Saturday, 25 April 2009

Prisoners

“Yo ho, yo ho the frisky plank,
you walks along it so,
'til it goes down and you goes down,
to Davy Jones below!" Jas. Hook Cptn.

Pyrates were notoriously easy of allegiance, and recruitment by capture was common, so in the It Just Happens phase after a prisoner is taken by pyratical types, roll a d6:4..6 they turn coat and join their captors, 1..3 they decide to take their chances of release, rescue or ransom. If offered Enticements they may be more inclined to jump ship. €1 gives a +1 on the roll, (but a natural one will always fail).

Civil or Military Authorities don't accept turncoats quite so readily, (except under terms of various pardons), but are to varying degrees corrupt and open to negotiation, this could be scenario, consensus or umpire decided, but as a rule of thumb, each enticement offered should give the prisoner a negotiation chance, but if the bribe fails, the goodies are lost. E.g. a prison warder may require €1 to give a d6:6 chance of "escape", €2 to give a d6:5..6 etc. whereas a local magistrate might require €2 for each additional chance. To mollify the moral outrage of a civic governor, or similar big wig, however is likely to take serious Loot.

Prisoners of the authorities will generally be held prisoner pending a trial and dockyard execution, leaving ample scope for escape or last-minute rescue. Gharstly savages and their ilk act as the scenario dictates or the umpire plays 'em, and treatment might vary in strange and unpredictable ways.

On board a ship prisoners are put in irons, and/or into the bilges. In a stronghold they are put in irons or stocks or into a lock-up. They can be rescued or ransomed, (or marooned, or hung from the yardarm, or made to walk the plank, or enslaved, or treated like gods, or sacrificed, or eaten etc.). They can be rescued by friends or escape if the opportunity of a Jailbreak arises.

Elsewhere a solitary guard can guard up to six prisoners adequately. These are grouped in BtB contact, the nearest figure being no more than two inches from a guard. If there are more than six prisoners per guard then in each manœuvre phase roll a d6: score equal to or less than the number of extra prisoners and the prisoners have escaped. The guard or guards must save against two wounds, (2d6: 5..6 saves). Move the escapees immediately up to 8" away.

If prisoners have been left tied up and unguarded in the wilderness they will escape on a d6:6 this turn, a d6:5..6 the turn following, and so forth. If a d6:1 is thrown, they have been discovered by carnivores before they could escape, and have met an untimely end, or made a timely supper, depending on your point of view.

Freeing prisoners takes an uninterrupted turn, i.e. a figure that is neither engaged or fired upon in that turn moves into contact with one of the prisoners and when they next have the initiative declares that they are freeing the captives. (Freeing prisoners is a separate action to movement). If they are not fired on or engaged in the rest of the turn then they are successful. Liberated prisoners are Close armed in the first turn of freedom, (i.e. the turn following their release), and thereafter manage to 'liberate' the weapons they are depicted with. Prisoners who have been liberated generally join the faction who did the liberating without much debate.

© Baggins Wood Ltd. 2009


Friday, 24 April 2009

Spending It (Wisely)

"Most of it went on Wine, Women and Song….the rest I just Squandered" A Sporting Hero

These are the necessary expenses usually paid in the set up phase before the game proper starts, (unless the action is a Port based scenario, when they might be integrated).

Repairs

Ships can be repaired in ports. A ship restores up to 6 points of damage for every € spent. Shipwrights, carpenters, chandlers etc. require payment in advance, before the dice are rolled.

Optionally,
if a ship was being repaired in between adventures, then it is delayed in port at the beginning of a new adventure for d6 turns.

Supplies
Prices vary so are determined randomly. This is the best offer in that Port for this adventure, if it's too steep you must try elsewhere.

Provender (includes Rum and Water, livestock) for up to 12 figures. A ship or stronghold should be thus resupplied once per adventure either at set up, or as part of the scenario. If not, Captains risk mutiny as per the Water! Water! chance card.

€2d6

Powder and Balls for up to 6 Fire Armed figures or fixed Swivel Guns. The cost includes flints, matches etc. general repairs and replacement weapons. If a Crew has not been resupplied with small arms powder and balls for this adventure the crew must suffer from Damp Powder and a Shortage of Ammunition, in which case each figure with a firearm shoots as half a figure and fixed Swivel Guns as one figure.

€1d6

For half a dozen Grenades which can be carried by any figure so depicted.

€1d6

A Light Cannon.

€2d6

A Medium Cannon.

€3d6

Powder and Balls for up to 6 Cannon, this includes Grape and Chainshot. If the Captain has neglected to provide the necessary, then Cannon are subject to Damp Powder and a shortage of Ammunition, and each can only be fired if a d6:4..6 is rolled after a firing action is declared.

€2d6

Chandlers Supplies – Each purchase Allows 1 Running Repairs to be made as per the card, includes spare anchors.

€1d6

Extra Rum, for morale purposes.

€d6/2


Recruitment
"No man will be a sailor who has contrivance enough to get himself into a jail; for being in a ship is being in a jail, with the chance of being drowned... a man in a jail has more room, better food, and commonly better company." Sam Johnson

Generally, Crew will expect at least a distribution of treasure once per adventure in order to retain their services. At the beginning of each adventure in the setup phase a Captain should either make a distribution of treasure from the previous adventure or pay €s from the purse or their stash.

This can act as a simple "points" system for creating and balancing individual crews.

A Captain might find themselves in need of extra hands.

The usual way of recruitment was to point out the relative merits of the life of a sea-rover as opposed to..say…a brief swim with the sharks (1). Possibly with the offer of a free tattoo thrown in.

As as alternative to taking prisoners, rescuing prisoners was a good option. Those who have fallen on misfortune are often eager for the chance to improve their lot, especially if said lot is to appear as the main attraction in "A Dire Warning to Pyrates", to be performed on the local docks.

However, should a Captain feel the need for new hands and the opportunity for persuading prisoners not present itself, a Captain with capital could always repair to a notorious dockside dive and hint that they might be prepared to consider applicants of the appropriate calibre…

To reflect this, if a port is available a Captain in that port, or a trusted representative, can recruit in the following manners:

  • The enticement: New crew members step smartly aboard for the appropriate fee, this is usually the only way to recruit officers and specialists.
  • The bait: a Captain without the readies to hand can recruit 2d6 ordinary mariners if they can persuade them with promises of treasures to come. For this a Captain will have to have a Treasure Map (which they keep) or a convincing facsimile of one - a Cunning Plan (which they play).
  • The "persuasion": not as common with pyrates as it is with the official navy. This is the one where you "persuade" the unwilling that the sea air will do them the power of good. You generally have to ply them with strong liquor first, (this costs €1), and then carry them aboard. 1d6 worth of ordinary recruits are suitable, (the others object overmuch and may even be prepared to swim ashore in the morning). Take a Mutinous Dogs point.
Special Characters
Some specialist characters require a little more inducement to join or remain in the crew. The € figures reflect their enrolment fee and basic "share" when more detailed articles have not been drafted. The plus sign for marksmen/women and flashing blades reflects the fact that these are characteristics that a specialist might have in addition to their own status. For instance a medical man might be a Crack Shot, and the Captain might be a Flashing Blade, (and both may be musicians, but that's another story).

Players should feel free to add their own characters by mutual agreement.


Captain

Note that this is their "share" they are not recruited as such.

€4

Officer

Officers are frequently promoted in the field. This is the share they will expect thereafter to retain them.

€3

Master Gunner

If this figure "mans" a gun then any cannon fire actions on this ship ignore any penalties for ship turning and can re-roll an extra dice at long range.

€2.

Navigator/ Master Mariner

While this figure is amongst the minimum sailing crew you can re-roll the dice if you are caught in irons when crossing the wind, and there is generally a 1MA bonus.

€2.

Slave Driver

The Oar master/mistress, so called even if the rowers aren't slaves. With a Slave Driver rowers can be enthused to row within 2MA of Max Speed without risking a fatigue roll (see fatigue in the oared galley section below).

€2.

Carpenter "Chips"

Pyrate Captains were always eager to persuade carpenters aboard, as a carpenter can make 1d6 of repairs to the ships damage per turn, if undisturbed. The ship must be at anchor or beached for these structural repairs. Carpenters can also perform like a Running Repairs card, jerry-rigging masts and steering gear. Carpenters also kept sharp saws, useful if the surgeon needed a hand.

€2.

Sharpshooter, Crack Shot


Can shoot, (lob a brick etc.), at their target of choice. Up to 16" away with a musket, or 12" with a pistol or bow, or 6" with a thrown weapon. Must have LoS. Throws 3 dice and can re-roll up to 3 dice. Figures in the rigging are in LoS, below decks are not unless the shooter is too. A figure without a ranged weapon could still be classed as a "dead eye dick" – a dab hand at the thrown dagger.

+€1.

