TEXT: ON THE SEVEN SEAS
  Wargames Rules for the Age of Piracy and Adventure c.1500–1730
  Chris Peers
  OSPREY
  WARGAMES
  © Osprey Publishing • www.ospreypublishing.com
  
  ON THE SEVEN SEAS
  WARGAMES RULES FOR THE AGE OF PIRACY AND 
  ADVENTURE C.1500–1730
  CHRIS PEERS
  © Osprey Publishing • www.ospreypublishing.com
  
  CONTENTS
  INTRODUCTION 
  4
  Equipment Needed 
  7
  ORGANISING YOUR FORCES 
  8
  Units and Scales 
  8
  Captains' Characteristics 
  8
  Other Characteristics 
  9
  Weapons 
  11
  Ships and Other Vessels 
  15
  SETTING UP A GAME 
  17
  Fear and Greed 
  17
  Land and Sea 
  18
  Deployment 
  24
  SEQUENCE OF PLAY 
  25
  MORALE AND MOTIVATION 
  27
  Encouragement and Motivation 
  27
  Checking Morale 
  28
  SHOOTING 
  29
  Ranges 
  30
  Resolving Shooting 
  30
  Shooting At and From Vessels 
  32
  Fire and Smoke 
  33
  FIGURE MOVEMENT 
  36
  HAND-TO-HAND COMBAT 
  37
  SHIP MOVEMENT 
  38
  Movement Under Sail 
  39
  Movement Under Oars 
  41
  Anchoring 
  41
  Grappling and Boarding 
  41
  Embarking and Disembarking 
  44
  Shallows and Reefs 
  44
  'Men Overboard' and Swimmers 
  45
  'Perils of the Sea' (Optional Rule) 
  46
  A BASIC CAMPAIGN 
  47
  Starting the Campaign 
  47
  The Campaign Turn 
  49
  Ending the Campaign 
  52
  FACTION LISTS 
  53
  Pirates 
  53
  Pirate Hunters 
  59
  Natives 
  61
  RECOMMENDED READING 
  64
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  4
  INTRODUCTION
  'A Pyrate is Hostis humanis generis, a common Enemy, with whom neither Faith nor 
  Oath is to be kept...'
  Abstract of the English law relating to piracy, quoted by Captain Charles 
  Johnson, 1724.
   
  Pirates! Historians have been trying for centuries to persuade us that they were no 
  more than vicious criminals, but despite the greed and brutality involved, piracy on 
  the high seas retains a romantic appeal that few other historical subjects can match. 
  Primary schools which would probably not encourage their pupils to dress up as 
  bank robbers hold 'pirate days' – making the subject an ideal way to introduce a new 
  generation to the pleasures of 'historical' wargaming. Piracy is as old as seafaring, 
  but the era that has always caught the popular imagination is that of the Elizabethan 
  sea-dogs, Henry Morgan's buccaneers, and the larger-than-life characters of the early 
  18th century, who have been the inspiration for tales of adventure from Long John 
  Silver to Jack Sparrow. This is the period covered by these rules – roughly between 
  the Spanish and Portuguese discoveries which began the great age of exploration, 
  and the close of the anti-pirate campaigns mounted by the Royal Navy in the 1720s. 
  Their focus is broadly historical – you will not find sea serpents or undead sailors 
  here, though it would be very easy to add your own rules for them if you want to – 
  but at the same time light-hearted, as befits a period which for most people is likely 
  to feature as entertainment rather than a subject for serious study. The background is 
  hopefully as detailed and accurate as it needs to be to satisfy the historically-minded 
  among us, but the aim has been to simplify where possible in the interests of an 
  enjoyable, easy to learn and fast-flowing game. The experience will only be enhanced 
  if you encourage suitably silly behaviour, such as wearing pirate hats, talking like 
  Long John Silver, and using odd bits of naval jargon in inappropriate contexts.
  (© North Star Military Figures)
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  5
  With a subject like this, situations are always going to arise which the rules do 
  not specifically cover. If necessary, think of them as providing a 'set of guidelines', 
  within which you can use your imagination and background knowledge to invent 
  special rules to enhance their own scenarios. The game is specifically designed to 
  cater for multi-player scenarios where there are several factions or mini-armies 
  on the table, all potentially mutually hostile, or at least with conflicting victory 
  conditions. Therefore the factions which the players control will not necessarily be 
  organised into two opposing armies like conventional wargames units, and there is 
  no provision for a chain of command above faction level. So even if your faction 
  is theoretically on the same side as that of another player, both are treated as free 
  Captain Kidd burying his ill-gotten 
  gains, by Angus McBride © Osprey 
  Publishing Ltd. Taken from Elite 67: 
  Pirates 1660–1730.
  © Osprey Publishing • www.ospreypublishing.com
  
