1.0 Introduction
PirateWars
is a naval miniatures war game based on figures and models available from the
LEGO Group. You will need at
least two ship models and lots of extra figures to man the ships.
The Ship Data Chart details the
number of figures needed to crew a ship. The
game uses a six sided die (d6) to resolve combat and check for morale.
The number needed for a success is referred to as the target number and a
roll less than or equal to the target is a success.
A roll of a six is always a failure and a target number less than one is
an automatic failure. The
ranges in the game are measured in dots so you will need to make a scale for
measuring distances during movement and combat. To make a scale, join three one-dot wide by eight-dot long
tiles together with extra tiles to make a scale 24-dots long. 1.1 Figures
Figures
represent various crew members and all figures have a value for Attack.
Captains and Imperial Marine Lieutenants get two attacks with the cutlass
during the Task phase, all other figures receive one.
See the Figure Chart for
information on Attack and equipment. The
figure for the Imperial Captain has white hands, wears a peaked hat with a
plume, gold shoulder boards, and carries a cutlass and a pistol.
Imperial First Mates have triangle hats and carry a pistol and a cutlass.
Imperial sailors are bare headed and bare handed and carry no weapons.
Imperial cannon crew are bare headed and have either a ram rod or cannon
ball in hand. The figure for the Imperial Marine Lieutenant is a standard marine
with a triangle hat, gold shoulder boards and carrying a cutlass and a pistol.
The Imperial Marine figures have tall hats, red or blue shoulder boards,
back packs, and muskets. It must be
noted that Imperial Marines may not sail or reload or fire cannons.
The
figure for the Pirate Captain has a peg leg, a hook, a pistol, brown shoulder
boards, and wears the classic peaked hat with skull and crossbones.
The Pirate First Mate wears a triangle hat and carries a pistol and
cutlass. Pirate crews are armed
with cutlass and all wear hats or caps of some sort.
Pirates manning cannons are equipped with either a ram rod or a cannon
ball. A female figure may represent any crew member with one
special feature, she has an unlimited number of loaded pistols.
Up to one half of the extra pirates on a ship may have either a musket or
a pistol and female figures apply to this limit. 1.2 Weapons
Each
weapon has attributes for Dice and Range. Dice
is the number of d6 rolled for each attack and Range is the maximum distance
that the weapon can attack. Only
weapons with a "B" under range may be used at a range of 4 dots or
less. Pistols and hooks give a
figure an extra attack in Boarding. 1.3 Ships
All
ships have the following attributes: Hull
Factor(HF), Sail Factor(SF), Crew, Speed, Length, Sail Loss, and Extra Figures.
The values for these attributes for each of the Lego®
model kits is detailed in the Ship Data Chart. The
Hull Factor (HF) is ability of the ship's structure to take damage and remain
afloat. The higher the HF of a
ship, the more damage it takes to sink. The
HF is directly linked to the length of the boat and can be found by dividing the
length by 8. The HF also determines
the number of figures and cannons that a ship may carry.
See Ship Design for more information. The
Sail Factor (SF) is the amount of sail the ship has available to spread.
The SF determines what the current speed of the ship is and how many
figures are required to crew the ship. A
ship requires one sailor for every SF in order to sail normally.
In addition, the player may allocate additional sailors to shorten the
sails, allowing the ship to move at a slower speed, but speed may only be
lowered by complete Sail Factors. Damage
SF can be reset by tasking two extra figures per damaged sail.
A ship may only change speed by 2 SF per turn unless they go adrift or
make way from being adrift. The
Speed of the vessel is the number of dots the ship can move in a turn.
The current Speed of the ship is determined by the number of SF and the
heading of the ship. The Speed listed next to the highest open SF on the Ship
Damage Chart is the ships current Speed. If
the ship is tacking, the Speed is half the value listed. The
Crew of the ship is the number of figures needed to completely man the ship for
sailing and firing and reloading cannons. The
Crew is composed of a Captain, a First Mate, one sailor for every SF that the
vessel begins with, and two sailors for every cannon on board the ship.
Any vessel with a crows nest receives an extra figure to man it with a
limit of one crows nest per ship. The
Length of the ship is the number of dots from where the brown hull touches the
ground at the bow to where the hull ends just before the rudder.
This line is called the waterline and is important for firing cannons
during the Task phase. The Length of the vessel is used to determine movement and
turning. The
Sail Loss of a ship is the amount of Speed lost each time a Sail Factor is
destroyed. This value is used when
filling out a Ship Damage Chart to determine the current Speed as SF are
eliminated and reset. The
Extras column on the Ship Chart shows the extra pirates, sailors, or marines for
each ship at the start of the game. 2.0 Turn Sequenc
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1.
Initiative |
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2.
Movement |
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3.
Tasks |
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4.
Morale |
At
the beginning of each turn, all sides roll a d6 to determine initiative for that
turn. Break all ties by rerolling
the initiative for the tied sides only. During
the Movement phase, each side will move all of its ships, with sides going in
the order of highest to lowest initiative. During the Tasks phase, each side
performs tasks on all of their ships in the order of lowest to highest
initiative. Ships engaged in
Boarding will resolve boarding combat at the first initiative of either engaged
players.
Ship
movement is based on the current Speed of the ship, which is subject to damage
and wind direction. Wind direction
is determined at the beginning of the game by either a random die roll or by
agreement of the players. Each ship
must move all of its current Speed as modified for crew loss, sail loss, and
heading. A ship's movement is
measured in a straight line and a ship turns by pivoting on its rudder.
The number and maximum angle of turns depends on the current Speed and
Length of the vessel.
A
ship has three Speeds: Full, Tack, and Adrift.
These speeds are based on the direction of the ship with respect to the
wind. Full Speed is with the wind
coming from aft to abeam and the ship moves its full current Speed.
Tack Speed is when the vessel is sailing from abeam to aquarter and is
one half the ships current full Speed. A
ship that begins a turn within 45° of the wind, has no crew, or has no sails is
adrift. Ships that are adrift will
move 8 dots with the wind and turn 45° with the wind each turn until running
with it. A ship is running with the
wind when its bow points in the direction the wind is moving.
