Wednesday 22 April 2009

Shore Leave

"It's a jungle out there!" Lord Greystoke

In the Action phase the leader of a shore party can, as an initiative action:

  • order their party to Move in a given direction.
  • order eligible figures to Shoot at a target.
  • order their party, or members of it, to Engage another party in mêlée.
  • signal a Combined Attack
  • order their party to Hide
  • order their party to Form Up, (which is cautious movement into a formation as explained below) or conversely to Break Ranks.
  • assign duties to figures who may then move independently provided they have not already moved with the group
  • order figures to pickup or drop burdens
  • split the party if another leader is available, or to abandon stragglers. Etc

Movement Allowances
It is assumed that most pyratical terrain is fairly rough going. Good going is a bonus and should be the exception rather than the rule. The movement allowance (MA) on foot, for carts and for baggage mules, is 4 Cautious and 6 Bold. The MA if mounted, or for fast carriages/coaches, (only permitted on roads), is 8 Cautious and 12 Bold. Generally, MA is traded at a rate of 1MA per inch.

  • Add a d6 to MA if traveling at least partly along a trail/road, or in/into good going, 2d6 if mounted. Trails or roads are designated as either single-file or so many figures broad. If figures in a party in rough going can reach a road or good going with their ordinary move then the party qualifies for the bonus inches. Figures must aim to reach the road by the shortest route. Bonus rolls are for all instances of a type, not for each figure. If a party has both mounted and foot, and the player wants the mounted figures to outpace the foot-sloggers then roll one dice for both the foot and mounted, and then a second dice for the mounted. This only happens if the leader is with the mounted, and the foot may become stragglers.
  • Add a d6 to MA if a party moving entirely in rough going is following a scout or Native Guide rather than the leader.
  • Add d6 Charge Bonus MA, (plus a second d6 for any mounted figures), if charging, and subtract any Mutinous Dog Points the crew has, as mutinous crew tend to be less committed. Note that this dice roll is taken after the charge is declared and if relied upon can leave figures embarrassingly short of their targets. Usually it can't be gained two turns in a row. You can still engage the enemy, just not so enthusiastically.
Figures that are wounded or burdened, (e.g. treasure), escorting prisoners, or hauling a cannon move at half-speed (2MA to cover an inch of ground).

A Figure that moves boldly cannot shoot, (and a Figure that has shot cannot move boldly).

A Party that has been involved in Mêlée this turn cannot make another ordinary move, (but may make a bold move as a withdrawl, or reaction move if attacked again).

Movement
Like boats and unlike ships, figures ashore may only make one movement in a turn. The best way of measuring move distances ashore is to make/adapt a set of dividers, (as used in treasure map navigation by all the best pyrate captains). Parties move as a group. The leader nominates a direction, or objective, and makes it plain whether the party is moving cautiously or boldly. Shore parties don't have to stick to a heading, they play follow-the-leader.

Remember that wounded or burdened figures, or folks hauling cannon, have a half-speed restriction. A leader might be prepared to abandon these impediments. Abandoning wounded, who become stragglers, will cost a Mutinous Dog point unless they are left with an able bodied guard. Burdens and cannons can either be dropped, (guarded or unguarded), or the bearers abandoned as stragglers. Prisoners can be freed, callously executed, bound and left, or left under guard.

Figures are moved, Leader or Scout or Native Guide first, one at a time, either cautiously or boldly, up to the allotted range. The rest of the figures are moved after them, (even when the figure is technically speaking ahead of them as it were). The movement of a party cannot be interrupted, as in reality all the figures should be moving together, but that is a little awkward to achieve without very unusual anatomy, (or a tray). Cohesion is only relevant at the start and end of a Move. As long as the route is clear there is no need to measure round trees etc. as long as the final position of the figure is not further than allowed range from start position. No shuffling, once your fingers are off it, it stays. Figures can ignore friendly figures but must halt as soon as they come into base to base contact with the enemy. They cannot normally ignore and bypass an unengaged enemy unless they can clearly avoid contact by at least one inch. Movement to deliberately engage the enemy is handled slightly differently, see Engagement and Charging.

Cohesion
Pyrates are cheerfully irregular and do not usually move and fight in any formation, but must remain within hailing distance, (four inches), of another member of their party and it must be possible to chain from figure to figure to the Leader, unless assigned a duty that effectively makes them an independent unit. If a member or members of a unit get(s) unintentionally separated from such a chain of contact, (after all moves), with the leader then they become stragglers.

Stragglers
Until a friendly party comes within hailing distance, these are treated as a separate, leaderless, unit and can only move towards their own ship or stronghold, (with an unerring sense of direction). They can go around impassible obstacles. If a friendly party comes into 4" range then they may (re)join that party as an initiative action. They won't attack but can defend themselves. They may try to hide.