Cook

Good food is a morale essential. A crew with a cook can re-roll a morale failure and a Captain facing mutiny can re-roll – unless the cook is chosen as ringleading mutineer, possibly one-legged.

€2

Barber-Surgeon/ Physician

This figure is a "trained" Medical Officer. (Most ships relied on the ships cook or carpenter, a sharp knife or saw and the antiseptic & anaesthetic qualities of Rum). Once per turn, if the surgeon is brought into base to base contact with a figure knocked down previously then on a d6 roll of 3..6 then they are brought back from the brink, (just wounded). Roll a 1 or 2 and it's "kiss me Hardy" time. Surgeons rarely joined in the fighting, and were generally excused the gallows if captured.

€2

Flashing Blade

This figure must be armed with a sword. Gets +1MQ in Mêlée

+€1

Musician

Good for Morale. Musicians often signed special get out of jail free clauses where they forwent extra shares of the loot in return for an affidavit that they weren't real pyrates. So a Musician might be worth €1 if they are just there for morale purposes, or €2 if they are fully committed Pyrates as well.

€1 / €2.


Example Supplying:
Captain Bartholomew Bradshaw of "The Laughing Cavalier" has a Crew of 20 figures, including two officers, and both experienced Navigator and Gunner. He has distributed the meagre spoils from the last adventure and is preparing to set out to sea again. He has €32 in the Purse and €8 of his own hard won loot.

With twenty figures he has to roll twice for provisions and that comes to €18. Fourteen of his crew have small arms but luckily the three dice only total €5. He already has six medium cannon in good repair, and supplying them with powder and shot comes in at another €5. Chandlers supplies are cheap here at €1, no doubt due to the active ship breakers, so he restocks with €2 worth of ropes, blocks, sailcloth, timber, a spare anchor, and the thousand and one other small essentials. This leaves €2 in the Purse. The Captain decides to recruit a Surgeon, (of which this busy little port has no shortage), though he'll probably have to set an extra watch on the Rum.

(1) Generally, this is not considered as much fun as swimming with dolphins, 'though 'tis just as certain a cure for melancholy.


© Baggins Wood Ltd. 2009


Loot

"Away to the cheating world go you! Where Pirates all are well to do…." A Popular Pyrate King

On the one hand this is what it's all about, the valuables, from treasure chests stuffed full of gold and jewels, to cargoes of coffee and cocoa for the London Coffee and Chocolate Houses, exotic timbers for Mr. Sheridan's new shop, finest porcelain to inspire Messrs. Wedgwood, silks, pearls, tea, tobacco, brandy, sherry, sugar, cotton and rum, spices and rare unguents and so on….But on the other hand, the loot is the rather the raison d'être of scenarios than part of the game itself. However the following general rules are introduced for players who want some guidance in handling the crass commercial side of their ventures.

What players actually do depends on whether the events are happening in game time, or after the game proper as part of the book-keeping for an ongoing campaign.

When a ship has been captured, then loot can be transferred ship to ship by moving figures back and forth, or it could be loaded into boats and ferried away. The ship can then be scuttled, allowed to depart, (and thus provide business for tomorrow), taken as a Prize either to be used as a new pirate ship, (in which case the cargo can be left in situ), or to be renamed and sold on with the keel number filed off.

If taken as a prize, the Officer who led the boarding party is nominally the Prize-Captain, though next turn the Captain could replace him with another Officer, and the boarding party along with any renegades form the prize crew. The controlling player now has two ships and two Captains, but the first is the Commodore of this fleet, and is The Captain, (note Capitals), while the other is a species of subordinate Acting-Captain.

The various items of loot are usually scenario determined, and are generally divided into these categories:

  • Treasures
  • Enticement Tokens
  • Cargoes

Treasures
These are one or two figure burdens of highly prized items in chests, caskets, or sacks. Treasures are intrinsically valuable. Rather than get bogged down in monetarism, we use the single treasure as a rough unit of currency. Treasures are broken down into smaller manageable units of currency - Enticement Tokens, (For convenience abbreviated to €). The exchange rates vary widely, but a treasure is said to average €36.

Treasure is usually stored in the Captain's Cabin. Excess is stored in the Hold. It may be distributed according to the Ship's articles, at which point all Mutinous Dogs retire to their kennels, (lose all Mutinous Dog points), and morale throws receive a +1 bonus in this adventure. If distributed then each distributed treasure is converted into €36. The crew all receive their share, 1 share for ordinary mariners, and increments for senior crew as per the recruitment section. Excess gets put into the Ship's Purse, where it is looked after by the Ship's Purser.

For example, at the end of a less than successful adventure, Captain Bradshaw of The Laughing Cavalier, has a mere two treasures to distribute amongst his crew of 20, including two officers and an experienced Navigator and a Gunner. The Captain usually has a claim on 4 shares, so that's 30 shares to be distributed and two treasures is €72.

That's enough for a double helping each and €12 for the Purse. In effect the Captain gets €8, the Officers get €6 apiece, the specialists get €4 each and the rest of the crew get €2 each.

  • If the distribution of treasure does not satisfy the crew (i.e. is insufficient to pay out the fair shares), then the Captain may pay them out of their own stash, distribute more treasure or lose the unpaid crew to desertion on next landfall.
  • The Captain will also get a Mutinous Dog point for each unpaid crew member until either the malcontents are paid or they desert.
Enticement Tokens (€s)

Pocketable loot. Trinkets, coin of many realms, (but especially pieces-of-eight and doubloons), pouches of jewels and jewelry that probably don't bear close inspection in good light, bottles of choice wines etc. Many things pass for currency in these waters and are broadly classed as €s.

Offering €s smoothes the way when recruiting, resupplying, avoiding justice, and easing the conscience of traitors.

Tokens are held by the player on behalf of the Captain and Purse.

Emphatically: Captains can't just dip into the treasure like their own private piggy bank. Crews tend to react rather badly to that sort of thing. Captains must distribute treasure in order to accrue Enticement Tokens. (However, at a pinch, they may persuade the crew that the Purse needs topping up and a treasure may be assigned to it).

€s may also be obtained in the course of the Scenario: E.g. If brawling in a dockside tavern it might be that a handful of fine cigars or a bottle of choice brandy find themselves inadvertently falling into the wrong hands as spoils of war. In the scenario this could be written:
  • "This building is a disreputable tavern, (even by pyratical standards), any party venturing within will inevitably incur the wrath of the local bullies. ~ Roll 1d6. D6:1..3 means ignominious retreat with 1d6 wounds to distribute, treat any knockdowns as unconscious until the victim is returned to ship or stronghold, where they revive, D6:4..6 means that they have taught said bullies better manners and several €s may be liberated as just reward for the inconvenience, 1d6 worth will find their way into the general Purse."
  • "In the ruined temple, should our gallant Crew overcome the gharstly guardian of the curiously ornamented altar, might be discovered a two figure treasure chest of loot (two treasures) and several loose €s, 1d6 worth make it into the Purse".


Purse
Any excess €s, after the distribution of fair shares, are retained in a fund we call the Purse. This is used to resupply the vessel, and if inadequate then the Captain is generally obliged to dip into their own pockets.

The Purse ostensibly belongs to the ship, and by extension the Crew, not the Captain, but the Captain decides how it is spent. As it is generally unclear which figure at any given time is actually holding the goods, and as any chain of petty larceny, illicit, (strictly against articles), gambling, debt repayment and general bartering could be invoked to explain how those fine earrings, or that enameled snuffbox got from A to B, so the Captain, or any member of the crew on their behalf, can use €s up to the amount currently in the Purse on ship's business.

If the Purse is low and there is undistributed treasure then the Captain can declare that a Treasure is needed to feed the Purse. There may be some grumbling and if the Captain already has any mutinous dog points they now have another one.

Cargoes
These are stored in two-figure burden sacks, (takes two figures to lift one), barrels and crates. Cargoes are usually held below decks in the Hold. The Hold is what sits on the Orlop deck above the Bilges and below the Gun Deck.

Some of whatever manifest a ship held is going to be lost in transit if it is taken by force, (left behind, spoiled, spilled, smoke-damaged, in the drink, or smoked, or drunk etc.). For convenience, look at the fraction of damage, (to the nearest 1/4 rounded up the way), that the ship took while being captured. That is the fraction of the cargo that is lost. So, if a ship was battered by cannon and lost between a quarter and half of its Ship Points, (see All at Sea below), then half the Cargo was lost.

Cargo can be stored in a ship's hold at:

  • "beam X half the length (rounded up to a number divisible by four to make fractions easy)"

so a 4 inch beam, 12 inch length ship could carry 24 cargo loads, in its hold and a 3X 9 ship could carry 16.

