
BONUS, then add that Wind Speed if the wind is -1d6 for Junk, Galleon, Frigate, Cruiser,
directly behind the ship or stall if it is directly in Battleship
front of the ship. Otherwise you are at your Pass 2d6
normal speed. • Complete maneuver successfully
Pass 1d6
Roll on Wind Direction Table which is at the end • No change in speed or course
of this article. • Shallows – Bumping bottom. Try
Wind Bonus: Wind comes from one table edge again at -1 Rep
or corner at 1d6” speed. Wind Speeds of 6 are Pass 0d6
gales and make Rough Seas. • If speed (1-2 slow down, 3-4 same, 5-
6 speed up)
If the ship is going to change direction, speed or • If turn (1-2 port max, 3-4 straight, 5-6
perform in rough seas, roll on Ship Handling starboard max)
Test. A goof and you end up in the wrong place • Shallows – Stuck. If reef, go to Ship
or knots. It is assumed that the ship is tacking Collision.
(doing maneuvers to catch breezes in its sails)
when the wind is coming from the front, but not
directly front. You can change your movement 2L Ship Fast Move
(speed or direction) once, anywhere during your
vs. Capt Rep
movement allocation.
+1d6 if 2 mast, +2d6 if 3 mast
+1d6 if Wind Bonus is 3+”
If the ship is going straight and not changing
Pass 3d6+
speed (furling/unfurling sails), then no Ship
• Ship Fast Moves up to 2 ½ times
Handling Test is needed. [In fact, if you want to
more but (1-3) chance of breaking
use these test only in important situations, that’s
mast.
OK too.)
Pass 2d6
• Ship Fast Moves up to 2 times more
Anchors help keep a ship from moving when the
Pass 1d6
sails are furled. Otherwise, a furled ship will drift
• Ship Fast Moves up to 1½ times more
¼ the Wind Speed direction.
Pass 0d6
• Ship moves up to 8”, counts as Fast
Ships starting from a dead stop are at ½
Move for Firing, but not for being
movement. Ships pulling into dock are at either
fired upon.
½ movement OR make a Ship Handling Test.

Ships move only during their activation except


ships failing their Receive Grapple test, which 2 Ship Collision
then insert a full move to turn and flee. vs. Hull
-1 if smaller, +1 if larger
If ships collide (by accident or by ramming), then -1d6 if Wind Speed is 4+”
both take the Ship Collision Test. Pass 2d6
• Ships locked together after ramming
• Run aground
Shallows Pass 1d6
Ships entering shallows risk running aground. If • Hull breeched
this is a sandbar, they are stuck. If this is a reef, Pass 0d6
they are probably holed and possibly sunk. • Ship sunk
Sailing in Shallows takes a Ship Handling Test (1-3) in 6 turns
vs Captain’s Rep. (4-5) in 3 turns
(6) in 1 turn

  2  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
Crew Stuff 2 Ship In Sight
A crew can immediately stop any other things
vs. Capt Rep
it’s doing (except melee) and go into Repair
Must have guns readied
mode.
Pass 2d6
• Stationary Fire
Gun crews can be sailors or marines. Any
• Moving Fire
number of figures can be used.
Pass 1d6
• Stationary Fire
Navigator’s get ships to their locations by the
Pass 0d6
most efficient route and time. Sometimes that
• May Not Fire
might matter in between games.
• If other ship is more powerful, flee

2L Crew Repair There is a chance that the captain may want to


vs. Crew board a ship and must come beside the enemy
Pass 2d6 and grapple. Wanting to Grapple determines if
• Fire out. he decides to do this and Receiving Grapple
• Sails repaired. determines what the recipient will do. Grapple is
• Breach fixed. tying the two sailing ships together, then
Pass 1d6 boarding. Boarding can board without grappling,
• Fire continues. but the ships might drift apart. Unfurled
• Repairs in progress. grappled ships drift with the wind.
Pass 0d6
• If fire, ship explodes. It would take 1 turn for one crew to actively
• If breech, ship sinks. break grapple (cut the ropes.)