  6
  agents, and if you want to operate as a multi-player force you will just have to trust 
  each other. Real pirates would have lied, cheated and stabbed their comrades in 
  the back at every opportunity, and the system is deliberately designed to allow this. 
  For this reason it is not as easy as it would be in an ordinary wargame to decide 
  who is a friend and who is an enemy. So for morale and motivation purposes we 
  need a simple definition of a 'hostile' faction: this is one to which a game scenario 
  has allocated opposing victory conditions, or any member of which has shot at a 
  member of the testing faction, attacked it hand-to-hand, or attempted to raise its 
  Fear level by exhortation, in the game so far.
  When it comes to rule interpretations and the actual mechanics of play, players 
  need to be open-minded, flexible, and ready to discuss any problems in a friendly 
  manner. So if in doubt about anything, use your common sense, vote on it, or throw 
  dice to decide. If your personal plans get scuppered by someone else's mistakes 
  or treachery, remember he is just playing the role of a dastardly pirate. Above all, 
  have fun.
  (© North Star Military Figures)
  George Shelvocke was an ex-naval officer who joined a privateering expedition to the west coast of Spanish 
  America in 1719. On the way he managed to lose the rest of the fleet before returning home with a huge haul 
  of treasure. On his return to England much of the loot was missing and the expedition's shareholders had 
  Shelvocke tried for piracy, but he was acquitted for lack of evidence. He nevertheless died a rich man. He was 
  one of the few 18th century pirates who lived to enjoy their plunder, and he was a distant relative of the author 
  of these rules (but no, I don't know where the treasure is!).
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  7
  EQUIPMENT NEEDED
  Figures, which should accurately depict the men they represent and the weapons 
  which they are carrying. The game has been designed mainly with 25/28mm figures 
  in mind, but there is no reason why you should not use other scales if you wish. 
  Figures should be individually based, so that they can be manoeuvred independently 
  and removed if they become casualties. 28mm foot figures can be based on pennies 
  or washers, or 20mm squares of card or plastic. A mounted figure will fit onto a base 
  of 25mm frontage, and as deep as is required to accommodate the horse. Artillery 
  pieces do not need bases.
  Model ships or smaller vessels, if these are to be used in your game. An 
  enjoyable game can be had between purely land-based forces, but fights at sea 
  will be an important part of many pirate scenarios, and battles between and on 
  board ships are fully catered for in the rules. Details of vessel types can be found 
  on pages 15 to 16. There are many excellent models available, as well as plans for 
  building your own, and designs are so varied that it is not feasible to lay down a 
  list of standard dimensions. An important practical consideration is the number 
  of figures it is possible to fit on board. A typical small sloop model of around 
  9 inches in length will carry approximately 20 figures on standard sized bases, 
  plus four cannon. Twenty men on a deck of this size looks crowded, but pirate 
  vessels usually were overmanned, and of course pirate hunters also had to carry 
  large crews to have a chance against them in a boarding fight. Real sailing ships 
  were very cluttered indeed, and there must inevitably be a compromise between a 
  realistic model, complete with rigging etc., and one which allows you to manoeuvre 
  figures on the deck. Gun models on ships can be difficult to manage unless they are 
  glued in place; this need not be a problem, as the timescale of a game is too short 
  to allow guns to be taken on or off a ship during the game, and pieces that are 
  knocked out can be identified with a smoke marker or similar, rather than being 
  physically removed.
  A playing table of any convenient dimensions. Six feet by four feet is the standard 
  size for 28mm figures, but especially if you are fielding ships, a sensible rule is the 
  bigger the better.
  Terrain pieces to represent the natural features of the battlefield. Part or all of 
  the table may be sea, which can be depicted by a simple blue cloth or by a more 
  elaborate painted and textured surface. 'Terrain' also covers miniature buildings, 
  which can play a vital role as objectives or as protection for defenders.
  A tape measure for each player, marked in inches for 28mm figures. If you are 
  using 15mm figures or smaller, just substitute centimetres for inches.
  A protractor or home-made template is useful for measuring angles, especially if 
  using sailing vessels.
  Dice. These rules use the widely available ten-sided variety, which we will refer 
  to as D10s, though in our games we prefer to call them 'pieces of ten'. Each player 
  should ideally provide half a dozen or so, in at least two different colours. Also 
  useful if you are using sailing vessels are 'wind dice'. These are ordinary six-sided 
  dice with arrows on each side instead of numbers. One side should also be marked 
  to indicate no wind, or a flat calm. They are available commercially, but are easy to 
  make by converting ordinary dice.
  Markers to denote figures subject to a 'fall-back'. These could be puffs of cotton 
  wool or similar smoke markers, or perhaps discarded weapons, which can be placed 
  discreetly behind the figure. It seems a pity to go to the trouble to produce nicely 
  painted figures, ships and terrain, and then spoil the effect with bits of paper or 
  plastic counters!
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  8
  ORGANISING YOUR FORCES
  UNITS AND SCALES
  The basic unit in the game is a group of figures controlled by a player. The word 
  'army' seems a bit pretentious for a force of this size, so instead we call it a 'faction'. 
  Each player in the game will normally command one faction, though as you get used 
  to the rules you should not find it too difficult to control two or even more.
  Depending on its equipment and other characteristics, a faction will normally 
  consist of between 15 and 30 figures. The individual figures belonging to a 
  faction may be equipped with different weapons. They always include a Captain, 
  representing the senior officer present (who may or may not be the captain of a 
  vessel). The 'Faction Lists' on pages 53 to 63 also give the number of subordinate 
  officers, or Mates, permitted to each faction. If you prefer not to use the lists, but are 
  designing your own faction from scratch, designate one figure in every 6 or 8 as a 
  Mate. Captains and Mates are collectively referred to as officers.
  In this game we are not usually depicting regular military units with standard 
  sizes, so how many men a faction 'really' represents is not something we need 
  worry about. As a rough guide, a typical 28mm sloop will usually carry about 15 
  or 16 figures, plus between 4 and 6 light cannon; this is a type of vessel that in real 
  life might have a crew of 75 or 80, with around 10 to 14 guns, so we can think 
  in terms of a ratio of approximately 1:5 for men and 1:2.5 for artillery. Ground 
  and time scales are equally flexible; weapon ranges and movement rates are not 
  based on precise measurements, but are designed to fit together to give generally 
  realistic results.
  CAPTAINS' CHARACTERISTICS
  In the absence of formal command systems, the individual personalities of pirate 
  leaders were an important factor in their success or otherwise. So the Captain of 
  each faction may have one of the following personal characteristics. The Faction 
  Lists give a selection of options and their points costs, depending on the type of force 
  they represent. In a one-off game a player should be free to choose any one of the 
  characteristics listed, but in a scenario or campaign you may prefer to dice for them, 
  or to allocate them based on the known personalities of historical figures.
  TERRIFYING
  This character deliberately cultivates a frightening image, perhaps through his 
  appearance (like Edward Teach with his famous beard), or perhaps by getting a 
  reputation for violence and cruelty. He can use this to terrify enemies into submission, 
  as well as to motivate his own crew.
  SILVER-TONGUED
  This is a leader who prefers to persuade rather than threaten, and has a gift for 
  talking his way out of trouble by describing the rewards that await those who follow 
  his orders.
  SWASHBUCKLER
  A swashbuckler prefers to lead by example in a fight. He owns a very expensive 
  sword, which he is extremely proud of and knows how to use. He is deadly in hand-
  to-hand combat and his men love to cheer him on, but he is liable to be impatient 
  with the mundane business of command.
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  9
  DISCIPLINARIAN
  More likely to be found in the ranks of military or naval officers than among pirates, 
  this is a character who does things by the book and rules his men with a rod of iron. 
  They probably hate him most of the time, but they have confidence in his leadership 
  when in action, and every man of them knows what is expected of him.
  OTHER CHARACTERISTICS
  We also allow our factions to have a few other members with distinguishing 
  characteristics. It does not matter that such a figure might represent several men – 
  just think of him as one hero with a number of hangers-on. The figure designated 
  may be a Mate or even the Captain, in which case he may have this characteristic as 
  well as one of the personalities above.
  GIANT
  This man is exceptionally big and tough, and shrugs off wounds that would put 
  ordinary mortals out of action. He has a saving throw against missile hits, and a 
  bonus in hand-to-hand combat.
  Blackbeard's last fight, by Angus 
  McBride © Osprey Publishing Ltd. 
  Taken from Elite 67: Pirates 1660–1730.
  Long John Silver may be fictional, but as the anti-hero of Stevenson's Treasure Island, famous for his missing leg 
  and his parrot, he has had as much influence as anyone on our popular image of a pirate. Silver is the classic 'silver-
  tongued' rogue, who manages to talk his way out of trouble every time his plans fall through.
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  10
  DAREDEVIL
  This character is completely fearless, and is happy to take chances that none of his 
  comrades would risk. In fact his reputation among the crew depends on his repeated 
  displays of reckless bravery. He can always take an action of any type per turn, 
  regardless of his faction's Fear or Greed levels, and without having to be encouraged 
  by an officer.
  PEG-LEG
  This is a grizzled old veteran with a wooden leg, who usually serves as ship's cook, 
  but in the right circumstances can still be very handy in a fight. He has seen it all 
  and nothing daunts him, not to mention the fact that he cannot run away even if 
  he wants to. He moves at half the normal rate, but ignores all 'fall-back' results. He 
  can always shoot, even if his faction's Fear and Greed levels (see page 17) would 
  normally prohibit it.
  CUT-THROAT
  This fellow is an expert with a knife, and treats it the same as a sword used as a 
  primary weapon in hand-to-hand combat, even if he is also armed with a long-range 
  weapon or a boarding axe. He can also use his knife as a throwing weapon.
  SHARPSHOOTER
  Few seafarers were expert shots, but there were a few exceptions. A Sharpshooter 
  has an increased range and a bonus on his dice throws when shooting with a musket 
  or arquebus.
  (© North Star Military Figures)
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  11
  (© North Star Military Figures)
  PRIEST
  The navies of Catholic powers such as Spain and Portugal often had priests on board, 
  though men of God were naturally less keen to serve with pirates. A priest cannot 
  fight, but he can boost the morale of his faction with prayers and blessings. He does 
  this in the motivation phase (see page 25) alongside his Captain. If successful he can 
  reduce his own faction's Fear score by 1.
  SHAMAN OR WITCHDOCTOR
  This is the equivalent of a priest in a native faction. His role is to intimidate the 
  enemy with spells and curses, and his weird costume and bizarre incantations are 
  likely to have an effect even on people who do not believe in magic. Treat him the 
  same as a priest, except that his effect is to increase the Fear score of another faction 
  of his choice by 1.
  WEAPONS
  Figures are also classified according to their primary weapons. A sailor with a long-
  range weapon will probably also possess a sidearm of some sort, but he is likely 
  to be less expert with it than someone who relies on fighting hand-to-hand, so 
  weapons other than the primary one are normally classed as 'sidearms or improvised 
  weapons'. This is not always the case for some non-European elite fighters, though, 
  who still rely on a deadly combination of swords with bows or firearms – notable 
  examples are Japanese Samurai and Turkish Janissaries. Another exception to this 
  rule is that throwing knives, pistols, grenades and stinkpots can be carried by figures 
  whose primary weapon is a close combat one.
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  12
  MISSILE WEAPONS
  These weapons are carried and operated by one man, and can normally shoot once 
  per turn (though see the exception for bows). Players are not required to keep track 
  of ammunition supply.
  BOW
  Though apparently obsolete by the 16th century, bows remained popular well into our 
  period with the Turks and the English – both peoples who had taken the art of archery 
  to new heights in the Middle Ages – as well as with native tribes around the world. 
  Bows were inferior to firearms in penetrating power, but in skilled hands they made 
  up for this by a faster rate of fire, and often better accuracy at long range. Max range  
  12 inches. Up to 2 shots per turn. Minus 1 on hit dice beyond 6 inches range.  
  Also deduct an extra 1 from the dice, in addition to the usual -1, if the target is in cover.
  CROSSBOW
  Max range 12 inches. Deduct an extra 1 from the dice, in addition to the usual -1, 
  if the target is in cover.
  ARQUEBUS
  We use this term to cover the matchlock arquebuses and muskets of the 16th and 
  early 17th centuries. We assume that all long-range firearms in games set before 
  1640 are matchlocks, as are those carried by Oriental pirates throughout the period 
  of the rules. Max range 6 inches, or 12 inches if used by a Sharpshooter.
  MUSKET
  The typical smoothbore flintlock weapon of the late 17th and 18th centuries.  
  Max range 8 inches, or 12 inches if used by a Sharpshooter.
  (© North Star Military Figures)
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  13
  BLUNDERBUSS
  A blunderbuss was a short-barrelled flintlock designed for defence at close range, 
  often firing numerous small pellets and bits of scrap metal. Max range 6 inches.  
  Plus 2 on hit dice against targets within 2 inches, minus 1 beyond 4 inches.
  VOLLEY GUN OR GRENADE LAUNCHER
  Max range 6 inches. Dice to hit up to 3 targets if all are in range, and subsequent 
  ones are within 1 inch of the first. Plus 1 on hit dice against targets within 2 inches, 
  minus 1 beyond 4 inches. Cannot shoot if the firer moved last turn.
  KNIFE
  Can only be thrown by a Cut-throat. Max range 2 inches. Minus 1 on hit dice 
  against armoured targets.
  PISTOL
  In the 16th century pistols were generally wheel-locks, which were expensive and fragile 
  and so were restricted to officers and wealthy individuals. By the late 17th century 
  these were being replaced by cheaper and more widely available flintlocks. Both types 
  were hopelessly inaccurate beyond point-blank range, and almost impossible to reload 
  in the heat of battle. However individuals often carried a number of ready loaded 
  pistols, which gives us an excuse to ignore questions of reloading and ammunition 
  supply and treat them the same as other missile weapons. Max range 2 inches.
  HAND-THROWN GRENADE
  Max range 3 inches. Dice to hit all figures (friend or foe) within 1 inch of the 
  target figure.
  HOROKU
  The 'horoku' was a smaller version of the Chinese iron-cased fragmentation bomb, 
  popular with 16th century Japanese pirates. It was thrown by swinging it on the end 
  of a rope like an Olympic hammer-thrower. Max range 6 inches. Otherwise treat 
  as grenade.
  HAND-THROWN STINKPOT OR POWDERED LIME
  Max range 3 inches. Dice to hit all figures within 3 inches of the target.  
  These weapons are more annoying than lethal, so a hit does not remove a figure in 
  the normal way, but is always treated as a fall-back result.
  CREW-SERVED WEAPONS
  Unlike personal weapons, these are depicted separately from the men carrying them, 
  and are not necessarily lost if their crews are driven off or killed. We can assume that 
  any figure knows how to operate them if necessary. Heavy cannon, and light cannon 
  or swivel guns mounted on vessels or in land fortifications, are fixed in place and 
  cannot be moved during the game. Light cannon can be manhandled on land, but 
  only if they are designated as being on land carriages when the game begins.
  SWIVEL GUN
  A swivel gun only requires one man to fire it, but is classed as a crew-served weapon 
  because it is fixed in position. It cannot be fired by a figure who moved in his 
  previous turn. Max range 8 inches. Dice to hit up to 4 targets if all are in range, and 
  subsequent ones are within 1 inch of the first. Plus 2 on dice to hit up to 4 inches, 
  minus 1 beyond 4 inches.
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  14
  CANNON
  Divided for simplicity into light, which basically comprises 4 to 6 pounders, and heavy, 
  which is anything bigger. Maximum range of light guns is 24 inches, and of heavies, 
  32 inches. Unlike other weapons, a cannon needs to be reloaded after each shot: this 
  requires 1 full turn for light guns, 2 for heavy guns in games set after 1620, or 3 turns 
  for heavy guns before that date. Dice to hit all figures who have any part of their bases 
  in the line of fire, directly in front of the gun, out to maximum range. See pages 30 to 
  32 for the procedure for firing cannon.
  GUN CREWS
  Light cannon are operated by a standard complement of 2 figures, heavies by 4. 
  These must be stationary and adjacent to the gun during the movement phase of 
  the previous turn in order to take part in firing or reloading it. A cannon can be 
  fired by one man, but the number of turns needed to reload must be doubled if the 
  complement is reduced to half or less. For example a single crew figure will need  
  2 turns to reload a light gun, or 4 to reload a heavy one. A cannon cannot be moved 
  on land by less than its standard complement.
  HAND-TO-HAND WEAPONS
  SWORD OR CUTLASS
  Covers cutlasses, machetes, rapiers, military hangers, Oriental scimitars and Japanese 
  katanas. Despite the legendary reputation of the Japanese swords in particular, all these 
  weapons were only as deadly as the man wielding them, and European sailors beat 
  Japanese swordsmen on several occasions. Plus 1 on all hand-to-hand combat dice.
  BOARDING AXE
  Axes were common shipboard tools which could double as weapons. Though less 
  handy for parrying than a sword, the weight of an axe gave 
  it the ability to penetrate armour or concuss its wearer, and 
  it also came into its own when clearing obstacles or digging 
  into a ship's timbers to provide purchase when boarding. 
  No penalty for fighting against armoured figures. See page 
  42 for advantages when boarding an enemy vessel.
  PIKE, HALF PIKE OR HALBERD
  All these long shafted weapons are treated as pikes in the 
  rules. Pikes were generally cut down for use at sea, but 
  maintained the length advantage over swords and axes 
  which was the main reason for employing them. Halberds 
  added a cutting edge to the pike's point, but needed a 
  lot of room to wield effectively and were still primarily 
  thrusting weapons. Plus 2 on combat dice if used in a turn 
  in which the figure has first contacted or been contacted by 
  his opponent.
  FIREPIKE
  Basically a spear with a firework on the end, the 'huo-
  ch'iang' or fire-lance was invented in China, and remained 
  a favourite weapon for repelling boarders at sea until 
  the 20th century. It was the inspiration for the European 
  firepike, which was occasionally used for siege work in the 
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  15
  16th and 17th centuries. Firepikes never became as popular in the West as they were 
  in China, but were sometimes taken on board ships – Drake fielded a few in his 
  attack on Panama in 1572. Plus 2 on combat dice in the figure's first turn of hand-
  to-hand combat in the game. Plus 1 on second turn. Otherwise no advantage.
  SIDEARM OR IMPROVISED WEAPON
  Any sword, axe, dagger of club carried by a man who is primarily equipped with a 
  musket or other long-range weapon. No bonuses.
  SHIPS AND OTHER VESSELS
  Pirates and their enemies might take to the sea in any number of different types of 
  vessel, ranging from multi-masted and multi-decked square-riggers to small rowing 
  boats and dug-out canoes. For the sake of simplicity, we classify all vessels under 
  four main headings:
  Henry Every boarding the treasure 
  ship of the Great Moghul of India, by 
  Angus McBride © Osprey Publishing 
  Ltd. Taken from Elite 67: Pirates 
  1660–1730.
  © Osprey Publishing • www.ospreypublishing.com
  