You cannot spend cargo. The value of a cargo can only be realised when the goods are traded, either in a port or with a dodgy trader in a ship to ship exchange, or on a conveniently deserted coastline. If a trade is made, it can be converted into treasure at a randomly determined rate, (the perils of the market). Roll a d6:

  • 1 worthless, a treasure for the lot,
  • 2..3 alas the market is flooded - one treasure for every twelve cargo, or part thereof,
  • 4..5 a worthy prize - one treasure for six cargo, or part thereof,
  • 6 worth its weight in gold, (figuratively guv, figuratively), this is just what the smuggler ordered - one treasure for every four cargo, or part thereof.
Passengers
These may be ransomed or sold, or disembarked for a fee, as the Captain's whim or scenario dictates. (It is conjectured that following the Golden Age of Piracy, many pirates re-branded as ferry companies).

Prizes
The captured ship herself, if taken as a prize, may be sold. Do not expect top doubloon, as potential customers have an eye for inconvenient details like cannon ball holes and nasty stains. The rule of thumb for ships is €2 per Ship Strength Point, less the proportion of ship's points lost, in whole quarters. +1€/inch if fast, -1€/inch if slow rated

E.g. an ordinary 11 inch ship would be worth €88, but some thoughtless owner has allowed three-quarters of the its Ship Strength Points, (see below in the All At Sea section), to be lost, so it's now worth €22. The new owner will probably spend €11 repairing the ship and sell it again for a handsome profit.

Buried Treasure
Although, for the purposes of this game, there's always room for treasure, you might not want to be sailing around like a great big piggy bank saying "I'm loaded with loot".

Traditionally, if your hold was stuffed, there was no room in the Captain's cabin for their bed, and the crew were still greedy for more action, the discerning pyrate looked for an island, preferably uncharted, (by anybody else), on which to stash the loot before roving out in search of more ill-gotten. The ideal island had a nice sandy bay for careening, plenty of fresh water and game for resupplying and convenient dry caves or a nice light soil for digging.

The Captain must make at least one Treasure Map revealing the location of their hoard.

© Baggins Wood Ltd. 2009

All At Sea

"I sink a few more ships, it's true, than a well bred monarch ought to do" A Popular Pyrate King

Sailing ships are complex creatures and these rules simplify somewhat. To do justice to the sailor's craft the glossary of all nautical terms alone would exceed the length of a small novel, (the expurgated version might be a slightly slimmer tome), and players would be obliged to suffer several years before the mast before they could play. Suffice it to say that experienced sailors had quite fine control over their speed, (bracing and backing yards and sails), so let us assume that they just do whatever it is that sailors do in the rigging and concern ourselves with the results not the minutiae of the mechanics.

Ships and Crew

Ship Classes
Ships are grouped into three simple classes:

  • Large (Over 14" up to 18" measured at the waterline),
  • Middling (over 10" up to 14"),
  • Small (Over 6" up to 10").
Anything over 18" is a Special and requires its own rules and anything up to 6", (or submersible), is a Boat.

Speed
A ship might also be rated as Fast, Ordinary or Slow for its class. This reflects the responsiveness of the ship.

Generally large ships are faster than small ones – with better sail to weight ratios. This is reflected in the way Movement Allowance (MA) points are translated into table distances. Roughly, four units of distance will be about a third of the length of the ship. This is shown in the game by scaling the distance / MA measurements as follows:

Ship Size

Ship Speed

Slow

Ordinary

Fast

Small

3/4"

3/4"

1"

Middling

3/4"

1"

1+1/4"

Large

1"

1+1/4"

1+1/2"


Note that small ships don't lose out by being "slow". (We could justify this, but basically, it isn't really practical to make the units of movement any smaller than 3/4").

We suggest making rulers, to save the burden of continuous mental calculation.


A Fast ship that is carrying more than a quarter of its cargo capacity is laden down and becomes rated Ordinary. Ordinary rated ships become Slow when half the hold is full. The reasoning is that ships built for speed rarely handle cargo well. Slow ships on the other hand are usually built for cargo and suffer no extra penalty.

Ship's Strength Points
The capacity of a ship to resist damage is measured in Ship's Strength Points. This measure is also used as a guide to the value of a Ship, (see Prizes).

The simple way to do this is to by taking the length to the nearest inch, (waterline), and then multiply by four, so a twelve inch ship is worth 12 X 4 or 48 points.

The very simplest system would be to classify all small ships as worth 8 X 4 or 32 points, all middling ships as 12 X 4 points (48) and all large ships as 16 X 4 or 64 points.

A slightly more complicated scheme is to multiply length by the beam, and adjust up to a number divisible by four.

Sailing Crew
The crew required for sailing a ship is

Ship Size

Minimum Crew

Bonus Hands

Small

3

4

Middling

4

5

Large

5

6


In other words a small ship needs three sailors, but can designate up to seven, four of whom give a sailing bonus to the ship. This bonus is added to MA in the turn after the bonus hands are deployed, or deducted if the ship is trying to slow down.

Bigger ships require another sailor for every additional three inches of length or part thereof, so a 20" ship would need at least six dedicated sailors, and could deploy seven bonus hands.

Before moving each turn a Player should point out which figures are sailing.

A ship needs someone to steer it. One of the sailors should be a figure on the quarterdeck who is the designated helmsman, this should be made clear by e.g. standing the figure next to a representation of the ship's wheel or tiller. If they are engaged, or knocked down, then the ship cannot be steered until someone takes their place.

If a ship has already moved or turned before sailors were engaged or knocked down then the movement stands, but if for instance the helm is knocked down or otherwise distracted before movement, then a ship cannot turn and will not move under initiative, but move a momentum move in the it just happens phase.

If bonus hands are distracted then their MA bonus next turn is lost – remember that the extra sailor bonus is gained in arrears.

Sailing crew figures can be an be placed in the rigging if the ship model will bear them, or placed next to a mast, or set aside, (e.g. on a template), as being in the rigging.

Note that figures can be in the rigging but not sailing, e.g. musketeers in the tops or crow's nest. If a player has declared figures in the rigging as sailors during this turn, (bonus added next turn), then they cannot shoot as well, if they shoot the bonus is lost.

Shipboard Movement
Shipboard crew movement, (e.g. to engage in mêlée with boarders, moving below or going aloft), is carried out with no regard to obstacles, and a certain leeway over distances as:
  1. These are swashbucklers and sailors and this is their territory
  2. The model cannot usually reflect the scale and clutter of a real ship
As a rule of thumb allow any able figure to move upto c.12" horizontally in a turn, and upto masthead height, or one deck down, unless they are blocked by a deliberate obstacle, (a locked door for instance), or opposing figure.

Movement below decks will usually be on a template plan of the ship's interior unless very fancy modeling is involved.

Injured, incompetent, (landlubbers), and otherwise impaired figures may be limited to 6" lateral and when climbing they may risk a fall, (see Shore Leave: Drop Table).

To Stations
As an initiative action, the Captain can order to stations and reposition any deckside crew that have not been given previous orders.

E.g. you've gone about, and now all your musketeers are on the wrong gunwale, tell 'em to shift over. Move any number of deckside figures around as a single initiative action.

This is a cautious move so figures can still shoot etc.

All Hands On Deck!!
As an initiative action, a Captain can order "All Hands on Deck!!" which brings all figures that have not yet completed their action to the decks, e.g. spare sailors come down from the rigging, (this means that their bonus for next turn is lost), and all gun crew who have not fired, and rowers who have not rowed, (except the ones chained to their oars), up from below deck. The player can now re-position their figures as they see fit.

This may be an appropriate response to being grappled or rammed, if the boarding action has not taken place. This does include those ordered to the guns or aloft earlier in the turn. It effectively cancels the previous order, and they cannot be given any further orders this turn. If, however, gunners have already fired then they stay by their guns, too distracted to obey the All Hands order.

It also cancels other orders like fire fighting, (completes in the It Just Happens:Fire phase), boat lowering, (a Turn Action), etc. provided they have not already performed the action, (e.g. attempted an ungrapple), in which case they are already occupied.

Moving Your Ship
Ship Movements are small but significant in this game in order to keep the feel of real navigation, while allowing a 28mm scale game on a fairly small playing area. Ships will generally only be moving about a foot in any turn. The scale of the game more or less assumes that long distance sea chases have all been concluded and that this is the end game where the ships are relatively close, within a nautical mile or two of each other. Things are happening very quickly and the subtlety with which the Captains can manœuvre their ships at short notice and close range is now decisive.

Basically, say what you are going to do and spend the Movement Allowance:

"Steady as she goes"

Straight ahead

"To Port"

A point turn left

"To Starboard"

A point turn right

"Heave To"

Bring the vessel to a standstill using the sails or if beating by bringing her into the wind

"Go about windward"

A two point Tack

"Go about leeward"

A two point Gyb

"Make Sternway"

Go backwards

"Box Haul Port/Starboard"

Go backwards and turn

"Club Haul"

See below


Ships may move more than once in a turn as you do not necessarily use all your Movement Allowance (MA) in one manœuvre.