Roll every turn, if no crew, then it counts as


Rep 1. Masts can only be repaired after
2 Ship Wanting to Grapple
vs. Capt Rep
encounter.
+1 if his ship is more powerful
Pass 2d6
• Fast Move to enemy, then grapple
2L Ship’s Journey • Move to enemy ship, broadside, then
vs. Navigator board
Pass 2d6 Pass 1d6
• Ship arrives at location • Move to enemy, then grapple if
Pass 1d6 possible
• Ship arrives late at location Pass 0d6
Pass 0d6 • Wait for approach
• Lost, keep searching

Captain Stuff
2 Ship Receiving Grapple
vs. Capt Rep
Unless inhibited by night, fog or rain, ships can
+1 if his ship is more powerful
be seen from probably the next board.
Pass 2d6
Identifying whether its friendly or not might
• Ready a broadside if guns available,
happen on the table somewhere. If the captain
then enemy ship
of the ship which is inactive at the moment
Pass 1d6
identifies an approaching unknown ship as
• Ready to repell boarders.
enemy, and the ship is within gun range and has
Pass 0d6
readied guns, he may do an Ship In Sight below.
• Flee (ship turns to run)
A captain can lose his nerve and flee, though.

  3  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
Guns and Weapons Outgunned (undergunned)
Weapons are dealt with in CR 3 and Swordplay.
Its listed here as a reminder and a way to gauge Rating for Sailing Ships
the potency of guns (cannons). Rank Weapon Type
7 Greek Flamer, Bombard
Weapons 6 Large Gun
5 Medium Gun
Type Imp Range Target 2H/ Re
crew load 4 Small Gun, Arbalest, Manganal
Axe, 3 6” 1 - - 3 Swivel Gun, Grapeshot
thrown 2 Bow weapons. Pistols, Arquebus,
Bow 2 24” 1 Y Y Blunderbus, Musket
Long 3 24” 1 Y Y 1 Melee weapons
Bow 0 Those that cannot return fire, out of
Crossbow 3 24” 1 Y Y ammo, or out of range.
Javelin 2 12” 1 - -

Pistol 3 6” 1 - Y 2 Ship Receiving Fire


Arquebus 3 24” 1 Y Y vs. Rep of Captain
Musket 3 30” 1 Y Y +1d6 for desperation or threat of execution
Blunderbus 2 8” 2” cone Y Y Pass 3d6
• Will fight it out against all odds.
(1)
Arbalest 4/1 24” 1 3 Y Pass 2d6
Swivel gun 2/0 24” 1 1 Y • Undergunned will retire out of sight.
Small gun 4/1 40” 1 3 Y (Perhaps behind a bigger ship.)
Long gun 4/1 120” 1 3 Y • Unloaded or unable to return fire will
(2) carry on.
Med gun 5/2 60” 1 3 Y • If loaded, return fire.
Big gun 6/3 90” 1 3 Y Pass 1d6
Greek Flame 18” 2” 3 Y • Undergunned will maneuver out of
Flamer
(3)
radius range.
Grapeshot 2/0 12” 2” - Y • Otherwise, carry on.
(4)
radius Pass 0d6
Ball & 4/1 12” Mast - Y • Undergunned or fired on by
Chain
(5) penetrable enemy, will leave table.
• Others will maneuver out of range.
1 Hand +1 1 Reach 1 - -
2 Hand +2 2 Reach 1 Y -
Polearm +1 3 Reach 1 M - 2 Ship Hit by Shot
Spear +1 2 Reach 1 - - vs. Hull
Pass 2d6
(1) The number of crew needed is three. • No effect
(2) A gun with tremendous range. [not very historical Pass 1d6
though]
(3) This is a flame thrower of naptha fire.
• (1-4) Sail down, speed drops
(4) Grapeshot replaces ball shot for close personnel • (5) Mast down, speed drops
destruction. • (6) Rudder hit, stuck direction (not
(5) Purpose is to break down masts. Must be close to work. possible on fore hits)
Pass 0d6
• Fire
• Sunk, if rowboat

Use the Outgun rating below for normal fight. Fortresses


To use this for Sailing Ship warfare, the ranks 4 Forts come in different shapes and sizes from
through 7 are to see if the Captain breaks under brick & mortar to log cabins. CR3 categorizes
the pressure and sails away. them by DV or Defensive Value.