  16
  BOATS
  Small open-decked craft propelled primarily by oars or paddles. A boat can carry a 
  maximum of 10 figures, plus 1 light cannon or swivel gun in the bows.
  GALLEYS
  Similar to boats, but larger and capable of carrying bigger fighting crews, and 
  sometimes heavier armament. They were too vulnerable to rough weather to be much 
  use in the open ocean, but remained popular in calmer waters like the Mediterranean 
  and the Inland Sea of Japan, where their manoeuvrability gave them an advantage 
  over sailing ships. Galleys may be propelled by free rowers or slaves, but in either case 
  we can effectively ignore them in the game, as even if not chained they will be too busy 
  with the oars to take part in any fighting. Rowers do not therefore count towards the 
  total of fighting crew. A galley can carry up to 20 fighting figures. The presence of the 
  rowers prevents effective use of broadside cannon, but 1 swivel gun or light or heavy 
  cannon can be carried in the bows, plus up to 2 swivel guns on each broadside.
  SLOOPS
  Small, single-decked sailing vessels with one or two masts. We use the term here to 
  include similar craft such as pinnaces, xebecs, small schooners, Japanese 'sekibune', 
  and the Portuguese caravels of the age of exploration. They are larger than boats and 
  can carry a reasonable complement of guns, but are still small enough to be rowed if 
  necessary. They are usually fore-and-aft rigged, so can sail close to the wind, and have a 
  shallow draught which makes them useful in inshore waters where bigger ships would 
  run aground. A sloop can carry up to 20 figures, plus 8 swivel guns and 4 light cannon.
  SHIPS
  Anything bigger than a sloop, or with more than one deck, we call a 'ship'. Technically 
  it might be a brig or brigantine, an Arab dhow or Chinese junk, or even a small frigate. 
  Ships can have up to three masts. They can carry much larger crews and heavier 
  armament than the smaller vessels, and are harder to board. However they are less 
  manoeuvrable, and cannot navigate shallow water. A ship can carry up to 60 figures, 
  plus 12 swivel guns and 12 light or heavy cannon. It can also have on board up to 
  two rowing boats, which are useful for disembarking or for towing the ship in a calm.
  (© North Star Military Figures)
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  17
  Vasco da Gama is famous as the discoverer of the sea route from Portugal to India in 1498. Many people may 
  be surprised to see him classed as a pirate, but his main mission was to seize control of the Indian Ocean 
  spice trade. As an agent of the Portuguese king he might be considered a pioneer of privateering warfare. In a 
  battle off the Malabar Coast in 1500, he also pioneered the line-of-battle gunnery tactics which later became 
  standard in European navies. Arrogant and ruthless, he had many admirers but not many friends.
  SETTING UP A GAME
  FEAR AND GREED
  Cynical we may be, but in this game we do not delude ourselves that our troops 
  are motivated by love of country, loyalty to comrades, or any other of the noble 
  sentiments which we like to associate with our little lead heroes. These are pirates, 
  after all (even the factions of naval pirate-hunting ships were encouraged by the 
  generous bounties paid for their quarry, dead or alive, and were often ex-pirates 
  themselves). Instead they are driven by the most universal of human motives: the fear 
  of death or punishment, and the hope of getting rich. So the principal mechanism 
  of the game is based on the interplay of two factors which we call Fear and Greed.  
  The figures comprising a faction share a numerical value for each of these factors. 
  These apply to the entire faction, not to individual figures within it.
  The initial levels of Fear and Greed are decided for each faction before the game 
  begins. Various happenings during the game can then modify these scores up or down, 
  with corresponding effects on the faction's behaviour. One of the most important 
  things that a player has to consider is the fluctuating values of these factors, and 
  how he can manipulate them to gain an advantage over his opponent. Very different 
  flavours can be imparted to a game by using various methods of setting these values. 
  The normal recommended method is to throw a D10 for each factor, which can also 
  function as an ongoing record of its value by placing it on the player's table edge 
  with the appropriate number uppermost. (This is why we need dice in two different 
  colours – I suggest red for Fear, and yellow or gold for Greed). Most of the factions 
  which appear in the game represent fairly undisciplined characters, and their mood 
  might vary dramatically from one day to the next, depending on things like the 
  appearance of omens or the size of the morning rum ration. So we can simply set 
  their Fear and Greed levels at the numbers rolled on the dice, with the exception that 
  – in order to avoid situations where one side is obviously beaten before the game 
  begins – players re-roll any throws of 1, 2, 8, 9 or 10.
  When using this method you will find that most factions – unless they are very 
  lucky – spend the game in a constant state of nervous tension, with the players 
  having to closely monitor the relative levels of Fear and Greed in order to get them 
  to perform as desired. In playtesting games, for example, we have seen ships sailing 
  alongside one another without either crew plucking up the courage to board, or 
  factions which have had to be withdrawn from the action for several moves while 
  their Captains harangue them to rebuild their confidence. This is quite realistic and 
  can be a lot of fun, but it is not to everyone's taste. So alternatively, for a more 
  predictable game, you could agree to set all factions' initial Fear and Greed at the 
  same level – say 6 or 7 – or to give everyone a better chance of rolling a higher Greed 
  level, or even to allocate widely differing values to different factions, depending on 
  their historical prototypes or their roles in a scenario. So any faction which is on 
  an island known to contain buried treasure could have its Greed value increased 
  © Osprey Publishing • www.ospreypublishing.com
  