Each further move on a heading, or turn to a new heading is a separate initiative action. However, if the Action phase ends and there is MA outstanding then the ship is moved in the It Just Happens : Momentum phase.

Movement Allowance (MA)
MA or Movement Allowance here represents the mobility given to a ship by the available wind, and/or by oars. Ships and boats manœuvre by trading MA for units of headway/sternway. Oarpower, tides and currents, deploying extra hands to the rigging etc. all have an effect as detailed below.

How to Determine the Movement Allowance (MA) of your Ship
  1. Take the raw MA derived from the Sail Setting, (see below), that the ship is presenting to the wind, or the Oar/sail combination. N.B. Rowed vessels choose their basic MA, (basically it's how fast the big fella beats the drum). See Oared Galleys.
  2. Subtract any MA penalties for damage to the ship.
  3. Adjust for wind strength and current and tide.
  4. Lose speed if you want to (by backing, bracing, reefing or brailing sails). See Losing Momentum & Sternway below.
  5. Adjust for bonus sailors.
  6. Add any other bonuses e.g. for using sweeps.
This gives the total MA for the ship this turn. We find it convenient to put numbered tokens next to a ship to keep tally (e.g. toy pirate money) as MA gets spent.

Sail Settings
Sails are used in different ways dependent on the attitude (or angle) the ship is presenting to the wind and the intentions of the Captain. But in our simple... but effective... system the ship is

  • Running, if the wind is directly astern.
  • Beating, if the heading a point off the wind.
  • Reaching, when the wind is taken from any other point, (i.e. abeam or a little abaft), the ship is reaching.
  • In the Eye of the Wind/Caught-in-Irons/Brought-To, if head on(in which case she can only back sails to make sternway).
So, say a ship is heading North. She would be running from a Southerly, reaching from a Sou'Westerly, Westerly, Sou'Easterly or Easterly, beating against a Nor'Westerly or Nor'Easterly and Caught in Irons by a Northerly.

The Sailing MAs, in fair winds, are as follows:

  • Reaching 12
  • Running 10
  • Beating 8
  • Sternway -4 (as in 4MA but backwards)(1)
Note that it is the initial angle i.e. at the beginning of the turn that counts. We assume that, due to inertia, any advantage gained from turning from e.g. running to reaching would not catch up with the ship until next turn. The exception is Head to Wind. If a ship is Caught-in-Irons or Heaves-To deliberately into the wind, then MA is straightway reduced to zero, all remaining forward momentum is lost.

Points of the Compass
We divide the Compass into 8 points, North, North-East, East, South-East, South, South-West, West, North-West. In this game, the wind always comes from a point and ships/boats are always heading on a specific point. One tip is to use a magnetic compass to establish a North line on the playing area, and to make it easy to check that vessels are aligned on the right heading.

[N.B. It would be nicer to divide the compass into sixteen points, but eight is much easier to play.]

Wind Direction
Prior to the first move, the wind direction has to be established. If unknown, Spin a bottle, knife or purpose made spinner and set the Wind Pointer to the nearest heading. Wind Changes are introduced by chance cards.

Wind Strength
Roll a d6: 6 = Fresh, 2...5 = Fair, 1 = Light.

Add 1d6 to movement allowance, (MA), in a fresh wind and lose 1d6 MA, (down to zero), in a light wind. Calms, and Sudden Squalls are introduced through chance cards. Winds don't otherwise "strengthen" beyond fresh and "lighten" below light.

Storms are an adventure in their own right, so most "action" will take place in light to fresh winds.

Currents and Tides
"What do you mean, 'What fleet?' !?" Julius Caesar 55BC

These are scenario determined. If all or part of a ship is in a current shake a dice. If 1..3 then either forfeit one MA, (for compensation), or after moving, drift the craft an inch in the direction of the current, (maintaining heading). If 4..6 then the current is strong so two MA are lost or 2" drifted. If a Tide is running, (e.g. in an estuary), then add one to MA when running with it and lose a point when beating against it.

If possible, and relevant, coastline scenery should be provided with an adjustable shoreline allowing for changes in tide. E.g. a strip of shore a couple of inches wide, conforming more or less to the coast, that is exposed at "low tide" and removed at "high tide" (illustration to follow)

Shallow Water
Middling and larger ships should sail at least half their length away from shore, except where river estuaries, harbours, Accurate Charts etc. provide deep passage, or they run the risk of shallow water.

Small ships are susceptible only to specified shallows/reefs or the Shallows chance card.

If a vessel does risk shallow water, throw a dice

  • 4..6 no problem
  • 2..3 aground on sand-bank. Either roll 1d6: 1..3 stuck fast try again next turn, 4..6 freed, or attach a line to another ship or to two boats with two rowers in each and let them pull you free.
  • 1 keel strikes rocks/reef (2d6 damage points) 1d6: 1..2 stuck, treat as aground, 3..6 scraped free.
Boats only risk shallow water if a Shallows chance card is played, and are automatically poled or pushed off banks by those on board - move at half rate this turn - but can be damaged by rocks/reefs.

Boats and ships can be deliberately beached.
  • Boats can then be pushed off as normal.
  • Small Ships beach by anchoring with part of the ship between the high and low water mark. Small ships are afloat at high tide and beached at low tide.
  • Middling and large ships are deliberately run aground at high tide, place the prow between high and low water mark. They are beached at low tide and aground at high tide. They will need to be towed off. This might be done for Careening for instance.

Steering
To change heading without the prow crossing the wind, move the ship on her current heading for four units, (generally about a third of a ship length), or - if in the eye of the wind - make sternway. Then rotate the vessel about its centre of rotation by one point.

The centre of rotation of a ship was roughly amidships but variable according to the arrangement of cargo in the hold, and the much more flexible arrangement of sails. As a rule of thumb the simplest solution is to hold the model amidships and rotate the ship around it to the new heading. An "angle" template makes the 45 degree rotation easier, or if you have used a fixed north line, a pocket compass lends an air of verisimilitude.

Hence a turn of one point that does not cross the wind will cost 4MA. A ship can make as many turns, one at a time, as MA permits, but remember to make the linear motion before rotations and to deduct the relevant MA. You can turn more than one point as a single initiative move if you Go About. This is quite a rapid change of direction with regard to the wind.

Going About
Going about will cost 8 MA, even if the manœuvre fails. This is when the bow (Tacking) or stern (Gybing) crosses the wind and sails have to be reset for the wind now coming on the opposite side. In point of fact, the closest most ships approached the wind was about 60 degrees, but we take a little license in allowing 45 degrees for simplicity's sake.

Tacking

To change tack (bow crossing the wind, changing facing from to as regards a wind blowing , i.e. from a "port tack" to a "starboard tack" or v.v.) :


  • Be tacking, i.e. beating close-hauled, a point off the wind on a starboard or port tack.
  • Advance the bow 8 units.
  • Swing the ship round to head to wind
  • Shake a d6: 1= the ship is Caught-in-Irons, involuntarily Heaved To. She remains stationary for this turn as MA is zeroed. A ship with a Navigator does not have to make this test. The usual way out is to turn while making sternway. The Captain will perform a "three-point turn" navigation, known as Box-Hauling.
  • If not Caught-in-Irons then carry on turning until heading on the opposite tack.
  • If the Ship has any MA remaining, then it can make a move on the new tack as another action.
Lateen Rigs
Lateen rigged ships do tack despite having the yardarm interfering with the mast. Depending on which side of the mast the yardarm lies a lateen rig has a "good" and "bad" tack. The sail surface is pushed against the mast and so reduced on the bad tack. However they are more efficient at sailing close hauled than general square riggers, so we assume the advantages and disadvantages cancel out.

Gybing/Waring
This does not carry any extra risk in this game, though in reality throwing booms over can be risky. We are not talking about waring round from one tack to another here, (though obviously if a Captain wants to they can do so, perhaps over two actions), but just the part of the manœuvre where the ship's stern gybs across the wind.

If reaching with the wind a point off the stern then you advance the ship 8 units and turn through two points (90 degrees) as one move. The wind is now coming on the other quarter.

Club Hauling
If you really have to "about turn" fast, then a desperate sort of Captain can Club-Haul, dropping the leeward, (downwind), prow, (front of boat), anchor, about which you wish the ship to pivot. The idea is to force all the ship's momentum into a single driving of the stern around.

Two spare crew are needed to drop the lee prow anchor and stand by with a sharp axe. The ship swings round with the prow as the pivot point until the ship now heads on the opposite heading. When the sails catch up with what the wind is now doing the crew cut the anchor loose, otherwise the sudden stop will do nasty things to your ship. Obviously, unless you are carrying spare anchors this is not a manœuvre to be oft repeated.