Engagement and Charging
A player can declare that some or all of the figures in a party are moving to engage the foe or foes. This is a bold move so only figures that could make a bold move can engage the enemy. They may claim a charge bonus if they did not do so last turn. The player nominates the attacking figures and target figures before measuring the distance to cover, or rolling for any Charge bonus. If figures are moving to engage then the "follow the leader rules" for movement need not apply.

A small example or two.

Example 1: A leader can order one or more figures to engage a pursuing enemy for instance, whilst having every intention of moving themselves and/or other figures in quite another direction. This is the "You hold them off" ploy. One or more figures actually make the charge. If they make contact then both parties are now in mêlée. Neither would normally be permitted to make a further ordinary move or to shoot, but the losing party will have its bold "retreat" move, (see Mêlée), so effectively, at the potential loss of the brave soul who plunges into the fray, your party gets to make some distance while the enemy is occupied – unless they have a Ruthless Pursuit card. Note that heroic survivors are probably now stragglers.

Example 2: A party with figures that shot can make a charge with figures that did not shoot, as a separate initiative action, but note that the shooters left behind may become stragglers.

Once figure(s) have moved into BtB contact with an enemy figure, (or if the enemy figure is defending an obstacle, into BtB contact with the obstacle), then the opposed parties are in mêlée, even if some figures didn't actually charge – e.g. because they were looking to scarper while Big Mad Jock held them off.

If such contact was not made by any figures then the two parties are not in mêlée - but any chargers are now knackered. The exception to this is the mounted En Passant attack, (see Mêlée section below). Once figures are committed to a charge then must move into BtB contact with an enemy if they can, or as close as possible if they cannot reach anyone. A figure cannot normally receive a charge bonus two turns in succession. Mêlées are resolved immediately.

Usually, a figure that has been contacted by an enemy figure cannot avoid being engaged in combat, but a mounted figure who has yet to move can evade contact if they wish unless contacted by either

  • another mounted figure or equivalent,
  • a Reach armed foot figure, (see Mêlée section)
  • two or more General/Close armed foot figures
  • a figure emerging from Ambuscade
  • something unusual that players agree would hold the figure

Some chance cards, (e.g. Acrobatics), also allow evasive action.

A figure separated from the enemy by an obstacle can disengage, though this usually means abandoning the defensive position.

Dispersed Engagements
It's possible that an engagement might involve more than two parties, either because a player or allies launch a Combined Attack or in the event that a leader orders figures from a single party to attack foes belonging to different enemy parties ("They've got us surrounded mateys!"). Although the parties are spread about, this latter case is resolved as one mêlée. If the two attacking/attacked parties belong to the same player or are parleyed allies, then their scores are added when calculating the winner of the engagement. If the attacked parties belonged to players who were not allies then a "free for all" develops in which quite feasibly two otherwise unengaged parties find themselves at daggers drawn. Look out for stragglers when the mêlée is resolved.

Combined Attack
A player with two or more parties in potential striking range of a single enemy can make a pre-arranged signal for a combined attack which allows the player to move figures in signalled parties into the fray, as a single initiative action. If no such signal is possible, or the signalled party cannot see the target, then the combined attack cannot happen. Optionally Combined attacks are notoriously tricky affairs, so after moving the signalling party, shake a d6, on d6:1..2 the signal miscarries and the signalled party misses out on the fun.

In multi-player games, if a parleyed treaty exists between two or more players then one of the players may give the pre-arranged signal whereby parties belonging to allies can move as part of one single initiative action to engage a common enemy. Although the players move and dice for their own figures as regards damage and morale, they will still count as one side when determining who is the winner of a mêlée.

Hiding
"They come in force with stealthy stride,
our obvious course is now to … hide!" Stout-Hearted Constables on the approach of Pyrates


A party in rough going may try to hide. They must remain stationary. A hidden party cannot be engaged or fired at unless it is discovered. Order your mob to hide and shake a d6. An individual or pair is/are hidden unless a one is rolled. A party of 7 or under is hidden unless a 1 or 2 is rolled and a party of 8..12 successfully hides on 4..6. Parties over twelve are too conspicuous unless the roll is 5 or 6. If you fail you can try to hide again next turn.

Parties remain hidden until they move, shoot or are detected by scouts. Scouts who come within two inches of a hidden figure roll a d6: 1= Scouts are nobbled before they can raise the alarm, treat as prisoners. 2..3 = Scouts see nothing amiss. 4..6 Scouts discover the hidden party. Treat hidden figures as scenery. In the best traditions, an enemy party can be right on top of the hidden ones, (usually taking an humorous opportunity to relieve the bladder), and still not see them.