  18
  (© North Star Military Figures)
  by 1 or 2 points. Note that although a high Fear value will have a negative effect 
  on a faction, it is not always true that Greed is good. A faction with higher Greed 
  will always move first, for example, giving an opponent the opportunity to react at 
  leisure to its sometimes hasty initiatives.
  LAND AND SEA
  Part of the appeal of a pirate game is the enormous variety of terrain which can 
  be featured. It would be impossible to legislate for the precise effects of every 
  type of landscape, so the definition of each piece of terrain is left to players or 
  umpires to agree on before the game starts. For similar reasons there are no 
  rules for choosing and placing terrain pieces; these are fine in competitions, or 
  in 'big battle' games where the set-up procedure is necessarily more formal, but 
  on the scale we are interested in here they are more likely than not to produce 
  very unrealistic-looking tabletops, with numerous small features scattered about 
  bearing no sensible relationship to each other. It is much better to use your 
  imagination and build up something resembling a real corner of the Caribbean, 
  or wherever your game is set. If a scenario involves action on land but one or 
  more of the players wants to arrive by sea, an island can either occupy around 
  two-thirds of the table, with a section along one side being sea, or it can be 
  depicted as an outcrop in the middle of the table, entirely surrounded by water. 
  Alternatively, of course, a tabletop can be entirely land or – if all sides are using 
  seagoing vessels – entirely sea.
  LAND FEATURES
  HILLS
  Most hills are relatively gentle folds and rises in the ground, which do not affect 
  movement (although other features which do may be superimposed on them). For 
  simplicity, assume that the crest is a line bisecting the feature along its greatest length. 
  © Osprey Publishing • www.ospreypublishing.com
  