The speed of a ship under way is determined by its heading at the
beginning of the turn, see the Heading Chart.
The
simplest method of measuring a move is to place a tile next to the bow where it
contacts the floor and move the ship forward until the keel just before the
rudder is next to the marker. This
distance is the Length of the ship shown on the Ship Data.
The ship continues to leap forward like this until the remaining movement
is less than the length of the ship, then a scale is used to measure the
remaining movement.
A
ship can turn up to 90° for every leap over one half its length that it makes
during Movement. This is
accomplished by making a normal movement leap and then swinging the bow to the
desired angle while using the rudder as the pivot point.
A ship that has a total move of less than one half its length during
Movement may turn up to 45°.
After
all ships have moved, they can adjust their headings by Falling Off the wind.
Falling Off allows each ship to turn up to 45° with the wind up to
running with it and is conducted in the same order of initiative as movement.
This is used primarily to aim the cannons or to move through the wind to
avoid being caught adrift in the next turn.
Example:
The Skull's Eye Schooner is running abeam with the wind off the port,
allowing it to move 64 dots. The
player places a tile near the bow and pushes the ship forward until the rudder
is just behind the tile. He then
turns the ship 90° port which puts him heading straight into the wind.
The player places the scale next to the ship and counts off another 16
dots to complete his move. If he
were to stay in this position, he would be adrift next round, however, the
player has done this with the intent of falling off the wind to aim his cannons.
During his opponents turn, a ship moves to his starboard aft.
With all movement complete,
the Skull's Eye Schooner then falls off the full 45° which brings his cannons
to bear on the enemy ship and leaves him at tack speed, 32 dots, for the next
turn.
Ramming
Ramming
is a form of attack that is executed during the Movement phase.
In order to ram another ship, the moving ship must contact the hull of
the target ship while moving forward. Contact
is made if the two ships touch and the moving ship has enough movement left to
make it contact hull to hull at a 45° angle or greater.
Whenever one ship rams another, they both go adrift and neither ship may
take any action during the Task phase of that round.
A
ship that rams another takes 1 HF in damage, 2 if the other ship is larger.
The rammed ship takes damage equal to one half the current SF of the
rammer, rounded up, directly to its HF.
Either
ship may declare a Boarding attempt in the following turn.
During Boarding, both ships are lashed together and will move adrift
every turn. If the impact is at an
angle of less than 45° or was made during turning, then it is not considered a
ramming and no damage is done to either ship, although either ship may declare a
Boarding attempt.
Example
A: The Black Seas Barracuda has
become irritated with an Imperial Flagship and decides to ram during movement.
The player advances his boat forward and strikes the Imperial Flagship
after moving only 32 of its of movement. The
Barracuda was at full sail with 7 SF and does 4 points of damage to the Flagship
while taking one himself. The
Barracuda loses his top HF and the two SF above it which causes him to also lose
three pirates. The Flagship loses
all four of its HF which sinks it at the end of the movement phase.
The Flagship crew is reduced by nine figures, four for the HF and Five
for the SF. In addition, one half
of the remaining crew dies along with the Captain, the rest end up in the water.
The player puts 4 marines and the Lieutenant in the water in front of the
Barracuda. The Black Seas Barracuda
is adrift in the next round and the pirates on board may not perform any tasks
until next round
Example
B: An Imperial Flagship approaches
the Skull's Eye Schooner in the next round.
The Player decides to board and makes a turn after the first leap to make
the contact less than 45°. Halfway
through the second leap, the ships contact but no damage is done to either.
Running
Aground
All
ships will run aground if they get too close to reefs or islands.
The safe depth a ship can sail in is refered to as its draft.
For narrow ships, the draft is 8 dots, for wide it is 12 dots.
If a ship sails into reefs that are shallower than its draft or nearer to
an island than its draft, then it has run aground. A ship takes one point of HF for running aground plus an
additional point for every four dots less than its draft.
This damage is repeated for every full hull length moved through the
shallow water.
All
figures can perform only one of the following actions during the Task phase:
Boarding, Firing, Moving, Reloading, and Sailing. Any figure that is not firmly joined to some part of the ship
by either hand or foot cannot perform any task that round except Moving.
Any figure that is set on the ground or knocked off the ship at any time
is considered overboard where ever it lands.
Some
figures are restricted to certain tasks while others have greater freedom.
Captains and First Mates may perform any task and can move freely about
the ship without counting it as a task. Pirate
crew and Imperial sailors may also perform any task, however, movement is
considered a task for them. Imperial
marines may only fire and reload muskets and participate in Boarding.
Boarding
A
player may declare a boarding attempt in the round following a ramming or in any
round that two ships contact without ramming. The figures on a ship may not perform any other tasks while
it is engaged in Boarding.
Each
player counts the number of figures on their ship and subtracts any figures that
are on the gun deck or the top castles. The
Captain, First Mate, and Imperial Lieutenant may participate in boarding combat
regardless of location. Each figure
gets one attack and figures with hooks or loaded pistols get an additional
attack. All officers get two
attacks with their cutlass. Once
the number of attacks has been totalled, both sides roll dice to determine their
successes. Each side loses a number
of figures equal to their opponents successes. The player who has the most figures left wins the round of
Boarding.
During
the first round of Boarding, both sides may fire any loaded muskets or deck guns
before the melee ensues. All successes are removed before normal combat begins.
If
the attacker is successful, they may board the enemy ship.
If the defender wins, then any surviving attackers are forced off their
decks and the defender may decide to attack or flee.
If they flee, they may move their ship normally in the next turn,
otherwise they continue with Boarding. Boarding
is carried out until one side is destroyed, surrenders, or flees.
Example:
The Imperial Flagship has initiative and has made hull to hull contact
with the Black Seas Barracuda. On
the Imperial players initiative, she declares a boarding attempt.
The Barracuda has 30 pirates left alive on board after the ramming.