Historically, it was usually the action of last resort if you were pinned on a lee shore with heavy swell, and couldn't ride out at anchor until the wind changed. It was a manœuvre that carried some risk attached, essentially this is a handbrake turn, with a ship, and although much discussed was rarely practised.

  • Hold the prow and swing the stern round 180 degrees,(turning it with the wind), until on an opposite heading, at which point the Captain orders the anchor cut away.
  • Assuming no collisions have occurred, roll a d6. On a d6:1..2, (d6:1 if there is a Navigator aboard), there has been damage to the rigging and/or at least one mast, the ship loses 1d6 MA now and each turn until repairs have been made, either by Running Repairs, a carpenter or in a port, or safe haven. A sailor has fallen and takes two wounds D6:5..6 to save, (player may elect to fall into the sea before rolling dice).
  • Any towed boats have been lost.
  • If successful, then the Captain can discard a Mutinous Dog point if they have any.
  • If less than successful, a Captain can take a Mutinous Dog point.
  • Any remaining MA is zeroed, as the ship wrestles with its new heading and fights the urge to make sternway.
To replace the anchor takes chandlery.

It may seem that the ship has moved with unseemly haste, at least the stern parts of the ship have, but should any consider this sort of thing wholly unfeasible may we draw our reader's attention to an admirable and text-book demonstration contained in the film Pirates of the Caribbean: Curse of the Black Pearl, where the intention was to turn and face a relentless pursuer.

Losing Momentum
The MA provided by the wind has to be accounted for. That is to say, has to be used up. It may not be desirable to use all the MA in movement and there are various ways in which a ship can ditch MA.

  • Backing and bracing to lose speed.
  • Heave To by deliberately turning into the wind, make the turn move and then the vessel comes to an immediate standstill. Any remaining MA is lost
  • Grappling another ship will reduce both their MA to zero. (Not strictly accurate but easier than calculating all the vectors).
  • Colliding with another Ship, (see above), or Land will reduce both their MA to zero.
  • Sticking on rocks, reefs or sandbanks will reduce MA to zero.
Backing and Bracing
Sailors can back and brace sails to bring a ship's speed down.

  • Beating. As it is relatively easy to lose momentum so when close hauled, they can deduct 8MA. They will of course be making Sternway if they deduct more than 8 MA. If MA is reduced to zero then the ship is held to a standstill.
  • Running. They may lose upto 6MA + bonuses. As it is much more difficult to bring a ship to standstill with the wind directly astern you need time and plenty of sailors in order to come to a complete standstill. Hence the occasional running onto the rocks.
  • Reaching. They may lose upto 8MA + bonuses. It's easier to spill the quartering wind , but you are generally moving faster and you have to be more careful how you take the wind on the sail edges. (Optionally a ship held to a standstill while all in the wind, (side on), will actually drift slowly leeward if the wind is fresh).

Sternway
A ship in the eye of the wind can claim -4MA for the purposes of making sternway. However, a ship can also make a Stern Board, (i.e. go backwards whilst on a tacking heading), by backing sail while beating and reducing MA below 0. The actual MA will be eight minus whatever the Captain can lose by backing, bracing, deploying extra sailors etc. but no more, (where less is more), than -4MA.

Anchors
A ship at standstill can drop anchors if there is a free figure to do so, and will remain at standstill until they are raised. A moving ship, or one with momentum may still drop anchors but will move any outstanding momentum movement this turn, less d6/2 units for drag, and then be at standstill next turn.

Raising or weighing the Anchors is a Turn Action, with two figures dedicated to the capstan. The ship may move from the following turn, at half speed.

Momentum Movement
This happens in the It Just Happens: Momentum phase. A ship under sail must use up any remaining MA she possesses when the action phase ends. The player who last had the initiative moves first. Any leftover MA is translated into Headway units - which may mean that the ship hits something.

Drifting
Drifting vessels are moved in the It Just Happens: Drifting phase after momentum movement. It is assumed that a drifting vessel has flapping, useless or contrary sails and may not be steered.

Drift the ship(s) or boat(s) d6/2 inches leeward, (maintaining heading), and then, if in a tide or current, one inch in the direction of the flow, and swing the stern a point down current, as drifting ships in a current tend to end up pointing upstream because the stern of a ship is generally deeper in the water.

Inertia and Drag
A ship makes headway at half speed, (2MA per unit moved), if she were drifting, grappled, anchored, held at a standstill or making sternway in the last turn.

When a ship tows or has been grappled by a boat the MA of the ship is reduced by 1, if the rowboat is laden or crewed reduce its MA by 2.

Sweeps (2)
Crew can unship sweeps as a turn action, upto three pairs on a small ship, four pairs on a middling ship and five pairs on a large ship. From next turn the ship may add 1MA for each pair of dedicated rowers. However they will suffer sideswipe penalties in the event of a collision, like an Oared Galley. Sweeps can also be used to propel a ship e.g. in a Calm, when Caught-In-Irons, or when wholly dismasted, (see Aiming High in the Shooting section). Driven under sweeps alone a ship steers as per an oared galley. Only half the broadside guns may fire while sweeps are out, unless the ship has definitely got a "sweeps" deck and a "gun deck", which will usually only pertain to large or "special" ships.



(1) A landlubber might wonder why the ship makes better speed reaching than running. It's a bit technical but here are some of the reasons, as explained to our technical staff over several pints of rum, so please excuse asininities: 1) sails act a bit like wings filled with air and the pull on the leading face can have a big effect. 2) you can put on more sail when the wind isn't directly astern as when the wind's directly astern you have to brail some of the square rigged sails to relieve the strain on the mast & the fore and aft rigged sails are fairly redundant because drivers and spankers are brailed rather than run the risk of broaching-to, and jibs and other stays won't draw with the wind directly behind them.

(2) Oars, not cheerful sooty cockneys.

© Baggins Wood Ltd. 2009

Chance Cards

"Fortuna favet fatuis" (fortune favours fools)

Spice and flavour, random events and turns of fate.

A special deck of cards is prepared and shuffled. It is placed face down where all can see it. Cards can be played either to bring out the best in your own figures or to bring interesting times to other players. They are played as appropriate, often interrupting or even seizing the initiative. Three can be held in the hand. If a player gains a fourth card then one must be immediately played or discarded.

O.K. It's maybe a bit much to say "make a pack of cards", so for the easier alternative we've aliased each Chance Card to an ordinary playing card. Just grab one or two packs of these and keep them separate from the one you use for Initiative Cuts, weed out any cards you don't want in this scenario and Bob's your Uncle.

Some cards are unique and should only be played once per game. They are kept in a separate discard pile after play. Others, e.g. Artefacts are play and keep cards that give a continuing advantage until lost either to another player or the unique discard pile. Artefacts should be assigned to a figure. While there is no call to tell other players which figures possess Artefacts, (until they use their abilities), players should keep a note and be honest in the event of unfortunate events.

Some cards have an instant effect, (e.g. Wind Changes and Calm), and have to be played immediately. Some cards are two edged and either have a positive result when played on a friendly figure or a negative aspect played on an adversary.

When the deck is exhausted the discard pile is shuffled and cut.

Those cards referenced in the main text should always be included but all others are optional and players are encouraged to devise their own. There is no reason why inventive players might not devise different Chance Card packs for different scenarios or even different groups, (Spaniard Colonials, French Privateers, Native Islanders, Buccaneers etc.), within a scenario.