  19
  Any line of sight crossing this crest is blocked. Hills may also be partly or entirely 
  surrounded by steep rocky slopes, which we treat the same as cliffs (see below).
  JUNGLE
  This category covers stands of dense vegetation, which may be anything from sugar 
  cane to mature rainforest. Jungle is difficult terrain for movement, and provides 
  figures within it with cover against shooting. It cannot be traversed by mounted 
  troops or cannon, except along tracks. Any line of sight which crosses more than  
  1 inch of jungle terrain is blocked. Men on foot lining the edge can see out without 
  restriction, but are invisible from outside unless they move or shoot.
  ROCKY GROUND
  This represents scattered boulders, which may be either on a hill or on level ground. It 
  counts as difficult terrain for cannon. It does not otherwise slow movement or block lines 
  of sight, but stationary figures on foot in such terrain count as in cover against shooting.
  VILLAGES
  Treat a village as a continuous terrain piece, ignoring the individual buildings inside, 
  which may be moved as desired to facilitate the placing of figures. Villages have no effect 
  on movement, though a surrounding palisade may have (see page 22). Lines of sight are 
  blocked by more than 2 inches of a built-up area. Figures which are inside a village but 
  visible to an opponent count as in cover against all shooting except by cannon.
  William Dampier was that unusual combination – an intellectual pirate. He fought with the buccaneers in 
  the Caribbean in the 1680s, then embarked on several voyages across the Pacific – some of them government 
  sponsored – making notes on the geography and wildlife at the same time as lining his own pockets. He is 
  also famous as the man who rescued Alexander Selkirk, the original Robinson Crusoe.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  20
  Roche Braziliano in a skirmish near 
  Campeche, by Angus McBride © 
  Osprey Publishing Ltd. Taken from 
  Elite 69: Buccaneers 1620–1700.
  TRACKS
  Tracks cancel out the effect on movement of any terrain which they cross, except 
  steep slopes, cliffs and swamps. They count as open level ground for movement, and 
  permit uninterrupted lines of sight along straight sections except where they cross 
  hill crests, escarpments or the lips of gullies.
  STREAMS
  Watercourses less than 3 inches in width are described as streams. They are too narrow 
  and shallow to be navigated by boats, and so are treated as land rather than water 
  features. In fact in the tropics they may be dry for much of the year, but the bed will still 
  be rocky and may contain patches of quicksand. Natives wade across them at normal 
  speed; otherwise any move which starts in, or is intended to take a figure across, a stream 
  must be at difficult terrain rate. Streams do not block line of sight or provide cover.
  GULLIES
  A gully is treated as if it was two escarpments running roughly parallel, between 
  2 and 6 inches apart, with rocky ground at the bottom. There may be a stream or 
  Henry Morgan once sued a publisher for calling him a pirate, so we need to be careful here. He was of course a 
  privateer, as most of the damage he did to the Spanish happened while England was at war with Spain. Some 
  of it did not, however, and he was in trouble with Charles II on several occasions for endangering international 
  relations, but always managed to talk his way out of it. He turned the buccaneers of the Caribbean into an 
  army which was as formidable on land as at sea. Among his many feats of arms were the sacking of Portobello 
  in 1668, followed by Panama three years later.
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  21
  track running down the middle. Only figures on level ground within 2 inches of the 
  lip may see into a gully or be seen from inside, but lines of sight across the feature, 
  between two figures which are outside it, are not affected.
  SHORELINE AND WATER FEATURES
  See page 44 for the rules for embarking and disembarking from vessels on different 
  types of shoreline.
  CLIFFS
  These are represented as steep rocky slopes between 4 and 12 inches wide, which may 
  either surround a flat-topped hill, or form a linear feature running all or part of the 
  way across the table at the boundary between land and sea. Sea cliffs are impassable 
  obstacles to all figures; those on land are impassable to mounted men and cannon, 
  and count as difficult terrain for others. They do not in themselves affect line of sight, 
  but a figure which is more than 2 inches beyond the top of the slope cannot see or 
  be seen by figures or vessels which are below the edge, whether they are on the slope 
  itself or beneath it.
  ROCKY SHORES
  Treat these as a strip of rocky ground up to 4 inches wide running along the sea shore.
  SANDY BEACHES
  A strip of sand up to 4 inches wide may represent a beach. This is difficult terrain for 
  all figure movement.
  SWAMPS
  A swamp may be placed in contact with the sea or an inland water feature. It is 
  impassable for mounted men and cannon, and difficult terrain for others. Many 
  tropical shores are fringed by mangrove swamps, which combine the characteristics 
  of both swamp and jungle.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  22
  (© North Star Military Figures)
  RIVERS
  A river can be of any width from 3 inches upwards, or may occupy the whole of one 
  table edge. It is wide and deep enough for boats to move along it at normal speed in 
  both directions, but it cannot be navigated by other vessels. It can be crossed only 
  in boats, at a bridge or ford, or by swimming. Figures crossing at a ford move at 
  difficult terrain rate.
  BUILDINGS AND FORTIFICATIONS
  Pirates and buccaneers often found themselves attacking fortified places, and 
  although large-scale siege operations are beyond the scope of these rules, it is 
  necessary to deal briefly with these situations. Any figure moving into contact with 
  a defended building, ditch, palisade or similar obstacle must end his move on his 
  own side of the obstacle. He can cross the obstacle or enter the building next turn 
  if unopposed, but cannot do so if this would bring him into base contact with a 
  hostile figure on the other side. He can fight hand-to-hand against defenders who are 
  holding the obstacle against him in an attempt to remove them, but suffers a combat 
  penalty (see page 37).
  Francois Leclerc, known as 'Pie de Palo' or 'Wooden Leg', led a French privateer fleet to the Caribbean in 
  1553. Not content with capturing Spanish shipping, he sacked Santiago de Cuba and forced the Spaniards to 
  introduce the system of fortified bases and patrolling galleons which later made life so difficult for Hawkins 
  and Drake.
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  23
  Defenders inside an ordinary building can only see or shoot through the 
  windows, doors or loopholes depicted on the model. Purpose-built fortifications are 
  usually better designed for shooting, so each figure inside is regarded as having an 
  opening through which he can shoot. We assume that players will provide building 
  models with detachable roofs if appropriate, so that the exact position of every 
  figure inside can be determined accurately. Otherwise draw a floor plan and mark 
  the position of the defenders on that. The arc of visibility through any opening in 
  a building or fortification is 45 degrees either side of straight ahead. Figures inside 
  are shot at using the normal rules, except that if within a permanent fortification 
  they cannot be hit with bows, crossbows or thrown knives, and they count as in 
  cover against cannon as well as other weapons. For hand-to-hand combat purposes 
  treat all buildings as ordinary obstacles, except that mounted men cannot attempt 
  to enter them.
  Castle walls are more serious obstacles and can only be climbed by men on foot, 
  who we will allow to come equipped with scaling ladders for the purpose, free of any 
  points cost. A ladder can be carried at normal rate by a complement of at least 4 men, 
  and they must be stationary for a whole turn to raise it against a wall. It can only be 
  climbed by men on foot in a single figure-wide column, requiring a single move to do 
  so, regardless of the actual distance involved. Figures cannot shoot while carrying, 
  raising or climbing a scaling ladder. Only one attacker at a time can fight from each 
  ladder. Movement from a ladder onto the top of a wall is treated the same as crossing 
  a defended obstacle (see above). Figures on top of a wall may move as if they were 
  in ordinary good terrain. A defender in base contact with the top can throw down a 
  ladder as long as there is no attacker fighting at the top of it, but this requires a whole 
  turn, during which he cannot count the protection of cover against shooting.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  24
  A breach in a wall cannot be created during the short time span covered by a 
  game, but may be placed before the game as part of a scenario. It will be at least 
  partially obstructed by rubble, so counts as rocky ground. Gates count as part of 
  the surrounding wall if shut, or as good going if open or destroyed. A gate can be 
  destroyed by 1 shooting hit from a heavy cannon or 2 from a light cannon, or by 4 
  hits from men with boarding axes. If using an axe a figure must be in contact with the 
  gate at the end of his movement phase, and score 6 or better on a D10 to inflict a hit.
  DEPLOYMENT
  How and where your forces are to be deployed at the start of a game will depend on 
  the scenario, and especially as there might be several factions present, each with its 
  own objectives, it is difficult to lay down hard-and-fast rules. The simplest option is 
  for each faction to deploy in turn, starting with the one with the highest initial Greed 
  value. If there are only two factions in the game they should deploy on opposite long 
  table edges, but if there are three or more, those deploying after the first should be 
  allowed a free choice of entry point, as long as they do not start with any figures 
  within 8 inches of those already deployed.
  Alternatively, if some factions are to begin the game in defensive positions, they 
  can draw a map of the playing area and mark the initial positions of their figures. 
  Figures need not be placed on the table until they wish to move or shoot, or an enemy 
  figure has a line of sight to them. If an umpire is available, he may allow figures 
  to move while out of sight of the enemy without actually having to be deployed.  
  The attackers move their figures onto the table along one edge – either as agreed 
  in advance, or an edge of their choice in the case of a surprise attack. This option 
  is particularly suitable for games involving attacks on villages or fortifications,  
  or when fighting natives in dense jungle.
  AMBUSHES
  A scenario may allow for all or part of a faction to be deployed in ambush, in which 
  case a few special rules apply. A group which is in ambush must be deployed entirely 
  in buildings, or in jungle or similar dense cover, at the start of the game. It cannot 
  be deployed in permanent fortifications, as an attacker will be expecting these to 
  be occupied. If you are not using an umpire you can either mark the position of 
  the ambushing force on a map, or write its identity on a piece of paper and hide it 
  underneath the terrain feature. Only figures on foot may be in ambush.
  An opposing player may dice once per turn to see if he can detect an enemy 
  unit in ambush. He must first nominate a likely terrain piece, at least part 
  of which is within 8 inches of at least one of his figures, then throw a D10.  
  The score needed to succeed is 10 if the ambushers are all natives; 6 or better if 
  they include cannon, or any figures with arquebuses or hand-hurled grenades (as 
  the glow and smell of the matches is hard to miss); 9 or 10 in other circumstances. 
  If a player dices successfully to detect an ambush but there are no figures hidden 
  in that particular terrain, he must be informed that that particular area is clear.  
  If he is unsuccessful, he may repeat the attempt in subsequent turns. If ambushers 
  are detected they must be placed on the table immediately, and may now be 
  manoeuvred in the usual way. Otherwise they remain hidden until the controlling 
  player wishes to move or shoot with any of their figures, or an enemy comes 
  within 2 inches of any of them.
  Any hostile faction which has any figures within 4 inches of ambushers when 
  they first shoot or emerge from cover, whether voluntarily or as a result of being 
  detected prematurely, is subject to a test in the morale phase of the next turn (page 
  28). See page 6 for what we mean by a 'hostile faction'.
  © Osprey Publishing • www.ospreypublishing.com
  