Obstacles
Moving around obstacles where there is clear room to do so e.g. trees, barrels, tables, former colleagues, incurs no penalty.

Linear Features
E.g. walls, rivers, hedges, ditches etc., should have a pre-determined cost. This will often be variable, e.g. a stream or small river might have a d6/2MA penalty unless using the rope/log bridge. If an obstacle has a variable cost and the figure has less MA remaining than the cost which is rolled when the figure reaches it, then they are moved no further.

Clambering or Leaping Up
Clambering or leaping up onto an small feature, e.g. a barrel, or rocky outcrop, or cannon etc., e.g. to gain a mêlée advantage, requires that the obstacle be shorter than the figure, and costs 2MA if moving boldly or 1MA if moving cautiously.

If an impediment is between one and two figures high then one figure can be employed to give another figure a "leg up". Unless the Crew are trained in circus acrobatics, attempts to form human pyramids should be viewed with some scepticism.

Mounting Beasts
Mounting a beast costs 2MA if moving boldly and 1MA if moving with due care and attention. Optionally there would be an additional cost for those unaccustomed to riding, or faced with unfamiliar/unfriendly beasts of e.g. a 1:6 chance of an humorous dismounting.

Dropping / Falling Down
Jumping/dropping down less than an inch, (roughly, a figure height), incurs no penalty. Between one and two inches incurs no penalty if moving cautiously, but there is a one in six chance of a wound if moving boldly. The penalties rise with height. A fall of four inches will usually wound/wind the incautious, and there is a possibility of a second wound. The regular save against natural hazards is d6:5..6, unlike your associates, the scenery isn't actually trying to kill you.

Drop Table

Height

Cautious

Bold

> 1 inch

No risk

No risk

> 2 inch

No risk

D6:1 w

> 3 inch

D6:1 w

D6:1..3 w

> 4 inch

D6:1..3 w

1w + D6:1 w

> 5 inch

1w + D6:1 w

1w + D6:1..3 w

> 6 inch

1w + D6:1..3 w

2w

> 7 inch

2w

1k


Accidentally falling down always counts as a precipitous - hence Bold, move. Cautious implies an element of deliberation and steps taken to break the fall.

Dangerous Terrain
E.g. cliffs, rickety rope bridges, treacherous swamps, requires that a danger roll is made each turn that figures are tackling them e.g. a 1:6 chance of a fall, save against two wounds (d6:5..6), or being sucked in (see Quicksand in the Chance Card section)

Restricted Movement
Areas of terrain classed as unusually difficult terrain could be restrictive e.g. an area of swamp might restrict movement 1/2 speed, (spend two MA for every unit actually moved), unless possessed of the map or native guide that shows the way through.

Alternatively an area might require a successful roll for entry/exit, e.g. a particularly dense patch of jungle might conceal hidden dangers, (e.g. beasts, quicksand), and movement should be hampered e.g. requiring a d6:4..6 throw before figures can enter/exit.

The Long Haul
Some obstacles may require more than one turn to overcome. E.g. Our brave crew are faced with an apparently insurmountable steep incline or cliff, but being bold sailors the dismal heights offer them few concerns, and they always know where to find a bit of rope. Rather than giving the obstacle a penalty value it should have a duration value such as "requires 1..3 (d6/2) turns to climb". Such a terrain model should be provided with a ledge on which climbers can be put for the duration.

Impassible Terrain
Some terrain may be impassible to various classes of traveller, e.g. horses generally avoid scaling cliffs. So-called impassible terrain features should be agreed by all players, preferably before the game, but specific examples may be hidden and revealed by the umpire only as the players explore. For instance an apparent shortcut through a rocky gorge might be revealed as a dead end just when things were getting exciting. It might, however, be considered unsporting to reveal that a cliff was indeed impassible when half the crew were halfway up it.

Military Advantage
Some terrain may give a combat advantage. A linear feature might also count as a defensive obstacle, e.g. a ditch, bank, wall etc, or figures upslope should be advantaged over those positioned at a lower level, or a denizen of the woods, marshes or subterranean world would be advantaged over those unaccustomed to such environments. This adds to the Mêlée Quota and if defensive, may give a saving throw bonus.

Burdens
These should be designated as figure or 2-figure loads. A beast of burden can carry upto four figure loads. A cart or wagon can carry as many figure loads as its draught animals could and half as much again, so a donkey cart could carry six figure loads and a two ox wagon could carry ten figure loads. Carts etc. can also carry a driver and such passengers as might fit, but if in the baggage area then at the loss of space for booty at the rate of two figure loads per passenger.

It is an Initiative action to order one or more figures to either shoulder or drop burdens. Place a token, (small sacks, barrels, buckets, chests), next to a burdened figure. Burdened figures cannot charge. If engaged in mêlée, a burdened figure either automatically drops their burden, or fights as 1/2 a figure as if wounded.