Of these, 1 is the Captain, 1 is the First Mate, 4 have muskets, 5 are
females, 2 have hooks, 8 are on the gun deck and 2 are on a top castle.
The pirates commit everyone available except the Captain giving them 4
muskets and one deck gun to fire before melee and 27 attacks in melee if
everyone survives gun fire. The
Imperials have 9 sailors, 7 marines, 1 First Mate, 1 Lieutenant, and 1 Captain.
Of these, 4 sailors are on the gun deck and 2 are on the top castle.
The Imperials commit all 7 marines, the Lieutenant, and 2 sailors for a
total of 12 attacks if everyone lives past gun fire.
The pirates get 6 dice of gun fire, 4 for the muskets and 2 for the deck
gun, at a target number of 3. They
roll 1,1,1,2,5 and 5 for 3 successes. The
marines get 7 dice of gun fire at target number 4.
They roll 1, 1, 1, 2, 3, 5, and 6 for 5 successes.
The pirates lose 5 pirates and are down to 22 attacks, the Imperials lose
2 sailors and a marine and are down to 9 attacks.
The pirates roll 20 attacks at a target of 3 and get 11 successes, and
they roll 2 attacks at 4 (First Mate with cutlass and pistol) and get 2 more
successes. The pirates 13 successes
will clean the Imperial decks, but the Imperials get to make them pay first.
The Imperials roll 6 attacks at a target of 4 for 4 success and 3 attacks
at a target of 5 (Imperial Marine Lieutenant with pistol and 2 cutlass attacks)
for 3 successes. The pirate crew is
cut down by 7 members, reducing their total crew from 30 to 18, leaving them
with only 7 pirates left from the original boarding group of 19. The pirates won the boarding combat and decide to leave
before any of the marines in the water manage to climb on board the Flagship.
Firing
The
player states which figure is firing which weapon and at which ship.
The player must also declare whether they are firing shot or ball out of
their cannons. The ship must be
within the maximum range of the weapon, which is measured from the closest
firing weapon to the target using a scale.
The player must declare all attacks before rolling any dice or measuring
any ranges. See the Weapon Chart
for ranges, target numbers and the number of dice used for each weapon.
Cannons
must be able to establish a straight line down their bore to the waterline of
the target in order to hit. The
best method of sighting is to flip up the cannon port covers on both sides of
the ship and to sight over them. Cannons on turrets may fire at any target they
can point at as long as a scale placed down the bore does not touch any part of
the firing vessel. Cannons that
fire shot have a shorter range with a higher target number, but they only affect
sails. All hits with shot cause
double damage if the attacking ship has at least one cannon dead ahead or astern
of the target. Cannons achieve
critical hits when all three dice roll successful hits while firing ball.
Roll a d6 and refer to the Critical Hit Chart for the effect.
If any cannon rolls three 6's, then the cannon has exploded, destroying
the cannon and its crew. Cannons
may not fire at any target closer than 8 dots without destroying the firing
cannon and its crew plus the ship receives damage equal to what the target
receives.
Muskets
and pistols both require visible targets. Any
target behind a railing receives a -2 to the target number.
Any figure in a cabin or on the gun deck cannot be hit unless the
attacker is on the same vessel. There
are no modifiers during Boarding.
The
Captain of a ship may scuttle it by firing his pistol into the powder stores at
the end of the Task phase. The ship
receives its full HF in damage to the hull, killing an equal number of crew and
an equal number of boarders, if any. Any
ship engaged in Boarding it receives one half the HF in damage applied as a ball
hit.
Example
A: The Skull's Eye Schooner has a
full broadside on target for an Imperial Flagship and fires 2 cannons with shot
and 2 cannons with ball, in that order. The
dice are rolled in groups of 3 for each cannon starting with the shot.
The first cannon fires shot and rolls 3, 3, and 6 which removes the top 2
SF and 2 sailors. The second cannon fires shot and rolls 1, 4, and 6 which
skips the next open slot, an HF, and takes out the third SF and another sailor.
The third cannon fires ball and rolls 1, 2, and 3 for 2 hits which take
out the first and second HF along with 2 more figures.
Th fourth cannon fires ball and rolls 1, 2, and 2 for 3 success which
take out an SF, an HF, and another SF along with 3 figures.
Since all three rolls were successful and the cannon fired ball, the
player rolls a d6 for the resulting critical hit.
The roll is a 2 which destroys a cannon and 2 crew members.
The total damage to the Flagship is 5 SF, 3 HF, 10 figures and a cannon.
The ship is adrift next turn and has lost most of its starting crew
of 19 figures.
Example
B: The Imperial Flagship returns
fire as though it had not yet been hit, casualties and damage are applied at the
end of the phase. Both cannons fire
shot at a target of 3 and they get 4 successes total.
The Imperials also fire 7 muskets. The
Schooner has 4 men on the top castles, the rest are on deck.
The Imperials get 4 musket shots at a target of 4 for the pirates on the
top castles and 3 at a target of 2 for the pirates on the deck.
They get successes against 3 pirates on the top castles and 1 success
against those on the deck. The
total damage to the Schooner is 4 SF and 8 pirates.
Moving
The
figure may move to any location on the ship.
Any overboard figure may move up to eight dots by swimming, and if it
starts within eight dots of a friendly ship, they may board it.
Any figure that falls on the floor or is set down by the player has
fallen overboard and may not reboard in the same round.
Figures may move a cannon from one side of a ship to the other.
This requires two figures to accomplish and the cannon can not fire or be
reloaded in the turn it moves.
Reloading
A
cannon takes one round for two figures to reload or two rounds for one to
reload. Pistols, deck guns, and
muskets take one figure one round to reload.
Figures manning cannons are indicated by facing the figures toward the
cannon and equipping them with either a shot or a ram rod.
Imperial Marines cannot reload or fire cannons on board a ship.
Sailing
The
figure is adjusting sails or steering the vessel. During the task phase, there must be as many crew sailing as
there are remaining SF or the ship loses the extra SF, which must be reset.