  25
  SEQUENCE OF PLAY
  When the initial setup has been completed, the game proceeds as a series of turns, each 
  divided into phases. In some of these the players' actions are treated as simultaneous, 
  while in others they act alternately, in the order explained in the appropriate section.
  MORALE AND MOTIVATION
  The effects of any circumstances affecting each faction's Fear and Greed levels 
  are applied (see page 28). Captains have the opportunity to motivate their men or 
  demoralise the enemy by influencing their Fear or Greed levels; then the final values of 
  each are checked to determine what actions the faction may take in the remainder of 
  the turn.
  SHOOTING
  All shooting is treated as simultaneous, so that a figure which is removed as a result 
  of an opponent's shooting can still shoot back. Shooting from one vessel to another, 
  or by vessels against targets on land and vice versa, is resolved in the same phase.
  SHIP MOVEMENT
  Note that whereas most sections of the rules are arranged in the order in which they 
  appear in the Sequence of Play, ship movement is treated separately at the end of the 
  section (pages 38 to 45). This is for ease of reference, because not all games will need 
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  26
  (© North Star Military Figures)
  these particular rules. First all vessels on the table make their main move alternately, 
  then their secondary moves if appropriate.
  FIGURE MOVEMENT
  Each faction can now, in turn, move any or all of its figures. There is no need for written 
  orders or charge declarations. The player whose faction currently has the highest Greed 
  score moves first. If more than one has the same score, throw a D10 to decide priority. 
  The highest-scoring faction must take the first move; its player does not have the option 
  of allowing another faction to do so, and if he decides not to make a move at this point 
  he loses the opportunity to move any of his figures until next turn. Figures on board a 
  vessel can make a normal move even if the vessel has moved already, unless they have 
  fired ship-mounted guns, or are occupied in rowing or handling the sails (for which see 
  pages 40 to 41).
  HAND-TO-HAND COMBAT
  This occurs when a figure moves into base contact with a figure which the player 
  wishes to attack, and is resolved as soon as this happens, within the movement 
  sequence. In the same turn, a figure may be both an attacker in his own move, and 
  the target of attacks by opponents in their moves. One which has been contacted by 
  an enemy earlier in the movement phase, and is still in contact when his own move 
  occurs, can either fight another round of hand-to-hand combat or use a voluntary 
  fall-back move to disengage.
  © Osprey Publishing • www.ospreypublishing.com
  
  27
  MORALE AND MOTIVATION
  First, every faction must roll a D10 for each of its members killed during the last 
  turn, plus another 2 dice if it was successfully ambushed. Add 1 to the faction's Fear 
  level for every score of 8 or more. Also add 2 to the Fear level if a vessel's colours 
  have been lost last turn (page 33).
  ENCOURAGEMENT AND MOTIVATION
  At this point, each Captain will often have the chance to encourage his men or discourage 
  the enemy with a few well-chosen words. He can influence any faction as long as at least 
  one figure belonging to that faction (his own or otherwise) is within 12 inches of him, 
  and neither he nor any figure in the faction to be affected is currently in base contact 
  with a figure from a hostile faction. A deputy cannot take over this role if he is killed, so 
  a faction which has lost its Captain can no longer be encouraged in this phase.
  The order in which Captains carry out this task is generally not important, as 
  it is only the final results at the end of the phase that count. For example, a faction 
  with a Fear level of 10 would normally run away, but if an opponent takes his turn 
  first and frightens your men so that their score goes up to 10, you still get your 
  chance to try and bring it down again. If the sequence does become a problem, adopt 
  the same principle as for movement, i.e. highest Greed goes first.
  The player can choose to attempt any one of the following, but must announce 
  which it is to be, and which faction he wishes to influence, before dicing. Roll a D10 
  for the effect: a score of 6 or less means the attempt has failed and there is no effect; 
  7 or better denotes a success, with the outcomes listed below.
  ENCOURAGEMENT
  The Captain reminds his men of the fabulous treasure or bounty that awaits them if 
  they are victorious, and promises a double share to men who distinguish themselves. 
  Increase his faction's Greed score by 1. If the Captain is 'Silver-Tongued' he can 
  throw two dice, adding 1 to the Greed score for each successful roll.
  (© North Star Military Figures)
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  28
  EXHORTATION
  He recalls the deeds of his best fighters, and points out that the enemy are scurvy 
  landlubbers who cannot last five minutes in a battle against real men. Decrease his 
  faction's Fear score by 1. If the Captain is a 'Disciplinarian' he can throw two dice, 
  deducting 1 from the Fear score for each successful roll.
  INTIMIDATION
  He turns his attention to the enemy, threatening them with a horrible death if they 
  dare to defy him. Increase the Fear score of one other eligible faction on the table by 
  1. A 'Terrifying' Captain can throw two dice, adding 1 to the Fear score of the same 
  faction for each successful roll. However he cannot attempt to terrify two different 
  factions in the same turn.
  MANIPULATION
  He resorts to trickery in an attempt to lure the opposition into a rash attack. He pulls 
  an enormous diamond or a bag of gold from his pocket and brandishes it in the air, 
  taunting them to come and get it if they dare. Alternatively, a pirate fighting against 
  pirate hunters might use himself as the bait, announcing his own identity and reminding 
  them of the bounty on his head. Increase the Greed score of one other faction on the 
  table by 1.
  CHECKING MORALE
  All factions must now check their Fear and Greed levels. Any faction whose Fear level 
  is now 10 or more is out of the game, and must flee the table immediately. If they are 
  the only faction on a vessel they will hoist sail or take to the oars and make their escape.  
  If the vessel is also manned by other factions not affected by this rule, the faction which 
  is affected will abandon ship.
  Otherwise, any faction whose Greed is equal to or higher than its Fear level, or 
  up to 1 lower, may remain in action and act according to its player's wishes.
  If its Fear exceeds its Greed by 2 or more, the faction has begun the battle  
  in a nervous state or been temporarily shaken by its experiences. It can remain 
  in action, but none of its figures other than officers or Daredevils can voluntarily 
  move closer to any visible members of a hostile faction this turn. The only other 
  exception is that a figure can advance to engage an enemy boarder on his own 
  vessel, as in this case his other options are severely limited. If the faction is the only 
  one on a vessel it can continue with its present course, but cannot alter course to 
  take it closer to a hostile faction or vessel, unless the move is to end further than 
  8 inches from them.
  In addition, no member of a faction whose Fear exceeds its Greed by  
  4 or more can shoot next turn. All members of the faction who are currently in 
  base contact with an enemy immediately receive a 'fall-back' result (for which 
  see page 31).
  If there is more than one faction manning the same vessel, the vessel itself may 
  move according to the Fear and Greed values of the faction with the lowest Fear on 
  board. However no faction may shoot, board or fight hand-to-hand if its own status 
  does not allow.
  William Kidd was a not-very-successful captain who set out on a privateering voyage in 1697, but fell out 
  with his rich backers for exceeding his instructions, and was hanged for piracy and murder. A foul-tempered 
  character quite capable of killing his own men if they upset him, Kidd is chiefly famous because of rumours 
  that he buried his treasure somewhere on the shores of Long Island.
  © Osprey Publishing • www.ospreypublishing.com
  
