James Siebert created the following variant rules for Pirate Wars, with the exception
of Peter Pan, which was the brainchild of Doug Mikkelson. Initial Placement of
Ships and Bases
Set-up
will be in the open. Roll for placement sequence following the rules of
initiative. Place one base or fortress or ship at a time. Figures are placed on
the ships according to ship description and bases as the player sees fit. FiguresA
figure shortage has prompted changes in the number of crew visible on deck
aboard a ship. In general, have enough figures for sailing, cannons, first mate,
and captain and if a crewman dies then he must come from the pool of crewman
berthed below deck, the excess crew listed on the ship description sheet. The
crew should be listed on the ship data sheet and marked off when casualties
occur. For example, if a ship requires 30 figures, use all the figures you may
have available for those on deck; the rest of the crew
(listed on your ship data sheet) are below deck. Tasks
IMPORTANT:
Figures cannot reload cannons, musket, pistols if they have moved in the same
turn. Example: A cannon crew is killed. A replacement cannon crew cannot move to the cannon and reload it. They can only move to the cannon this turn and will reload the cannon next turn. Heroic, Exotic, Stupendous, Insane Actions These
are special rolls for extraordinary actions taken in times of duress, insanity,
or any other appropriate excuse. All the following tasks listed assume that all figures
required to complete the task will have their action available to complete that
task. You must decide ahead of time what your figures next action will be, and
declare figure actions for your opponent. If you do not want your opponent to
know what you are planning, write down what a specific figure or group of
figures will be doing, and tell your opponent you have written down orders for
your figures. Once the Task phase of the round begins then reveal your actions
to your opponent. Example
of an insane, hidden Task: Your ship has taken heavy damage during a boarding
action, and you are counterattacking. One of your figures, carrying dynamite,
swings over to the opponent's ship, using one action and finishes that figure's
task phase. During the next task phase, providing the crewman survives, that
figure can then attempt to light the dynamite and throw it into the powder
magazine. To do this the crewman must roll a 5 or better on a d6 and that ends
his task phase. But wait, he didn't
declare when the dynamite would explode, bwah ha ha ha.... the first pirate to
swing into the upper atmosphere. Since
players can think of some weird, exotic, death defying actions, the GM decides
what rolls are appropriate for a particular action.
Players can have input on a GM’s decision by pleading their case but
the GM’s decision must be final. Tasks and Costs
Task Modifiers
Resetting SailsResetting
sails is a special case because the original 1 crew per SF (sail factor) and one
at the helm must be in place plus the two extra figures to reset one SF. The
limit for resetting sails is 2 per turn provided the ship has the HF to support
the sails. A ship cannot reset
sails above the remaining HF if the ship is damaged. Ship
Repair
To repair ships at a base or fortress, the latter must have the following: a dock, a boom and tackle (i.e. crane). Repair operations take a long time and considerable manpower. The main effort of repair is to allow a badly damaged ship a chance of survival. Usually a ship in a harbor will have the protection of the fortress or cannon emplacements to provide defense, but can still be easily sunk for treasure points. Each HF repaired requires 2 turns and 10 figures. Fewer figures available means a longer repair time: 3 turns with 8 figures, 4 turns with 6 figures and 5 turns with only 4 figures. The cost is expensive because ship repair is difficult at best, but will
allow a badly damaged ship a fighting chance to finish the game. LaunchesThere
is 1 launch for every 8 figures aboard a ship. Launches
can be used to transport treasure, figures, cannon, extra sails and supplies, or
to escape from grounded ships. Launch
cannot depart beach or dock until the turn after the last figure boarded it. A
Launch may hold 7 figures. A
treasure chest or barrel counts as 2 figures, a cannon counts as 4. FortressesDelivery of captured treasure and rum to a fortress or base can be used to lighten a ship’s load so that they can go out marauding again. The base or fortress must be manned in order to guard any treasure, cannon, guns, or rum stored at that location. No automatic sentries will be posted. The number of figures used to man a fortress is up to the owning player. Movement
along a string of forts or bases must be provided by a boat, rope bridge, or
land connection. The standard fort
construction rules will be used. Other than that the possibilities are
unlimited. New CreatursNormally
the referee will be in charge of all creatures except parrots and monkeys. Octopus All of the commotion above the waves can bring dreaded creatures from the
briny deep. Every
turn, a random roll of 1 on d6 is made to see if the dreaded giant octopus appears.
