From Charles Clay
These rules were written to enjoy games played with the very nice 25mm resin ships and Pirate figures available today. We use individually based figures so for ease of play our ships aren't rigged but do have sails on the yardarms. The sails are made of suitable looking fabric held into shape by florists wire sealed inside the hems and are simply hooked onto the yardarm so they can be removed to show battle damage and loss of speed. Cannons on the upper deck are also left loose to be removed if destroyed. We hope you enjoy the mayhem! Any situation not covered by these very simple rules is decided by the GM, by mutual agreement, or dice for it. Turn Sequence: Initiative; Un-grapple Attempts; Move Ships; Grapple Attempts; Move Figures; All Firing; Melee Initiative: Roll for initiative each game turn. High die goes first and the rest go in turn. Un-grapple: Roll 1 X D6. 5 - 6 clears all grappling lines and moves ships 3 inches apart. Move Ships: Row Boat or Canoe - 2 inches per rower (max 8 inches) unlimited turns Grapple: May attempt within 6 inches. 1 X D6, 3 - 6 grapples. Move ships together Move Foot Troops: Formed units (Regulars) - 4 inches
Firing by Cannons: Light Guns - range to 18 inches - 1 X D6
Firing by Foot Troops: Musket / Swivel Gun - range to 12 inches
Regulars - 4-6 to Hit and kill
Swivel Gun - attack with 4 X D6
Melee 1 X D6 per weapon used. Multiple attackers on one figure all fight simultaneously.
High die wins melee.
by "The Riverbluff Irregulars" Memphis, TN
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