Burdened figures cannot shoot.

Two figures or a beast of burden are needed to haul a light cannon. Four figures or two beasts of burden are needed to haul a medium cannon. Heavy Cannon…have you ever seen the film "The Gun" ?

Wounded figures cannot carry or haul.

Forming Up
Pyrates can "bunch up" by getting into base to base contact with other members of the party for mutual support. This is not, generally, a regular formation. However, some pyrates have had an unsavoury military background, and some scenarios might involve regular troops/guards. To reflect this there is an option for Forming Up.

Parties of at least four figures, in open terrain, whose members are all in regular base to base contact, (column, line, square and wedge are commonly accepted formations), are Formed Up. When in formation shooting is far more disciplined, and a formation with small arms may be prepared to stand and fire on an onrushing enemy. There is also a mêlée advantage for being well supported. On the downside one presents a fine target for Cannons and Small Arms.

Formations can be changed or broken as an initiative action.

Duties
Single figures or pairs of figures can be assigned duties e.g. Guard, Lookout, Messenger or Scout. Each assignment is a separate initiative action. The assigned figure(s) can act immediately if they have not used up their MA. Some duties mean that figures act on their own initiative.
  • Guards must remain within two inches of their charge, (e.g. prisoners, booty, the boats, a cannon, a rickety old bridge, etc.). Guards can shoot and get a bonus for being prepared to do so. Guards are left behind by the main party. Guards act on their own initiative.
  • Lookouts. Units in line of sight of Lookouts can act as if they can see what the lookouts can, and cannon can fire at targets lookouts can see that might be out of LoS for the gunners. Lookouts can shoot and being observant have a bonus but only fire if they pass a morale test. They don't flee if they fail, they just don't have the courage to open fire, instead they may try to hide. Lookouts try to stay within signal range of the main party, and act on their own initiative.
  • Scouts are at home in rough terrain and can detect hidden parties, dangers and traps, and find the best trails. Normally parties follow the leader, but if a Scout is appointed, the Scout is moved first and the leader follows them. Scouts stay within hailing distance of the leader and move with the initiative of the main party. Scouts can also spot traps and hiding enemies. Scouts can "chain out" ahead of the leader e.g. The lead scout could be 8" ahead and the second scout 4", (hailing distance ), ahead so a communication chain is established.
  • Messengers can carry messages or items from one unit to another. Messengers cannot initiate conflict. If some ungrateful dog kills a Messenger bringing a message to them then they must take a Mutinous Dog point. Messengers act on their own initiative.
Breaking and Entering
"Aargh! Thems as dies 'll be the lucky ones!" An angry Cook

They're inside, you're outside, how do you get in ?

  • Escalade, which is the fine art of boarding a stockade, compound, courtyard or other walled enclosure using ropes and grappling hooks and scaling ladders. It can only be attempted on walls upto three levels, (four and a half inches), high. For each member of an escalading party roll a d6:1 = Severe Fall - Roll against two wounds (save on d6:5,6), 2 = Fall to ground, must save against a wound (d6:5..6), 3..6 = Successfully either atop or over the wall.
  • Blow the Bl**dy Doors Off. A grenade, (see below), or a cannon at short range, (see below) is used to breach a gate or door. A single figure can attack a breached door, two figures can attack a breached gate. The defenders count as defending an obstacle.
  • Brute Force and Ignorance. One or two figures can attempt to breach a door and on d6:6 do so, this is a Turn Action. If they use a ram d6:5..6 will do the trick. Gates need a ram and at least two figures wielding it, d6:6 or if four figures d6:5..6.
  • Demolition. Once a structure has had half its strength points blasted away, its structural integrity is compromised and any number of figures can enter, but the defenders are counted as defending an obstacle.
  • Cunning. A Cunning Plan can give a party access to the interior of a structure or enclosure, representing a little known secret entrance, or the old washer-women/itinerant pie-sellers trick. Place the figures inside as if they had successfully boarded. Just hope no Suspicious Beggars are about.
  • Treachery. The ordinary variety, not Base Treachery. For six enticements an corruptible Gatekeep might turn a blind eye on a d6:6, for seven enticements the odds are d6:5..6 etc. Admit as many figures as you like as per the Cunning Plan. However, a roll of one will inevitably find loyalty gaining the upper hand, though usually the attack of conscience will be after the loot has been pocketed. If a bribe is rejected, you can try another traitor, or a larger sum, next turn. Some may have a higher "loyalty" threshold in these matters, e.g. a Junior Officer with unfortunately large debts might start with a hefty €12 starter before considering momentary incompetence. It is also worth bearing in mind that more than one guard might need greased.

© Baggins Wood Ltd. 2009

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