If so, rolls are then made for location of appearance: 1d6 for base direction and
1d6 for distance, and roll 1d6 to determine random if a victim is close by the
point of appearance. The octopus moves quickly at 56 dots towards its random
victim or group of ships and can change targets during the next random victim
roll. When in the vicinity of a group of ships, roll for random attack. The
octopus will wrap itself around the rudder of a
random ship causing that ship to drift with the wind. Only cutting off 3 tentacles with successful
spear, axe, or sword attacks can drive off the octopus.
Once the octopus is gone, the rudder is undamaged and functions normally.
If an octopus loses 4 tentacles in one turn then the poor beast will glide back
into the sea to nurse its wounds and wait for another day. The octopus can be
killed by one hit from cannon fire or an experienced whaler with a spear.
Muskets and pistols do not hurt the octopus. The octopus is not without
defenses; every turn that a figure or figures is near, the octopus can attack
with 2 tentacles at a target number of 3 to grab a victim for his/her dining
pleasure. If a suckered figure still has an action, as a last great act of
defiance, the figure using a weapon listed above can attack the tentacle holding
the figure to free himself. If the figure misses he becomes
crunch and munch. Manta
Ray Manta
Rays are usually benign. They swim in the shallows of the reefs and bays and ignore
swimmers, but sailors finding themselves in shark infested water can hitch a
ride on a passing ray on a roll of 2 on a d6 to grab on. Roll 1 on a
d6 to see if rays are in the vicinity, 1d6 for the number of rays and a d6 to
determine direction. The lucky sailor just has to be within 12 dots of the ray and
they can catch a ride to the shallows near an island, atoll, or other landmass.
The ray always goes to the shallows and then returns to sea. Sharks White
sharks can
eat two sailors a turn. Roll normally for appearance,
then 1 on a d6 to see if there is a white shark in the group. Only one white
shark per group. Sawtooth sharks can cut tow lines, nets, launches, and sailors in half. Same
appearance rules as for white sharks. Dolphins Dolphins
will sometimes drive sharks away from sailors in the water. Dolphins love to
ride the bow waves of ships so they will automatically be next to ships, but you
must roll to see if the dolphins will drive off the sharks, 2 on a d6. Roll a 1d6
for the number of dolphins. Dolphins
and Manta Rays are nice but do not depend on them because there will always be
more sharks and more sharks and more sharks. So, the moral of the story is: Do not
fall into the water. Parrots Parrots
can fly into an opponent captain or crewmen face causing the opponent to be at
-1 to all abilities including morale checks. Monkeys Monkeys
are cool. Monkeys can do almost anything. In previous events, monkeys have been
fired out of cannons to attack the opposing captain with a pistol, or swung onto the aft deck to kill the helmsman
with a sword and then steer the
boat into a rock. During boarding, a monkey was sent to blow up the powder magazine
of the opposing boat. It succeeded, but much to my enjoyment, it blew up the other
boat as well and everyone was eaten by sharks. In an ironic twist of fate the
monkey survived by riding to safety on a dolphin's back (Hey, they're not
stupid.) Peter Pan Peter
Pan is a major annoyance, no self respecting monkey will listen to him and shoot
him first. As Peter enjoys harassing both Pirates and the established Imperials. He
will fly from rigging to rigging on a random ship each turn. While
he is on a ship's rigging, all actions (firing, etc) are done at a (-1) modifier
as his distracting presence makes it difficult for the sailors to concentrate. Peter
Pan is unaffected by any actions taken by
the occupants of the ship he is currently aboard. (Except, perhaps, Monkeys...) Peter
can only be eliminated by a critical hit from a cannon ball aimed directly at
him. One
extra victory point for eliminating Peter Pan in a game Tournament
Rules
The
objective of the tournament is to collect treasure, capture ships and bases, and
capture prisoners (captains, first mates, provincial governors and their lovely
daughters). The
top four players from each round will advance to the final round. There will be individual winners from each round as well as
the final round. One
boat per player. Players
that use islands for treasure storage and protection are encouraged. Players
are limited to one large base or three small ones. Large bases would be
considered similar to the Eldorado Fortress, Rock Island Refuge, and the small
bases would be similar to Sabre Island or Pirates Ambush. Each tournament player’s ship, islands, bases, and crew will start over each session. Scoring will be based on capturing treasure and ships, sinking ships, and ransom value for hostages. The unit of measurement will be treasure points. The players with the highest number or treasure points will advance to the final round. Scoring
LEGO®
is a trademark of the LEGO Group of companies which does not sponsor, authorize
or endorse this site.The material on this page is based upon a game developed by
Stephen W. Gabriel. Pirate Wars modifications ©
1999 James Seibert. Peter Pan character and rules addition ©
1999 Doug Mikkelson. |