Place one crew at the helm and split the remaining between deck and top
castles. The ship regains one SF at the end of the turn for every two
crew tasked for sailing above the remaining SF.
A ship may reset up to two SF per turn, but may never reset more SF than
the total remaining HF of the vessel. Imperial
Marines cannot sail.
Certain
conditions will require the crew of a ship to make a morale test to remain in a
battle. The target for the morale
check is the highest Attack of the surviving crew, usually either the Captain or
First Mate. Imperial Marine
Lieutenants only influence marines and sailors follow only Captains or First
Mates. Check Marines seperately
from sailors. A morale check is
made when any of the conditions listed in the Morale
Test Chart occurs. Add the modifiers together if multiple conditions exist.
The player rolls one die for each ship affected.
A crew that mutinees will throw the Captain and First Mate overboard and
attempt to flee. If the crew passes
a morale check in the next turn, they may return to the battle,
otherwise the ship is removed once it is outside cannon range of the
enemy. An Imperial ship is
considered to have passed the morale check if any Marines on board succeed,
regardless of the outcome of the test for the sailors.
Examples:
The Black Seas Barracuda took a stern rake from the Imperial Flagship
that they broke off boarding combat with last round.
As a result, they have no sails left and are out another 5 pirates
bringing their total to 13 including Captain and First Mate.
The original crew size was 33. The
target number for the morale check is the Captains Attack of 5 with a -1
modifier for being adrift and a -2 modifier for being at half crew or less,
yielding a result of 1. The roll is
a 3 and the crew mutinies. The
Captain and First Mate are dumped overboard while the sailors reset sails in
order to flee. At the end of the
next round, the player rolls another morale check.
The target number is the highest Attack on board, a 3, with a modifier of
-2 for half of the crew being dead, yielding a result of 1.
The roll is a 4 and the ship is out of the battle as soon as it leaves
cannon range of the nearest Imperial ship.
Any
figure that ends up in the water is likely to become shark bait.
A d6 is rolled for every figure in the water, and on a 5 or 6, the figure
is eaten by sharks. The Pirate
Captain will always be the last pirate figure from a given ship to be eaten.
Example:
Our hapless Captain and First Mate of the Black Seas Barracuda are in the
water after a failed morale check when the local sharks become interested.
Two dice are rolled with results of 3 and 5.
The First Mate is eaten because Pirate Captains always live to the last.
He gets munched two turns later.
The
Damage Chart is used to keep track of the
amount of damage a vessel has taken. Before
starting a game, you will need to cross off the extra lines on the chart to make
it reflect the ship you are using. Start
at the first HF and count HF's down the column until you reach the number shown
in the Ship Chart for your ship's HF. Cross
off everything below this. Next,
count from the first open SF at the bottom of the chart until you reach the
number shown in the Ship Chart for your ship's SF.
Cross off everything above this. Place
the Speed shown on the Ship Chart next to the top most SF on your chart and fill
in the remainder of the speed ratings next to the SF's by subtracting the Sail
Loss (SL) shown in the Ship Chart. See
the example of the completed chart.
Damage
is marked off of a ship starting at the topmost undamaged line and crossing off
one line for each hit of damage, skipping any lines already crossed off.
If the damage is from a cannon firing shot, then it only crosses off
SF's. A ship may only have as many SF as remaining HF once it has taken damage
to the HF. Any excess SF are
immediately crossed off and may not be reset.
Erase the lines over SF's as sails are reset.
The ship loses one figure for every HF or SF lost.
When
a ship reaches 0 HF, it sinks and is removed from play at the end of that phase.
One half of the remaining crew dies and the rest end up in the water.
The Captain of an Imperial vessel always goes down with his ship, the
Pirate Captain always ends up as shark bait.
A
Prize Crew is assigned to sail a ship that was captured during Boarding.
The Prize Crew consists of the First Mate plus a number of figures equal
to the remaining SF on the captured ship. Additional
figures may be transferred to the Prize Crew to man cannons or act as boarders.
The Imperials may prize a ship by placing the Lieutenant and a number of
marines equal to one half the captured crew on board. A ship captured by the Imperials cannot engage in further
battle and must leave the area immediately.
The ship is removed once it is beyond cannon range of any remaining enemy
ships.
The
attributes given for the LEGO®
models on the Ship Data Chart were derived using the following set of design
rules.
There
are two types of hulls available, 8's and 12's. The widths are determined by the width of the base deck in
dots. An 8 is a narrow hull ship
and includes the Renegade Runner and Imperial Flagship. The 12's are wide hull ships such as the Black Seas
Barracuda, Carribean Clipper, or Skull's Eye Schooner.
The major differences between the two types of hulls are the tonnage, cannon configuration, and draft.
The
12's tonnage is equal to one and one half times the HF, rounded up.
It can carry back to back cannons or cannons that move from side to side,
either on wheels or slides (see the Skull's Eye Schooner).
They have a draft of 12 dots, see Running Aground in the Movement
section.
The
8's tonnage is equal to its HF. It
can only carry cannons configured to move from side to side on wheels or slides
and can never have cannons configured back to back.
The draft is 8 dots.
The
hull Length directly determines the HF of the ship. The HF of a ship is equal to its Length divided by 8.
The bow and stern hull sections added together have a Length of 24.
Each center hull section has a length of 8 dots.
Once you have determined the Length of the vessel, divide it by 8 to get
the HF or add 3 HF for the bow and stern sections plus 1 HF for every additional
center section. The minimum Length
for a ship is 24 and the maximum is 80. Record
both the Length and the HF.
Example:
The Skull's Eye Schooner has bow and stern sections plus three center
sections giving it a total HF of 6 and a Length of 48 dots.
The
models produced by Lego®
may have one of six types of sails; mainsail, topsail, high topsail, gaff sail,
lateen, and jib. Each sail has a Sail Factor and the sum of the sails is the
SF for the ship. The number of Sail
Factor required to achieve a given speed is dependent on the HF of the ship,
with the HF determining the Sail Loss for each SF.