  4  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
Buildings & Ships [modeled after CR3 page center of the spread. From there it
22] extends 4” wide out to maximum
These are classified by their DV as listed grapeshot range of 12”. Any figure
below: within this area may be a hit with those
behind other figures counting as cover.
Light organic frame – Such as an Indian Grapeshot has an Impact of 2.
Teepee or canoe. These are DV 1.
Reloading the Cannon
Typical wooden structure or rowboats – After a cannon is fired it cannot do so again until
Made of wood with a DV of 2 it has been reloaded.

Log or earthen structures or regular wooden After a cannon is fired place TWO cotton balls in
ships – Made from earthen walls or whole logs. front of the gun to denote that the weapon has
These have a DV of 3 been discharged.

Masonry buildings or larger wooden ships To reload the crew must be Active then roll 1d6
(for purposes of ship cannon) – Brick type and compare it to the number of crew available
houses or heavy ships having a DV of 4. to reload the gun, adding 1 to the crew total if
there is at least 1 regular crew member involved.
Warships and huge wooden ships (for It will take multiple rolls on the table to complete
purposes of ship cannon) – built to withstand the reloading process.
Atlantic Ocean storms. These have a DV of 5. Compare the number of dice passed to the table
below.

Attacking Buildings and Ships [based on


BPB] 2 Ship Gun Reload
Ships and Buildings may be attacked by cannon vs. Rep of gun crew
fire or by fire itself. To do so the player declares +1d6 if Master Gunner is present
which figure or cannons are attempting to attack Pass 2d6
the ship or building and which 1” area he is • Reloaded
attacking. Pass 1d6
• Finish Reload when active, may not
react fire (one smoke puff)
Attacking with Cannons [an alternate for Pass 0d6
Ship Hit by Shot table] • Unloaded (two smoke puff)
Cannon fire is resolved by first scoring a hit on
Remove smoke puff when gun is reloaded.
the Ranged To Hit Table then applying the
Impact of the round against the DV of the target
with the difference being the size of the hole
created in the structure. Attacking a Powder Room [based on BPB]
A cannon ball has an Impact of 5. In these Ships can be sunk by directly attacking the
times, it did not explode, but did smack with powder room. To do so the figure doing it must
such a force as to break open hulls and splinter light the charge and place it adjacent to the side
those inside. If it succeeds in blasting through, it of the powder barrel. Powder charges may be lit
showers those within 1” with Impact 1 splinters. at anytime by rolling on the Light the Fuse/Fire
table following.
A ball & chain has an Impact of 4 and it must be
declared that gunners are shooting at it 2 Light the Fuse/Fire
beforehand. Otherwise, handle as cannon ball Pass 2d6
of Impact 2. • Fuse lit or fire started.
Pass 1d6
Grapeshot fire on a structure counts an Impact • Fuse or fire starts to smolder and will light
of 3 but is handled differently. on next Activation.
• There is a cone of fire that goes from the Pass 0d6
gun barrel hitting 1 figure per inched • Argh! Can’t get a spark, try again next
traveled up to 4 inches. This is Activation.
determined with the gun barrel as the

  5  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
Fuses may be of any length desired and default 3) Roll Activation and handle normally.
at 2 Activations which will usually give the figure
setting it time to get away. Powder charges Every time you roll a combined "7" for activation,
explode at the end of the player’s Activation. the side that rolled higher gets more pirates! You
When the powder charge goes off it will create a can either roll "How Many..." again against the
hole in the structure the sum of 6” minus the DV number of enemy pirates remaining or just add
of the structure of the ship. 1d6 pirates.