  29
  SHOOTING
  All shooting takes place before movement. It is adjudicated from and to individual 
  figures or gun models, except that a cannon firing at a vessel targets the model, and 
  not an individual figure on board. Each firing figure engages a target nominated 
  by the player, which must be within range, in line of sight and within the shooter's 
  arc of fire in the shooting phase of the turn. Cannon can shoot at targets which 
  are within 30 degrees either side of the way the model is pointing. All other missile 
  weapons can shoot at targets within 90 degrees either side. A swivel gun, and a 
  cannon shooting at targets other than vessels, fires at an individual target base in the 
  same way as other weapons; it cannot shoot if it moved on land last turn, but it can 
  if carried on a moving vessel.
  Bartholomew Roberts leads his crew 
  into action, by Angus McBride © 
  Osprey Publishing Ltd. Taken from 
  Elite 67: Pirates 1660–1730.
  © Osprey Publishing • www.ospreypublishing.com
  
  30
  Unless special rules for darkness or weather conditions apply as part of a scenario, 
  visibility is limited only by line of sight. See pages 18 to 21 for the effects of terrain on 
  lines of sight. All hills are considered to be higher than any features on level ground, so 
  men on them can see and shoot over terrain or buildings below, but not over figures. 
  Lines of sight are blocked by any intervening figure bases belonging to either side. In 
  order to be seen or shot through, a gap between bases must be at least the width of the 
  shooter's base if he is within 1 inch of the gap, or at least 3 inches otherwise. This rule 
  prevents unrealistic 'trick shooting' through narrow gaps, while not unduly penalising 
  a shooter whose friends might be advancing slightly ahead of him.
  A figure which is in base contact with a member of a hostile faction during the 
  shooting phase, or which currently has a fall-back marker, cannot be shot at. A figure 
  which has any hostile figures within 4 inches must shoot at the nearest of these in 
  preference to others which are further away. Otherwise a player has a free choice of 
  targets, though the saving throws for officers (see below) should discourage people 
  from trying to pick them off too regularly.
  RANGES
  The table below is a reminder of the maximum ranges in inches for each type of 
  missile weapon. A figure or model is considered to be in range if any part of it or its 
  base is within the appropriate distance of any part of the shooter or his base.
  Bow or Crossbow
  12
  Arquebus
  6
  Musket
  8
  Sharpshooter using arquebus or musket
  12
  Blunderbuss, volley gun or grenade launcher
  6
  Knife or pistol
  2
  Hand-thrown grenade, stinkpot etc.
  3
  Horoku
  6
  Swivel gun
  8
  Light cannon
  24
  Heavy cannon
  32
  RESOLVING SHOOTING
  Roll a D10 for each target figure, then apply any modifiers required for different 
  types of weapon (pages 12 to 15). Add 1 to the score if the shooter is a Sharpshooter, 
  or a Cut-throat throwing a knife.
  A final score of 10 or more is a hit. A figure which 
  is hit may first take one or more saving throws if 
  appropriate; if he fails these, or is not entitled to any, 
  he is removed from play immediately.
  A 
  saving 
  throw 
  may 
  be 
  taken 
  in 
  the 
  following circumstances:
  ��
   If the victim is wearing armour, unless shot at 
  with firearms.
  ��
   If he is behind cover. This does not normally 
  apply if being shot at with cannon, though 
  it does if the figure is inside a permanent 
  fortification. 'Cover' for this purpose is 
  anything other than another figure that 
  partially hides the target, whether it actually 
  offers solid protection against missiles or 
  (© North Star Military Figures)
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  31
   
  not. Examples are the bulwarks of a ship, a building or palisade on land,  
   
  or jungle or similar dense vegetation. See pages 18 to 22 for cover provided by  
   
  terrain features.
  �� An officer or a Giant may also take a saving throw from any missile hit except 
  those from cannon.
  If more than one circumstance applies, more than one saving throw can be taken. 
  For example an officer who is wearing armour will be entitled to two throws.
  A successful saving throw requires a score of 7 or better on a D10, and converts 
  a fatal hit to a fall-back result.
  A score of 8 or 9 is also a hit from a cannon firing at 8 inches range or less. 
  Otherwise it indicates a near miss or slight wound, which we treat as a fall-back. 
  Some weapons with minus modifiers at longer ranges can only achieve this effect.
  FALL-BACKS
  A fall-back move is normally required as a result of a near miss from shooting or 
  an adverse hand-to-hand combat result, but a figure can also fall back voluntarily 
  as a means of breaking off from hand-to-hand combat. Any figure subject to a fall-
  back result is temporarily out of action, and should be indicated by a marker. In his 
  next movement phase he must move back, if possible, 1 inch directly away from 
  the figure that inflicted the fall-back on him. In the turn in which he makes a fall 
  back move he cannot undertake any other movement, except for a voluntary move 
  which takes him further from all visible hostile figures. He cannot shoot or be shot 
  at in that turn. Fall-backs caused by shooting are ignored if the victim is inside a 
  building or fortification. A figure is never obliged to jump into water as a result of 
  a fall-back, but can do so if the player wishes. If his route is blocked by friends or 
  physical obstacles he need not move, but if it is blocked by hostile figures he will 
  surrender and can be treated as if killed. Fall-backs affect the victim for one turn, 
  after which the marker is removed. There is no cumulative effect from having more 
  than one fall-back at the same time, so a second one inflicted in the same turn can 
  be ignored. However a further fall-back can be inflicted in hand-to-hand combat on 
  a figure already subject to one which occurred last turn.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  32
  SHOOTING AT AND FROM VESSELS
  Figures can shoot while embarked on a vessel in the usual way, even if it is moving. 
  Shooting by or at figures on vessels generally is resolved in the same way and in the 
  same phase as that on land, measuring ranges from and to the figure bases as usual. 
  A figure being shot at from outside the vessel he is on normally counts as being 
  behind cover. However he cannot count cover if he is in the rigging, or is being shot 
  at by a figure in the rigging of his or another vessel.
  Only cannon and fire weapons can inflict damage on vessels: other weapons may 
  kill men on board, but they do not affect the structure itself. See page 33 for the rules 
  relating to fire.
  A cannon requires a score of 5 or better on a D10 to score a hit on a vessel 
  at ranges up to 2 inches, 7 or better at up to 8 inches, or 9 or better at longer 
  distances. For each hit, throw again to see what damage has been done. Deduct 2 
  from the score if firing at a ship with a light cannon. If the range is greater than  
  8 inches a player can declare before firing each gun that it is aiming at the rigging 
  with chain or bar shot. In this case a damage result of 'Sunk' or 'Magazine Hit' is 
  treated as 'Dismasted', while 'Sweeping the Deck' or 'Gun Dismounted' count as 
  'Light Damage'.
  Refer to the following table to see what damage has been caused:
  3 or less
  Light Damage
  The ball strikes the superstructure and ricochets, sending a shower of splinters across the deck, but causes no 
  serious damage to the vessel. The point of impact is on the nearest point of the target vessel directly in front 
  of the cannon firing. Each figure within 2 inches of that point must throw a D10; on a score of 9 or 10, he is put 
  out of action by flying splinters.
  4
  Pieces of Ei...!
  The Captain's parrot, who has been watching the fight from his usual perch while treating both sides to a 
  stream of foul language, is decapitated by a roundshot. No other damage, but the parrot was by far the most 
  popular member of the crew, and his comrades unite to swear vengeance. All factions on board add 1 to their 
  Greed rating.
  5
  Oh no! The grog!
  The target's rum store has been hit, and the precious liquid pours all over the deck. No other damage, but all 
  factions on board add 1 to their Fear rating.
  6
  Sweeping the Deck
  The shot punches a hole in the planking above the waterline and ploughs across the deck at chest height. 
  Ignore the damage to the vessel, but all figures in the danger zone must dice, exactly as they would for a  
  cannon ball on land (see page 14)
  7
  Gun Dismounted
  If there are any swivel guns or cannon on the side of the target which is being engaged, the nearest such 
  weapon to the firer is struck by a ball and put out of action for the rest of the game. If the firer is directly in 
  front of the bows, the nearest bow gun, if any, is destroyed. If the firer is directly behind the stern, he can 
  destroy the nearest gun on the side of his choice. If the target has no guns, treat as Light Damage.
  8
  Dismasted
  A mast is struck and collapses into the sea on the side away from the gun which scored the hit. This masks all 
  cannon and swivel guns on the side where the mast fell, preventing them from firing for the next two turns. 
  Any crewmen in the rigging are 'men overboard'. If the target has no masts, treat this result as a miss. If it 
  had only one mast standing when the shot hit, it takes a saving throw to compensate for the smaller target: 
  on a score of 7 or better the mast is lost, otherwise treat as a miss. A vessel with no masts remaining cannot 
  move under sail, and its colours are also considered to be lost (see below for ships' colours). A ship or sloop 
  with more than one mast loses maximum speed in proportion to the number it still has – so for example, if 
  it started with three masts it can sail at two-thirds the usual speed after losing one, or one-third speed if it is 
  unlucky enough to lose two. The dismasting rule means that it is possible to bring a game to a premature end 
  by a lucky shot on a single-masted vessel which prevents the crew taking any further part in the proceedings. 
  In some scenarios this may not be undesirable – as when an outgunned merchant ship is trying to escape 
  from a pirate – but in other circumstances players might want to allow the unfortunate victim to continue in 
  action. You should therefore agree before the game starts whether a vessel with no masts remaining can put 
  up a temporary 'jury rig'. To do this at least 6 crewmen must spend two whole turns without doing anything 
  else, at the end of which the mast (though not any colours attached to it) has been patched up and can 
  continue to be used. During this time the vessel must be at anchor.
  9
  Sunk
  The shot knocks a hole in the target below the waterline which is too large to be repaired, and the craft fills 
  with water. A boat will sink immediately, a sloop or galley at the end of the second turn after it was holed, and 
  a ship after the fifth. Crewmen can continue to fight until it sinks, but then count as 'men overboard'.
  10
  Magazine Hit
  Treat a boat as sunk. The round has penetrated into the vitals of any other vessel and landed in the powder 
  magazine. Roundshot are not explosive, but they are very hot when they leave the muzzle, so there is a chance 
  that they will set off the gunpowder. They might also knock over candles or lamps and start a fire which will 
  spread to the open powder barrels. So if this happens everyone holds their breath for a horrified moment, 
  while the shooting player rolls another D10. On a score of 9 or 10, the magazine explodes and the target ship 
  is blown sky high, along with all hands on board. Any vessel grappled to the victim will also be destroyed. If an 
  explosion does not occur treat a boat as sunk, but other types of vessel suffer no significant damage.
  © Osprey Publishing • www.ospreypublishing.com
  