Divide the desired Speed by the Sail Loss to determine the number of Sail
Factor and drop any fractions. The
final Speed of the ship is equal to the Sail Loss times the SF.
The SF for a ship must always be less than one and one half its HF.
The slowest a ship can be designed to move is 48 dots.
The
main sail, topsail, and high topsail are all square rigged sails with a yardarm
at both top and bottom. The main
sail spans from the first yardarm mount to the second, the topsail spans from
the second yardarm mount to the third, and the high topsail spans from the
second yardarm mount to the top mount. Regardless
of the sails used, the first of the square rigged sails on a single mast adds
two SF and the second on the same mast adds one SF.
The
gaff sail is supported by two yardarms that pivot off the back of the mast with
the upper arm, called the gaff, at an angle to the lower arm.
The gaff sail has an SF of two.
The
lateen is a triangular sail supported from the top of a single mast by one
yardarm. The small triangular sails
provided by Lego®
provide one SF.
The
jib is a small triangular sail mounted between the front mast and the bow.
The jib provides an SF of one.
Example:
The designer of the Skull's Eye Schooner wanted a Speed of 70.
The designer finds the row for a 6 HF and finds that the Sail Loss is 8.
Dividing the Speed of 70 by the Sail Loss of 8 yields a result of 8 with
the fraction dropped. The Skull's Eye Schooner ends up with a Speed of 64 dots
using 8 SF. The Skull's Eye
Schooner cannot add an additional SF because one and one half its HF is 9 and
the total SF must be less than this.
Sail
Loss Table
HF | Sail Loss |
3 | 16 |
4 | 12 |
5 | 10 |
6-7 | 8 |
8-10 | 6 |
The
masts on board a ship support the sails and are limited by the sail types and
number. Lego masts come in three
sections; base, middle and top. The
base mast has an integral base plate, the middle mast mounts on top of it and
the top mast mounts above the middle mast.
Both the middle and top masts may be mounted directly to base plates.
In terms of design, there are three types of masts; single, topped and
full. Some masts require top
castles and ratlines to support them.
A
single mast is a top mast section mounted directly to a mounting plate (e.g.
Renegade Runner). Single masts do
not require top castles or ratlines, and they may carry lateen or gaff sails.
The single mast is frequently used as a mizzenmast on the rear deck of
ships.
A
topped mast is a middle mast section with a top mast and a top castle with short
ratlines (e.g. Imperial Flagship). A
topped mast may carry a gaff sail, a high topsail or any combination of these.
A
full mast consists of all three mast sections with a top castle and long
ratlines (e.g. Skull's Eye Schooner). Full
masts may carry a main sail plus a topsail or high topsail.
In
addition to the above listed sails, the first mast of the ship may also carry a
jib.
The
width of the ship determines the types of masts it may use.
An 8 can mount only single masts and topped masts.
12's can mount full or top masts on the main decks and a mizzenmast on
the rear deck.
The
number of masts needed depends on the type of sails being used and the SF
required by the design. Subtract
one from the SF for the jib and divide the remainder by 3 if the ship is using
full masts. A remainder of one
requires a lateen on a mizzenmast, a remainder of two a gaff or topsail on a
mizzenmast. If the ship is using
gaff sails, divide by two. Typically,
ships with gaff sails on the main masts will use either gaff or lateen sails on
the mizzenmast.
Example:
The designer of the Skull's Eye Schooner needs enough masts to loft 8 SF
of sails. The designer subtracts 1
for the jib and divides the result of 7 by 3 to get 2 with a remainder of 1 SF.
The Skull's Eye Schooner ends up with a jib, two full masts with main
sail and topsail, and a lateen on a mizzenmast.
The
ship now has values for its HF, SF, Speed, Length, and Sail Loss and all that
remains is the crew and cannons. The
sailing crew of the ship is equal to the SF for the ship plus two.
This translates into one sailor for every Sail Factor plus a Captain and
a First Mate. The additional crew
and equipment is limited by the tonnage of the ship.
The
ship's tonnage is equal to its HF for 8's and one and one half its HF, rounded
up, for 12's. The tonnage is then
allocated for crew, cannons, marines, cargo, etc. One ton is equal to 4 figures, 1 cannon and 2 figures, or 4
chests or barrels.
Example:
The Skull's Eye Schooner is a 12 with 6 HF, resulting in 9 tons of space
available (6 multiplied by 1.5). Being
a pirate ship, it cannot have more than one half its tonnage in cannons so the
designer puts 4 cannons on the gun deck on slides to allow them to have a
broadside of 4 cannons on either side of the ship.
The designer then adds 4 tons of pirates, a total of 16 extra figures.
One half of the extra pirates may have muskets or pistols so four of the
pirates are female and 4 other pirates have muskets. This leaves one ton of space open for treasure chests.
The
actual configuration for your ship depends on your imagination and how many
pieces you have. However, there are
some general guidelines in designing ships.
-Ships
with two or more cannons typically mount the cannons on the gun deck.
The cannons face out gun ports on one or both sides of the ship and may
be mounted on wheels or slides.
-Rear
facing cannons, called stern chasers, can be mounted singly or dually on 12's in
the hull.
-A
ship may have only one cannon mounted on a turntable.
-Any
ship can mount up to 2 deck guns on the bow.
-Pirates
may allocate a maximum of one half of the tonnage to cannons.
The
following are optional rules for Pirate Wars and are intended to add more
options and complexity to the game.
Whenever
a ship travels through shallow water, either reefs or near islands, the ship
runs the risk of damaging its hull on the sea bottom. The draft of the ship, the distance the hull extends below
the surface, is equal to the interior width of the ships hull.
Narrow hulls have a width of 8 and wide hulls have a width of 12. Damage
from running aground can never exceed the ships remaining HF.
Ships that lose all of their HF by running aground do not sink, they
become obstacles that must be maneuvered around.
The ships that are aground are out of the game and cannot fire cannons or
guns at passing ships. The crew may
use launches to go to other friendly vessels or islands.
A
ship runs aground if it passes an island at a distance less than its draft.