Example – A powder charge would blow a hole "Retire" means they either return to their own
in a log cabin 4” wide. ship or run for the cargo hold. Either way, they're
out of the battle.
When using multiple charges increase the size
of the hole by 6” per additional charge but never (To add some fun, "retire" might require a
exceeding 12”. Challenge test, and the figure should always
have to "try again". They will most likely end up
Any figures within 3” of the charge are in the drink!)
immediately “Out Of Fight” and obviously dead
on a roll of 3 or less. If at any point, one side is out of figures on the
top deck, then they lose control the ship.
However, they must still be cleared from below
Attacking with Fire decks for the enemy to own the ship.
This is treated similar to a powder charge with
the fire impact being a 3. In addition the fire will
grow an additional 3” (on 1-3) in the direction of Swimming [Fan Based rule]
the wind until extinguished. Fires may only be Figures may attempt to swim across water at a
extinguished by a figure carrying water to the fire speed of 6” per activation if in swimwear. At the
and applying. Each bucket of water eliminates 1” beginning of each activation a figure is in water
of fire. If the fire is not extinguished it will burn deeper than he is tall, the figure may roll 2d6
the whole game. against his Rep and consult the “Swim Check”
table. You sink if fully encumbered or in armor
Fire spreads according to the wind which is heavier than leather.
determined by rolling on the table below. Fire
will also go up 1” per turn. 2 SWIM CHECK
“Star” may choose his reaction. +1d6 for
WIND DIRECTION TABLE SWIMMING Skill  
Rolled at start of game. Pass 2D6
1 = (1-5) North. (6) No Wind. • No Problems. The figure may continue to swim
2 = (1-3) Northwest or (4-6) Southwest. normally.
3 = West. Pass 1d6
4 = (1-3) Northeast or (4-6) Southeast. • Slight Trouble. The figure begins to founder
5 = East. slightly. He may only move at half movement
6 = (1-5) South. (6) No Wind. this activation. If 1d6 or less is passed next turn,
the figure is in Big Trouble. Figures in Slight
Trouble count as -1 to their Rep for melee
Note that flaming arrows may be used with no combat.
reduction in range and use the “Light the Fuse” Pass 0d6
test. • Big Trouble. Something is wrong, and the
character is in danger of drowning. He does not
move this turn, and must either pass 2d6 or be
Boarding Actions (by H/Dan) reached by another figure next turn, or he will
drown.  
1) Place the defending crew on their ship.
Figures that are swimming may not fire or throw
2) Roll "How Many Of Them?" (in the Patrol weapons, but could engage in melee combat.
scenario) to determine how many attackers As it is awkward to fight with melee weapons in
come across in the first wave. water, count any melee weapon except stabbing
weapons as -1 to its impact. Fighting

  6  
Pirates Ahoy! 1500-1730
CR2 2005 Michael Miller
Updated & expanded for CR3 & Swordplay by John Paul Bakshoian Version 2.0
 
barehanded while swimming is at Impact 1 as
each combatant will attempt to drown the other.
Swimming talent allows water wrestling at
Impact 2.

Any figure put OOF will drown in 2 turns if not


aided. Any figure Knocked Down will
automatically be in Slight Trouble as above
when he recovers the following turn.

To aid an OOF figure, either one or more figures


must swim to them, keeping them afloat and
moving at half swim speed to reach safety, or
the crew of a watercraft must move next to him
and haul him aboard. If only one swimming
figure attempts to rescue the casualty, he will be
-1 to his Rep for Swimming Checks for as long
as he has the casualty in tow, or until another
figure arrives to help.

Soaked black powder weapons and string


weapons (ranged) become -1 Rep until dried
out, which usually means the entire battle.

ATTACKING WITH FIRE [Fan Based rule]


Those on fire without Protection will become
“Out of Fight” in two turns unless extinguished
immediately. Protected armor lasts 2 turns
before flame affects. Armor lasts 4 turns before
flames affect.

Fire is Special. It can spread onto multiple


targets. The Impact is 1 for every 4” if you are
running through it. The Impact is 5 if you spend
the whole turn in the fire. If you are soaked in
flammable materials, you cannot be put out
normally, but must immerse in water or
retardant.

Note: Below is for being on fire, if you are


running through fire, then see Fire in Building
section in All Things Terrain article.

Protection for on Body & Armor lasts:


Fire Burns* Acid Burns*
DV0 = 2 turns DV0 = 2 turns
DV1 = 3 turns DV1 = 4 turns
DV2 = 4 turns DV2 = 4 turns
DV3 = 5 turns DV3 = 6 turns
DV4 = 6 turns DV4 = 8 turns

THROWING MOLOTOV COCKTAILS


Same as throwing a grenade. Molotov’s have
same blast spread (of Petrol) as grenades.
See Attacking With Fire above for burn effects.
Molotov flames last 5 turns.

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