  • Acrobatics Ace of Clubs Interrupts initiative. This is the chandelier, handstand, three chairs and the curtains card. An unwounded/unburdened/unmounted figure may be moved instantly anywhere within a bold move range regardless of obstacles less than twice the figures height or proximity to enemy figures. Can be played to avoid being a cornered rat.
  • Accurate Charts 2C Artefact. Play and keep. A Captain with Accurate Charts can sail shallow waters, regardless of the size of the ship, though may still be suprised by unexpected Shallows.
  • Ambuscade 3C Seizes the initiative. Representing the carefully laid ambush with all figures primed and waiting to pounce. Can be played by a hidden party on a party that has just moved, if a figure in the target party has been placed within six inches of the leader of the hidden unit, (optional No measuring). Initiative immediately passes to the ambushing unit whose members, (in their various categories), can first shoot at the moved unit, and then may immediately charge to engage the ambushed without having to make another initiative action. This is an exceptional case where a figures can both shoot and move boldly.
  • Base Treachery 4C Seizes the initiative. Play on Parley allies. The parleyed agreement is null and void. The villainous wretch must take a Mutinous Dogs point. The victim can play a Double Cross.
  • Berserk 5C Play on a figure just wounded in a mêlée. Instead of taking the wound they go berserk. They continue to fight and automatically save wounds but once no longer engaged roll a d6. 1..3 drops dead, 4..6 wounded with fatigue. They can be knocked down, but if they save they aren't wounded – they cannot take the push back option.
  • Big Beast 6C A large creature emerges from concealment in rough going and attacks the hindermost member of a shore party. Resolve it immediately. It rolls 4 dice. Being unusually tough it will save on a 4..6 but will either run or become enraged (treat as Berserk) after the first wound. 1d6: 1..4 runs away 5..6 enraged.
  • Black Spot 7C Play on Captain whose crew is becoming mutinous.
  • Born Leader 8C After the death/deposition of a leader a born leader can emerge from the ranks and assume command of a party. This card can be played before the Morale throw is taken. Choose a figure, they now the new boss.
  • Born Lucky 9C An automatic save, from either knockdown or wound(s). Walks away without a scratch whether one or two saving rolls were to be made. Play instead of rolling the dice.
  • Bridge Collapses 10C Traditionally, chasms are crossed in single file by precarious bridges made of knotted grass and rotted planks. Play this card when a party uses a rope/log bridge. Line up the figures crossing. For each figure in turn roll a d6, the first time a d6:1 is rolled, that figure has faaaallen into the gorge. Save against two wounds and wait a turn for them to climb out if they survived. (d6:5..6)
  • Calm JC Play immediately, or discard immediately if one of the initial hand. The wind drops away until a d6:4..6 is rolled in the It Just Happens phase, re-spin for direction.
  • Crocodile QC Play on a party crossing a water hazard. Treat as water-based Big Beast, the hindermost figure with a hook if there are any, is the victim of choice.
  • Cunning Plan KC Can Board from boats, or swimming, freely. Can enter stronghold secretly. Can be used to entice new recruits. Is countered by a Suspicious Beggar card.
  • Dodge/Duck AD A figure can play this card to nullify a wound from Mêlée without having to take a Push Back.
  • Double Cross 2D Seizes the initiative. Played against Base Treachery. The Parley is still in tatters, but, forewarned, the victim may claim back the Initiative.
  • Drunk 3D Play on figure depicted with drinking gear in their hand. If knocked down it turns out they had just passed out drunk and revive, unengaged, treat as wounded. Played on an enemy figure depicted with drinking gear, at any time, that figure falls into a drunken stupor, treat as wounded.
  • Favourable Winds 4D Play immediately. The Aeolian gods smile upon you, choose a new wind direction, dice for speed.
  • Fever 5D The Dreaded Lurgi strikes a figure, (victim chooses). One figure must save against a wound (d6:4..6). If they fail then next turn the nearest figure in hailing distance is infected, and both must save. The plague spreads thus until either no-one is infected or all figures have been infected. If a leader decides to abandon or cast adrift the sick then they must take a Mutinous Dog Point.
  • Fire As She Bears 6D Play this card during the Action phase if a ship moves into short or point blank range of a target. Or if a target moves within short/point blank range of a broadside. One broadside firing action is permitted. This card seizes the initiative, or if you have the initiative and wish to fire on the move, movement is temporarily suspended and then resumed after firing has been calculated. N.B. Drake was particularly proud of the way his fast galleons could fire and then turn to present the other broadside before the Spanish had recovered.
  • Jailbreak 7D Siezes the initiative. Player may select a prisoner or group of prisoners, (up to five), for whom an opportunity to escape has arisen. Decide how many figures are going to attempt to escape then roll a d6. One figure will escape on a d6:2..6, two if d6:3..6, three if d6:4..6 etc. Figure(s) may be moved up to 6 inches immediately.
  • Jungle Medicine 8D Artefact. Cures Fever. Cures poison dart wounds. Cures Poisonous Beastie stings/bites. Each time it is used shake a d6. A one means the gourd is now empty, discard.
  • Map 9D Artefact. Gain an extra d6" each shore move regardless of terrain
  • Misfire 10D Played after small arms firing is declared but before dice are rolled a single figure is prevented from shooting.
  • Native Guide JD Provide local guide figure. Add d6" to moves and move in single file, (move the guide figure first and then snake the others behind them), on secret trails. Party gains concealment benefits as if hiding although moving. If the party is spotted, or reveals itself then the guide disappears into the undergrowth.
  • Offence QD A leader can use this card to deliberately provoke another leader, even one in a Parley alliance. The leaders must be within 4" of each other. If the offended party does not respond with a challenge to single combat they must take a Mutinous Dog Point.
  • Once more into the breach… KD Play this card to allow a party claim a Charge Bonus for a second consecutive turn.
  • Opportune Shot AH Seizes the initiative. A single eligible figure can shoot etc. at a chosen target in LoS at up to double normal weapon range when this card is played. Figures in the rigging are in LoS, below decks are not unless the shooter is too. Shooters in the rigging/crow's nests are well placed to use this card as they have better LoS to enemy decks than figures on the decks. Can be used to shoot in a Mêlée.
  • Pegleg 2H Played on a figure with a pegleg, either they can ignore a wound, as they have been wounded in their wooden leg, or they cannot move this turn as their leg has caught/slipped in something they don't want to examine too closely.
  • Poisonous Beastie 3H Play on a figure in rough terrain, if more than one fig in party then victim's choice, and they are bitten or stung. Treat as a Poison Dart hit.
  • Quicksand 4H A figure has found a patch of quicksand. If alone then on a d6: 1..3 they are gone without a trace, (except perhaps a floppy hat with a feather on it, floating), 4..6 they pull themselves out, but lose this turn. If in a party then the leader decides which figure has fallen in and can either spend a turn pulling them out or let them sink, carry on and take a Mutinous Dog point.
  • Rum 5H A crew or party has discovered a hidden cache of Rum, (could be player's or adversary's figures) break out the Rum as per the Mutinous Dogs section.
  • Running Repairs 6H This card can be played to jury rig a mast or fix temporary steering on a ship as if it had a Carpenter.
  • Ruthless Pursuit 7H Initiative seizing, play immediately after a mêlée resolution. A victorious Party may immediately charge after an enemy that has withdrawn from a mêlée, regardless of previous moves. or an instant boarding party may pursue retreating boarders back onto their own ship.
  • Seize the Day! 8H Seizes the initiative from whoever has it.
  • Shallows 9H A vessel has discovered unexpected shallows, with her keel. These even suprise holders of accurate charts if sailing in shallow waters.
  • Sneaky Attack 10H Play when allocating a casualty, from any figure however armed. A knife in the back, the concealed dagger, the "Lookout! Behind you!" trick. The victim cannot Push Back/Jump Back. However, they could counter with a Dodge/Duck.
  • Sharks JH Place d6/2 sharks, (fins), in the water 9" from any swimmer. They move at 4" per turn towards the nearest swimmer. If they come into contact with a swimmer roll a dice. 1..4 swimmer disappears, 5..6 sharks fended off for a turn. Sharks can be shot at with small arms from ships or boats, no saving throw, if wounded then disappear. If there are no swimmers left in the water then they disappear.
  • Squall QH Play on a ship, it makes an impromptu turn of a point 1..3 port, 4..6 starboard. Roll a d6, on a 1 a sailor has been dislodged, save against two wounds. (2d6: save on 5..6)
  • Suspicious Beggar KH Seizes the Initiative. Play against a Cunning Plan, which is fatally flawed when someone spots that something's up.
  • Traps AS One of an enemy shore party (victim chooses) that has just moved falls into a trap of the bearpit, swinging log, dropping rock, hoisting net etc. variety. Save against two wounds. At card player's behest knockdowns can be converted to captured, in a big net or pit. Cannot be played on a party who are following Scouts, (they would have spotted it).
  • Water! Water! 2S A ship or stronghold is running low on potable water. A foraging party must be sent out, or a ship must anchor at a suitable island or call into a port to resupply. Three Mutinous Dog points are taken and can be removed when a barrel of water is brought back to the ship or stronghold.
  • Wind Changes 3S Play immediately, or discard immediately if this is one of the initial cards drawn. Roll a d6. 1 veers one point, 2 veers two points, 3 veers three points, 4 backs one point, 5 backs two points, 6 backs three points. All magical nannies removed from play. Replace this card and all discards and shuffle the deck.
© Baggins Wood Ltd. 2009

Thursday, 23 April 2009

Mêlée

"…that would also be the French…"

When any figures of opposing Parties are in base-to-base contact the relevant Parties are in a mêlée. Of course, some skulking dogs might choose to lurk behind some obstacle, (e.g. a barricade, a palisade or a barrel or a cannon). In this case the figures are engaged if both are in contact with the obstacle and at least one figure is armed with an Reach or General weapon. Close weapons cannot engage over an obstacle, but if the model will bear it a figure might be placed on the obstacle and can use a Close weapon. N.B. that moving onto the obstacle will usually cost a movement penalty, and if the figure hasn't enough steam to do it they can't.