If the ship is going past the island or rock, it takes only one point of
Hull Factor in damage. If the
island is within 45° of the ships heading, the ship then takes one point of
Hull Facter for every 8 dots of movement it had left when it began to run
aground. In addition, the ship takes an additional point of damage for
every four dots less than their draft that they are closer to the island.
A narrow hull ship takes one point of damage if it is from 4 to 8 dots
from the island and two points of HF if it is withing 4 dots of the island.
A wide hulled ship takes one point of damage if it is from 8 to 12 dots
from the island, two points if from 4 to 8 dots and three points if less than 4
dots from the island.
Example:
A Skull's Eye Schooner rounds an island and is forced to cut it close.
The ship passes the island with 6 dots between the edge of its hull and
the edge of the island. The Skull's
Eye Schooner loses two HF, one for running aground and one for being within 8
dots of the island(more than four dots less than its draft, but less than eight
dots less than its draft).
Example:
An Imperial Flag Ship maneuvers for a shot but the Captain forgets that
they can't turn until they move forward a full length.
The ship has its full move of 60 dots and is 16 dots from a rock.
On the next turn, the ship moves forward 16 dots before running aground.
The ship has 44 dots of movement left, which divided by 8 results in six
points of HF damage. The ship only has 4 HF of damage and stops dead on the rock,
a navigational hazard for the rest of the game.
Reefs
are set up at the beginning of the game and have a specific area they cover and
a specific depth. The depth may
vary along the length of the reef. The
reef may be 4, 8, or 12 dots deep. A
reef deeper than 12 dots does not affect ships because it is deeper than the
draft of a wide hull. The damage is
taken when the bow of the vessel crosses the edge of the reef and is not taken
again unless the ship leaves and then reenters the reef. A depth 4 reef does two points of HF damage to a narrow hull
and three points of damage to a wide hull.
A depth 8 reef does one point of damage to a narrow hull and two points
of damage to a wide hull. A depth
12 reef does one point of damage to a wide hull.
A ship that enters a reef in a deep area and then travels to a shallow
area takes additional damage equal to the difference between the damages of the
two depths.
Example:
A Man of War (an Imperial Skull's Eye Schooner with 8 cannons, 4 per
side) is chasing a Renegade Runner. The
Renegade runner crosses into a reef to try and lose the Imperials.
The reef is depth 8 and does one point of damage to the Renegade Runners
hull. The Man of War follows and
loses two HF from hitting the reef because it has a wide hull.
The Renegade Runner then passes into depth 4 water and takes an
additional point of hull damage. The
Man of War decides to steer clear of this and heads back out to open water.
Oversailing
is a sacrifice of cargo area in order to add additional sails to make the ship
faster. A narrow hull may add one
additional sail over its maximum for every ton of cargo space it allocates to
additional sails. A wide hull may
add one additional sail for every two tons of cargo space it allocates to
additional sails. Each additional
sail adds another figure to the sailing crew.
The speed of the vessel is increased according to the number of sails
added.
Overloading
is a sacrifice of speed for extra cargo. A
narrow hull adds one additional ton of cargo space for every sail withheld.
A wide hull adds two additional tons of cargo for every sail withheld. Sails that are withheld are not removed from the ship or the
damage chart and the crew is not lost. Instead,
calculate the speed of the ship as though it had lost that number of sails and
then begin numbering at the first sail with that speed and reduce by one Sail
Loss for each SF down the chart. Fill in all the remaining slots with a speed of 8 once the
speed drops below 8.
Example:
A Skull's Eye Schooner overloads by adding two additional crews of men
and two tons of treasure chests. The
Skull's Eye Schooner then moves as though her speed were reduced by two Sail
Factor. The original speed was 64 and with a Sail Loss of 8 the new
starting speed is 48 dots. The
player puts this at the top of the chart and then fills in the remaining 7 SF
slots with 40, 32, 24, 16, 8, 8, and 8.
All
ships carry launches, small rowboats used to get the crew to and from shore.
Each ship carries one launch for every 8 figures, dropping any remainder.
Launches move at a speed of 24 dots and turn like ships.
Launches may move backwards at one half speed and are not affected by
wind. They do not get damaged when
they run aground. Launches may not fire cannons and are at -1 to hit with a
cannon firing ball. Launches have
only 1 point of HF and sink when hit using the standard rules for sinking ships.
A
Launch may be placed next to a ship with up to seven figures on board as a
single action in the Action phase of the turn.
The launch moves normally on the next turn. A Launch may land on a beech or at a pier as an action.
The figures on board may not leave until the next turn, but they may fire
muskets and pistols. A launch may not leave a beach or a pier until the turn after
the last figure boards it. Launches
may not be used in a turn that a ship sinks, but they may be used to flee a ship
that has run aground.
Launches
may carry up to seven figures. A
treasure chest or barrel counts as two figures and a cannon counts as four
figures.
Some
launches are equipped with a gaff rigged sail on a mast mounted on a small turn
table. These boats use the standard
sailing rules with a speed of 36 dots. They
have one SF which cannot be reset and may carry four figures.
The
type of sail a ship lofts affects the direction it may travel with respect to
the wind. Ships that loft square
rigged sails may only travel with the wind from beam to beam and may never head
into the wind. Ships that loft only
gaff rigged or lateen sails may tack as per the normal rules.
This rule reflects the reality of sailing these ships.
If this rule is used, the Skull's Eye Schooner and Black Seas Barracuda
will never be able to move up wind and the Imperial Flagship will only be able
to move at tack if the main square sail is struck.
To do this, two additional sailors must be tasked to bring the sail down
and the ship then moves as though it had lost 2 SF.
This rule drastically changes game balance and is not highly recommended.
The
older ships have cannons that actually fire.
This rule may be used with firing cannons to determine hits and damage.
The player loads the cannon with a grey round for shot and a black round
for ball. They may then fire the
cannon at the target.
If
the shot hits the target and bounces beyond it, it does one point of damage.
If the shot hits the target and bounces back toward the attacker, it does
two points of damage. If the shot hits the target and stays on the ship, then it
does three points of damage. All
damage is applied according to the basic rules.
Please note that the normal ranges for cannons still apply even though
the cannon may be able to physically shoot farther.
Fortresses
represent stone and brick structures capable of withstanding cannon hits.
Fortresses are typically controlled by the Imperial Marines, pirates
would rather be free to move about.
Fortresses
cannot be sunk, nor can they be destoyed within the scope of the game.
The figures manning the fortress can be killed, allowing the fortress to
be overrun. Due to the solid
construction of a fortress, the first success of every cannon strike is
eliminated. A cannon firing shot
only kills one figure for each success after the first.
A cannon firing ball kills one figure for each success after the first,
but it also destroys a cannon and its crew if it gets three successes.
Figures can fire muskets at the fortress with a penalty of -2.
Each success kills one figure.
There
are two ways of entering a fortress, scaling the walls and blowing down the
doors. Once inside, all casualties from cannon fire is split between the
attackers and the defenders, with the defenders always taking the first loss.
Any
pirate figure that lives long enough to get to the wall of a fortress may scale
the wall. The figure must end a
turn adjacent to the bottom of the wall. At
the end of the next turn, they are placed on top of the wall.
Any figures on top of the walls are at +1 to hit a figure climbing the
wall.
Cannons
outside of the fortress may destroy the doors, if any.
The doors require two successful hits to destroy using ball and the
cannon firing at them must point at them. The first success is not dropped when
firing on doors.
Figures
on shore, including in fortresses and on docks, follow the standard turn
sequence. However, the figures move
during the Movement Phase and may still fight during the task phase if they
moved. They may not reload cannons,
muskets or pistols if they have moved.
Figures
have a base movement of 24 dots, except figures with peg legs move only 18 dots.
Count the number of dots from where the figure is to where it is going and move
the figure after you reach 24 or the desired position.
The length of the ramp on the mountain base is 18 dots and a figure may
only move onto the ramp if they have enough movement to reach the top.
Figures on stairs pay two dots of movement for each dot moved forward.
Figures on ladders pay 12 dots of movement for each level climbed up or
down.
All
figures must be firmly attached to the base plate, building or pier.
Any figure that falls over must spend the next task phase standing up.
Figures that fall off of a building are killed unless they fall off into
the water.
Cannons
firing shot on figures in launches or on the ground outside of a fortress kill
two figures for each success. There
is a -2 penalty for any figure outside of a building that fires at a figure
inside of a building. There is a -1
penalty for any figure firing at another figure that is partially obscured by
parapets, barrels, cargo, etc.
The
size and configuration of a fortress is left to the discretion of the designer
with only a few conventions.
A
fortress may have only one cannon for every 24 dots in length of outer wall, not
including the main entrance doors. The
mountain base plate has a perimeter of 88 dots and can have up to three cannons.
The perimeter can be increased by building out over the edge, but the
structure must be supported from below. Docks
do not increase the perimeter of the fortress, but enclosed buildings on the
docks do.
Buildings
are considered to be enclosed when they have walls or structure on two sides and
a roof. The other sides may be left
off as a convention to allow the easy placement and removal of figures and they
still give a -2 fire modifier to targets iside the building.
Buildings can be of multiple levels and cannons can be located on any
level. There must be a ladder or
stairs to provide access to all levels. Typically,
each fortress sports a tower at least two levels high.
Cannons
can be mounted anywhere within a fortress with at least 4 dots or one floor
between them. Cannons may be
mounted on wheels, slides or turn tables. Cannons
mounted on wheels may be turned and moved inside the fortress.
It requires two figures to move the cannon and the cannon can only be
moved 12 dots per turn. Cannons on slides have a fixed direction and cannon be
removed and fired. Cannons on turn
tables can be turned freely, but cannot be removed and fired. Cannons on parapeted structures are considered inside the
fortress for determining hits.
Fortresses
receive 4 Imperial Marines for each cannon.
The Marines may fire and reload cannons in the Fortress as well as their
normal tasks. Each Fortress also
receives one Imperial Marine Lieutenant as a commander.
Cannons
can be moved from ship to ship or ship to shore by tasking four figures to move
the cannon. The cannon is moved to
the other ship or pier at the end of the turn.
The ship or pier receiving the cannon must be in hull to hull contact
with the ship moving the cannon. The
cannon can be loaded into a launch with two figures and may be unloaded on shore
by a team of four figures. Treasure
chests and barrels can be moved by tasking two figures to carry each one.
The
Renegade Runner model is a basic stripped down ship that is frequently seen as
being unworthy of battle.
The
speed of the Renegade Runner is 48 dots, which leaves it slower than just about
any other vessel. To increase the
speed, add one of the gaff rigged masts from a launch, replacing the compass on
the stern castle with the mast. This
adds one Sail Factor and one sailor to the ship and increases the speed to 64
dots. This makes the Renegade
Runner a quick moving and agile ship.
The
single cannon limits the ship's firepower.
Remove the center mount cannon and use two four long by one wide bricks
on each side to support a turn table mounted on the hull.
The Renegade Runner gets two cannon crew for each cannon and now has
sufficient firepower to make people worry.
These
modifications will result in a crew consisting of four sailors, four cannon
crew, four extra pirates, and the Captain and First Mate.
The revised Renegade Runner moves as fast as the Skull's Eye Schooner and
can make three 90° turns at full movement.
The dual turret cannons allow it to shoot at just about any target.
These modifications are highly recommended to increase the worthiness of
the smallest ship in the line. Without
these modifications, its better to just strip the ship and use it as a target
vessel for pirate captures.
Stern
chasers are cannons mounted out the back of the ship that are used to discourage
tailgating and boarding approaches from the rear.
Only wide hulled ships may mount stern chasers and they may mount one or
two. Due to limited space, stern
chasers are mounted on slides. A
slide is constructed using two one by four bricks, two one by two bricks, two
one by four smooth tiles and a one by two smooth tile.
Other bricks may be substituted to achieve similar function.