Mêlée is hand to hand fighting. Mêlées are pretty confused affairs, and most skirmish rulesets don't handle this very well, tending to simplify and gloss over problems e.g. multiple contacts, overlapping damage. Such rules find it easier to assume that participants divide themselves up into neat pairs like dancing partners. The system employed here better reflects the true nature of the swirling chaos of a mêlée, allowing both the multi-figure participation and the individual cut and thrust to be given emphasis at the same time.

It might look a bit complicated at first glance. Don't worry, 'tis not so.

Mêlée is an exclusive action. Once a figure has been in mêlée it can perform no other action in that turn, except a reaction move. Note that although a party may only initiate mêlée once in a turn, it may be "mêléed" more than once, for instance, if it successfully drives off an attack and is then attacked from another quarter.

Mêlées take place in their own time frame, so rules that apply generally may appear to be broken. (Cf. Quantum mechanics and Mr. Newton's newfangled conjectures). Mêlées are divided into rounds, though there will frequently only be one round. A round is one set of dice rolls and damage allocation by both parties sort of simultaneously. If the mêlée is not resolved in one round and the "loser" wishes to fight on, then another round is played. Etc.

Mêlée Weapons
  • Reach mêlée weapons are weapons of greater than average reach e.g. spears, boarding pikes and other polearms, very large clubs, double handed axes etc. These confer an advantage unless the fight is at close quarters, when they give an advantage to the enemy.
  • Close mêlée weapons are for close quarters e.g. daggers, small hatchets, belaying pins, bottles, hooks, brass knuckles, furniture and, (as a last resort), fists, feet and teeth. In close quarters situations, (e.g. in the confines of building, in the rigging, below decks, in a smugglers cave or a secret tunnel), close weapons are more useful than Pikes and Halberds, and its difficult to efficiently employ an attached bayonet when climbing the rigging.
  • General mêlée weapons are e.g. cutlass, rapier, sabre, mace, axe, cleaver, flail, clubs etc. One-handed weapons.
A musket butt is a General weapon. With a bayonet fixture a musket is a weapon of Reach. A pistol butt is a Close quarters weapon.

Figures fight with the biggest weapon with which they are depicted as a rule, the exceptions are detailed in the relevant sections. If not depicted with a weapon they are deemed to be armed with a Close weapon.

If for instance a figure was depicted with a cutlass in one hand a dagger in the other and another dagger between their teeth, then they are deemed to be armed with a General weapon, (the cutlass), 'though they would also be able to throw a knife as a distance weapon, and could play the Main Gauche.

The facing of a figure doesn't matter. It is imagined that they are actively turning and twisting to face all opponents in contact.

Reaction Moves
1. Regardless of other movements made outwith the mêlée, when an attacker has finished moving their figures the defending party has option of moving any unengaged figures upto two inches with the aim of:
  • engaging/avoiding the nearest enemy figure,
  • moving into a supporting position, (BtB with a friendly figure who is touching an enemy),
  • acquiring a target to shoot at.
2. Between rounds unengaged figures can be moved upto two inches as above. Alternate between players, winner first.

3. A figure can be pushed or jump back to avoid wounds or worse.

4. Losing a fight gives the losing figures an urge to place distance between selves and sharp objects, so losers get a bold retreat move.

5. Morale failure allows self-preservation instincts free rein, and fleeing is the order of the day.

Shooting in Mêlée
Figures whose parties are engaged cannot usually risk shooting, throwing or firing in the general confusion, but to cater for the circumstances when an unengaged member of the party might see a chance of making a contribution, then an Opportune Shot card can be played, before mêlée quotas are calculated, with the proviso that if the target figure is engaged, then a miss will actually hit one of the people they are engaged with.

Theoretically a figure could, if appropriately equipped, throw a grenade, but that might be rather silly…

Mêlée Quotas
The Mêlée Quota (MQ) represents the effective force of the combatants. In general a figure is worth 1MQ point, but some figures are worth more than others:

  • Captains are worth 3MQ, (two when wounded).
  • Other officers are worth 2MQ (one when wounded)
  • Ordinary wounded figures count as 1/2MQ, as do cabin boys, civilians and similar characters unused to rough and tumble.
  • Each figures in formation adds 1MQ (1/2MQ if wounded).
  • Each figure with a weapon of Reach or Mounted add a 1MQ unless fighting at Close Quarters. If in close quarters, each gives their opponents 1MQ for advantage. Note that a mounted lancer would gain, (and lose), +2MA.
  • Advantageous positions e.g. terrain that gives an advantage can add MQ. Generally speaking add 1MQ for each engaged figure in an advantageous position.
  • Flashing Blades add 1MQ
Round up any odd fractions.


The Cut and Thrust
Divide the MQ by five plus spares, (this is just an administrative convenience). All participating Players dice "simultaneously". Throw for all figures and tote up all the casualties.

MÊLÉE DICE TABLE

Number of quota figures


Number of Dice to roll + rerolls

1

3

2

4

3

5

4

5+1

5

5+2


DAMAGE ROLL

Dice Roll

Casualties

Pair

1 wound

Two pair

2 wounds

Three of a kind

1 knockdown

Full house (3 and a pair)

2 knockdowns

Straight

2 knockdowns & 2 wounds

Four of a kind

3 knockdowns

Poker - Five of a kind

4 knockdowns

Hand to Hand Casualties
Alternate between players starting with the one that potentially caused the most damage, (got the best dice).

The player taps (chooses) a figure in BtB contact with an enemy or enemies and says what damage they inflict on a figure or figures that they are in contact with. Roll the saving throws. An attacking figure can normally only award one knockdown, or a single wound to any single opponent. If in contact with several enemies, a figure can dish out either a knockdown or a wound to as many of the contacted figures as the player wishes.

As each figure is tapped and their action described, evaluate the result. You cannot tap the same attacking figure twice in a round, (a mêlée may have more than one round).

A figure offered a wound might jump or be pushed back from an enemy, rather than take the wound, a figure threatened with a knockdown might be pushed back wounded rather than risk being knocked down - see Pushback below.

Remove/topple any downed figures as damage accrues, and mark the wounded. Wounded figures can still strike blows if still in contact, those knocked down cannot, (too busy).

A figure that survives one assault may still be targeted by other figures in BtB contact.

(Optionally Allocate both sides damage before rolling saves and moving push-backs. This makes things appear more simultaneous and realistic, but thus may make it harder for figures to escape from tricky situations and overwhelming odds).

Remember, a second unsaved wound is equivalent to a knockdown, and Officers and Captains have an ehanced saving throw (see Cannons).

Mêlée Saving Throw Modifiers
  • +1 if armoured/shielded.
  • +1 if defending obstacle/advantageous position.
  • +1 if supported, i.e. in base to base contact with an unengaged friendly figure.
  • +1 if facing a Close weapon when not in close quarters.
  • +1 if Mounted against Foot who are not armed with Reach weapons and not in close quarters.
Pushback
If a figure on foot doesn't wish to risk a saving throw on a wound, they aren't surrounded and they could be moved directly away from the source of the blow for at least a base depth without colliding with another figure or obstacle, then they may elect to jump back or be pushed back. They are pushed back a base depth, directly away from their opponent. It's o.k. if they are now touching a figure or obstacle, as long as they cleared the base depth.

A player receiving a knockdown could also elect to be pushed back wounded and forfeit the saving throw. They cannot decide to do this after taking a saving throw and failing it.

Unwounded victors may follow up and remain in contact or not, as they wish. (Wounded figures are generally glad of any respite).

If a figure follows up they may, (but not necessarily), break away from other combatants they are in BtB with.

Surrounded
A figure is surrounded if a pushback would mean going through an enemy. Another way of looking at it might be, 'if you draw imaginary lines between the heads of engaged enemies, then the figure is surrounded if they can't be pushed-back without their own head crossing those lines'.

If a surrounded figure knocks down or forces a push-back on one of their opponents, then they may disengage from all opponents if they can move a base depth in any direction away from their foes without colliding with other enemies or obstacles. This represents a surrounded figure escaping by forcing a gap in their encircling foes.

You might think then that it is better to be surrounded than face two foes to the front, as you cannot disengage willingly from a second opponent to the fore if you disable the first. The excuse for this is that two figures attacking from the same direction are likely to be acting in more concert than a general swirl of figures on all sides, and also, a figure is more likely to seek to disengage when surrounded than when left with a single adversary to fore. It's a combination of desperation and confusion that gives the surrounded figure the ability to escape their predicament.

A figure can also play Acrobatics to escape being surrounded.

Morale
In the heat of the action the fighters haven't much time to take stock, but as soon as there is a respite they can see how their side is faring. Rather than testing each time a figure is rendered hors de combat, test for morale, if necessary, at the end of the round.

Winning the Mêlée
If a party's morale fails then it flees (see Morale). If all parties lose heart then the engagement is over. If stalwart enemies are still engaged then a winner must be determined.