After lengthy playtesting and many requests, the rules for resetting sails are changed as follows. A player may reset as many sails as desired providing they have the necessary number of figures available and tasked for sailing. The player may reset the excess sails at the top of the damage chart as long as they have not lost any HF. As soon as the first HF is lost, any remaining sails above the HF are lost and cannot be reset. After that point, the number of sails cannot exceed the number of HF.
The
Islanders are the native inhabitants of Legonesia. They quite obviously inhabit a number of islands of varying
sizes. Some Islanders are friendly
to the pirates, some are friendly to the Imperials, some are friendly to both
and some will take either with barbecue sauce.
The Islanders lack the big ships and high tech muskets and cannons of
their more advanced cousins, but they make up for it in cunning.
Figures
There
are three types of islander figures, Kahuna, Warrior, and Tribesmen.
Kahuna
Attack 5, Hits 3, two melee attacks per round.
Chiefs wear a mask with a white plume at the top and are equipped with
spear and shield. There is only one
chief on each island or chain of islands.
Shaman
Attack 5, Hits 2, two melee attacks per round.
Warriors wear a mask without a plume at the top and are equipped with a
spear and shield. There may be one
Warrior for every four Warriors.
Warrior
Attack 4, Hits 1, one melee attacks per round.
Warriors wear the standard bone in the hair or long straight hair may be
used for the female figures. Warriors
may be male or female figures and are equipped with either a bow or a spear and
shield.
Weapons
Islanders
cannot use the standard weapons; they can use either a bow or a spear and
shield.
Bow
Dice 1, Range, does not require an action to reload.
Bows may be used against any target from 4 dots away to 48 dots away.
Spear
Dice 1, Range 24B. Spears may be thrown up to 24 dots or they may be used in
melee combat(Boarding Combat Rules). Each
figure with a spear has an unlimited number for throwing.
A figure cannot throw a spear and engage in melee in the same turn.
Shield
The shield reduces the opponents target number in melee by 1 regardless
of the weapon that is being used.
Movement
The
islanders move 24 dots on the island during the movment phase per the optional
rules governing figure movement on ground.
In addition, they also have canoes, outriggers, and catamarans for moving
on the water.
Canoes
hold three figures each and can move 36 dots during the Movement phase.
Only two figures need to paddle the canoe so the third figure can shoot
arrows or throw spears.
Outriggers
hold three figures and can move 48 dots using the rules for launches.
Outriggers only require one for full movement allowing the remaining two
to attack.
Catamarans
hold six figures and can move 48 dots using the rules for launches.
Catamarans only require two figures to move at full allowing the
remaining four to attack.
An
Islander on land must be within 12 dots of a canoe in order to get into it and
then may move up to 18 dots in the canoe that round. The figure must be within 8 dots of an outrigger or catamaran
in order to board it that turn and then can move only 24 dots.
Islands
Islanders
may occupy any island that has a base plate at least 32 dots on a side (the
standard base plate size). Smaller
islands may be inhabited if they are connected to a larger island by bridges.
Each standard base plate may support up to 8 islanders and each smaller
island plate may support an additional 2 islanders.
The
design of the island is left up to the builder with the following guidelines.
The main island must be a 32 by 32 dot base plate or mountain base and it
must be connected by bridges to any surrounding smaller islands.
There must be at least one hut or building denoting the village and at
least one idol with treasure at the base.
Islander
Disposition
The
disposition of the Islanders is left entirely to the whim of the builder.
In general, Islanders will not attack unless someone lands on one of
their islands. They will attack
once the figures land on the beach and if there are sufficient islanders, will
send canoes after the ship to try and capture the treasure.
If they board the ship and win the fight, they will take any treasure to
their idol and burn the ship, removing it and its crew from the game.
Please note that Islanders cannot be targeted with cannon fire until
after they attack a landing party.
The
Islanders will retreat into the jungle once they have lost one half of their
starting number. The landing party
cannot follow them into the jungle nor can they be shot at during the firing
portion of the Tasks phase. The
Islanders will attack again if the landing party raids their idol for treasure
and will not flee until they have lost one half of their number.
The Islanders return to full strength in any turn that there are no
living landing parties on their island during Initiative.
A ship anchored off shore or beached on the island is considered to have
a landing party on the island.
Alligators
and Traps
Trudging
around on an island is bad enough with Islanders, but the figures also have to
watch out for Alligators and traps. Both
of these hazards are checked for during the Morale phase.
Alligators
will attack any non-Islander figure within four dots of a water edge on any
island during the Morale phase. One
d6 is rolled for each figure and the figure is eaten on a 6.
The normal shark rules for Pirate Captains and Female Pirates apply.
Every
figure near a tree is in danger of running into a snare. If the figure lies
under any branch or frond from a tree, then they can be caught in a trap.
Roll 1d6 for each figure with a roll of 6 indicating that the figure has
been trapped. Any of the figures
friends can try and free the figure by making a normal melee attack in the next
turn with a success freeing the figure. Any
figures left in traps are removed from play if the player has no other untrapped
figures on the island. Figures on
beached or anchored ships do not count in this situation.
Dead
Man's Island
A
Dead Man's Island is any island that contains wreckage and frequently is
littered with skeletons. At the
option of the scenario being played, the skeletons my fire any cannons on the
island at any ship within 72 dots using shot with a target number of 1.
The skeletons cannot be shot with cannons, muskets, pistols, or deck
guns, they must be hacked apart with cutlasses and hooks.
The skeletons have 1 hit and an attack of 2.
Any figure attacking a skeleton is at +1 to their target number.
Captains and Lieutenants automatically kill 2 skeletons each turn that
they are in melee with them. The
number of skeletons on an island is determined the same way as for Islanders and
the skeletons regroup once there are no other living figures on the island.
LEGO®
and LEGOLAND®
are registered trademarks of the LEGO Group.
This game is © 1994 Stephen W. Gabriel.
This game is the sole idea of its designer and is not recommended,
supported or condoned by the LEGO Group. This
game is freeware and may be reproduced for personal use only.