  • After each round the side with the most knockdowns, including any damage that couldn't be allocated, but not including damage that was saved or avoided, has won the mêlée round. Note that combined forces (allies under attack or making a combined attack) count as one side
  • If it's a draw on knockdowns then count wounds
  • If it's still a draw on wounds then count push-backs
  • After that then the player with the least Mutinous Dog points has won, (as their figures are more committed).
  • If it's still a draw cut a dice or something.
The losing side(s) can now withdraw. If this is a boarding action then, if the losers are the boarders they may retreat back to their own vessel(s), if they are able to. If they are the boardees then they may strike colours and surrender, or Abandon Ship, or they may choose to fight on while their morale holds. Otherwise, if this is not a boarding action, just break off contact and move surviving figures in any losing party a bold retreat move away from the enemy. Note: That's all the figures in a losing party, even if they didn't actually fight.

If no figures in the winning party are engaged then the mêlée is over.
The losers must withdraw, strike their colours etc.

Fighting On
If still engaged with members of the winning party, the loser(s) can decide to fight on while morale holds. If so then players may move any unengaged figures in a reaction move as above but alternate between the players, winner moving first.

Cornered Rats

Generally speaking figures on the losing side can disengage without penalty, but if an individual figure is surrounded, or backed up against impassible obstacles, then they cannot withdraw but must surrender or fight on as a cornered rat.

Cornered rats fight on even as their comrades scarper. These little fights are continued after the mêlée proper until each cornered rat is knocked down, captured, surrenders or cuts their way free. Check for the morale of the retreating party if any friends are lost, an orderly withdrawl might become a rout.

If they force a push-back, or knockdown one of their encircling foes they have cut their way free and must immediately take the bold decision to leave it for another day. They try to catch up with their comrades.

Acrobatics
can allow a cornered rat to escape.

Disarming and Capture
Those fighting an isolated figure, (i.e. if the target figure is not in BtB with friends), can convert a knockdown into a Disarm, (saving throw as usual).
  • The disarmed figure stays in BtB, and cannot break off. Imagine the disarming figure has a blade at their throat.
  • A disarmed figure can immediately surrender and become a captive, though not yet a prisoner until the mêlée is resolved. Neither figure will count toward the MQ of future rounds until the mêlée is resolved unless a rescuing figure attacks the captor.
If the disarmed figure chooses not to surrender, a figure can try to capture them by force in the next round, by allocating wounds or knockdowns to the figure. If this damage is not saved then figure is captured by the disarming figure. If nobody intervenes then when the mêlée is resolved the captive is now a prisoner and either dragged off by the retreating side or left behind as their friends retreat. If the captor's side fails a morale throw at this point the prisoner is abandoned.

If the disarmed figure saves, then they re-arm themselves, (the old concealed dagger/cutlass/halberd trick).

Mounted Figures
Pyrates are not generally associated with horses, but it is entirely possible that some of the Spaniards, Coastguards, Revenue Collectors, Militia of Concerned Citizens, Dragoons, Gentlemen of the High Toby, Customs and Excise Officials etc. whom they encounter should be mounted.

En Passant
This is a special attack allowed to mounted figures. This rule covers the ability of riders to strike a passing blow. When charging in open ground, if they can move into BtB contact with a single adversary not armed with an Reach weapon, and if they have remaining MA, then they can declare an En Passant attack.

They immediately disengage and continue their movement and the controlling player immediately rolls for the result of the side swipes/thrusts they have just made. Even if there are several riders involved, each rider rolls as an individual, not as a group.

The attacking player does not have to engage in mêlée if they can avoid it, all the rider figures might end their move unengaged, having struck several passing blows. Footsloggers should be wary of cavalry in open country.

Dismounting
Mounted figures don't enjoy the benefits of the Pushback as horses don't reverse that well, but when a mounted figure is wounded, if the player has an appropriate figure they may elect to say that they are dismounted instead. Should the player wish to re-mount the figure, the beast will be found to have wandered d6 inches away. If a mounted figure is knocked down, the owning player may elect to say that they are in fact dismounted, though on this occasion wounded, and that it was their unfortunate steed which bore the brunt of misfortunes unkind thrust, (or hack, or slash, or blunt instrument, or pyrotechnic contrivance, etc).

Duelling
A leader can always challenge another leader to single combat if they are in hailing distance, as long as they are not already in mêlée. If in Parley, or a parleyed truce currently exists between the two leaders, then a challenge can only be made if Offence has been given/taken. A challenge may be refused if the challenged party takes a Mutinous Dog point and skulks like a scurvy dog.
If accepted then the leader figures will be set up in base to base contact, on mutually agreed ground. Their supporters will be set up behind them. The challenged leader chooses the weapons and may limit attendees to two supporters apiece. Either party may invite an available surgeon to attend.

If hand-to-hand combat is chosen then use the mêlée tables.

Terms, conditions and stakes may be set or wagered on the outcome of the duel and if accepted the survivors must honour them or take a Mutinous Dog point. The Pushback option may be employed, as may the Main Gauche and/or relevant chance cards.

A duelist may attempt to disarm and/or capture their rival, or simply discard any damage that they cause. Perhaps to show contempt for their enemy they slit their braces rather than their gizzard, or slash an initial into their doublet. Such panache would certainly redeem a Mutinous Dog point.

If either duelist is wounded, (& fails saving throw), then both duelists may agree to break off the fight. Quarter may be requested or offered. If a duelist takes a push-back and the pusher chooses not to follow up then this is taken to mean that they are willing to end the fight, as victor.

If both combatants take a push-back then the duel has ended in a draw.

If both leaders are armed with pistols then the challenged party can elect to duel at 2" range with pistols. The first player to shout "Fire!!", (or make some other signal such as slap the table, or burst a balloon, or use a costume flintlock with "real" sound), gets to roll 4 dice. If the other player survives then they may return fire carefully with 5 dice if unhurt, or 3 dice if wounded. A player can still try to disarm their opponent, but not capture them. If the players shoot simultaneously then both roll 4 dice. If neither player is wounded, then either "honour is satisfied" or they try again with a second pistol. If the second shot likewise causes no damage then, if either party wishes to continue, they must resort to blades as above.

If parties had previously been in a state of treaty, the victor can decide if it still holds.

Fighting in the rigging
Fighting in the rigging, including spars, and tops, is close quarters so anyone armed with a reach weapon gives their opponents a +1MQ advantage. If a combatant in the rigging is wounded, they will fall if they roll a d6:1..3. If feasible their player can have them fall into the sea. If they hit the deck check with the Drop Table in the Movement section to see if further injury ensues.

Main Gauche
Figures with mêlée weapons in both hands, or a hook on one hand, can perform a "main gauche" or off-hand attack. The attacker feints and strikes an unexpected blow. This is a Sneaky Attack and like that card means that the defender cannot choose to avoid a blow by being pushed back. However a Dodge/Duck card will still counter it. The attacking player rolls a d6 after declaring the wound or knockdown, d6:1..2 and the victim did not fall for the ruse, the blow is wasted. D6:3..6 and their only hope is a good saving throw.

Mêlée Example
Player A has scored a straight and Player B has scored two pair. Player A gets to allocate casualties first.

One of her Crew, armed only with a small fruit knife, (close weapon), is engaged by three Pyrates. She taps that figure and allocates the two knockdowns, one each to two of the opponents, thus channeling all the damage that she could inflict through this one figure rather than spreading the mayhem.

Player B decides to risk a saving throw on the first casualty, as d6:5..6 will save because Player A's heroine only has a close weapon. A 4 is rolled, and in this case, the first pyrate is knocked down, and Player B decides that the other casualty prefers to take a wound and a push-back, rather than risk similar.

Player A says her girl will follow up, breaking away from the last remaining healthy Pyrate but staying in contact with the chap now sporting a small red token.

Player B now gets to choose. He has two wounds to parcel out. If any of Player B's figures were in contact with more than one adversary then that figure could inflict both blows, but instead Player B decides to tap the wounded Pyrate who is still in contact. Although Player B is the only one who has damage left to allocate, the casualties are still evaluated one at a time. The slightly punctured pyrate hacks at his pursuing harpy with his cutlass. The swipe catches our heroine off her guard, and she jumps backwards, not risking the saving throw, to avoid a nasty cut.

This inevitably brings her back to where she started, in contact with the unharmed member of her original trio of adversaries.

Player A has no more damage to allocate but Player B still has a wound to give. This last fellow has a cutlass in one hand and a dagger in the other so elects to play the Main Gauche and knife our heroine in the back. He rolls a 4 so the ploy is successful and Player B's figure cannot avoid the wound with a push-back. Fortunately player B's foul blow glances off a corset stay, (she rolls a 6 to save).

Player A's figure is still in a tight spot, but one foe is down and another is standing off, wounded, while she is as yet unscathed.

© Baggins Wood Ltd. 2009