  33
  COLOURS
  Each galley, sloop or ship used in the game must have a flag (ideally removable on 
  the model), which is attached to one of the masts. If the player voluntarily strikes 
  the flag, all his figures on board immediately surrender. If it is removed by an enemy 
  or by the loss of the mast, all factions belonging to the vessel immediately add 2 to 
  their Fear level. A figure can attempt to climb the rigging and capture the flag of an 
  enemy vessel if he is in contact with the base of the mast and not in hand-to-hand 
  combat. To climb up and seize the flag requires 2 full turns, during which he cannot 
  shoot or fight, but can be shot at in the usual way. Only one figure can do this at 
  a time.
  FIRE AND SMOKE
  Sooner or later most pirates will want to set fire to something, whether it is a ship or 
  an opponent's village or fortification. Men armed with fire-pikes, horoku, grenades 
  or arquebuses (which require a length of lighted match with them at all times) can 
  use these to start fires. If a scenario involves an attack on a defended village or 
  fortified building, any or all of an attacker's figures can bring lighted torches onto 
  the table with them – though they cannot shoot with weapons other than pistols or 
  knives while they are carrying them. Torches can be dropped at any time, but will 
  probably go out in the process, so they cannot be picked up again.
  To set fire to a target with a grenade or horoku, a figure must first inflict a hit on 
  it using the usual shooting procedure, but also counting a fall-back result as a hit in 
  the case of a large target like a building or a vessel. If using a torch, firepike or match, 
  he must spend a full turn in contact with the feature without undertaking any other 
  Stede Bonnet's Royal James goes 
  broadside-to-broadside with Colonel 
  Rhett's Henry, by Tony Bryan © 
  Osprey Publishing Ltd. Taken from 
  New Vanguard 70: The Pirate Ship 
  1660–1730.
  © Osprey Publishing • www.ospreypublishing.com
  
  34
  © Osprey Publishing • www.ospreypublishing.com
  
  35
  actions. Then dice to see if the fire takes hold. Throw a D10, requiring the following 
  scores or better, depending on the type of target:
  Wooden or partially wooden buildings or vessels
  9
  Houses or huts with thatched roofs, or made of other easily combustible materials
  6
  It is also possible that a vessel will be set on fire accidentally as a result of the use of 
  an incendiary weapon, without the player necessarily wishing it to happen. Therefore 
  whenever a grenade, horoku or firepike is used against a figure on a vessel, or a 
  matchlock arquebus is fired by a figure in the rigging, throw a D10 in addition to the 
  normal throw for effect. A score of 10 means that a fire has broken out on the vessel 
  on which the target figure (or firing figure in the case of an arquebus) is stationed.
  Once a fire has started, it will burn for the remainder of the game unless extinguished. 
  Easily combustible buildings will immediately burst into flames. They cannot be put out, 
  and any figures inside must evacuate them in their next turn or be killed. They cannot be 
  reoccupied during the game. A seagoing vessel or a more solid building is made of heavy 
  wooden beams which will burn more slowly, so need only be evacuated if it has been 
  burning for at least five turns of the game. The destruction of any of these constructions 
  may be prevented by extinguishing the fire before the five turns have elapsed. To attempt 
  to put out a fire requires a figure to be in base contact with the vessel or building for a 
  full turn, during which time he is beating at the flames or throwing water (or any other 
  liquid he can get) onto them. He does not count if he is actually inside a building, but he 
  does if he is on board a burning vessel. Each such figure throws a D10 in the movement 
  phase of the turn, requiring a 10 to extinguish the fire.
  If a galley, sloop, ship or fortified building is on fire there is also a risk that the 
  flames will reach the powder magazine. Roll a D10 for this each turn after any 
  attempts have been made to extinguish the fire, unless these have been successful. 
  A score of 10 means that the vessel or construction is blown to pieces. Treat as for 
  a powder magazine hit. In the case of a construction on land, all figures which are 
  in base contact with it must dice individually, and are killed on a throw of 9 or 10.
  Starting in the second turn of a fire, smoke extends from the point of origin at a rate 
  of 4 inches per turn downwind (decided at this point if necessary). It completely blocks 
  lines of sight, but will disperse completely in the turn after the fire has been extinguished.
  OPPOSITE
  Jacques de Sores plundering 
  Havana, by Angus McBride © Osprey 
  Publishing Ltd. Taken from Elite 70: 
  Elizabethan Sea Dogs 1560–1605.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  36
  FIGURE MOVEMENT
  Each figure in a faction may normally take a move every turn, in any order decided 
  by the player, but a figure must be motivated by an officer belonging to his own 
  faction in order to move closer to any visible enemy within 12 inches, unless the 
  figure concerned is moving on board a vessel and there are currently no hostile 
  figures on board it. Other moves do not require motivation.
  To motivate a figure an officer must be within 6 inches of him. A Captain can 
  motivate up to 6 men per turn, and a Mate up to 4. As motivation mainly represents 
  shouted commands, it is independent of lines of sight. Officers can continue to 
  motivate their men if they are in hand-to-hand combat or subject to a fall-back result.
  Maximum move distances in inches are:
  On foot
  4  
  Mounted
  8
  Manhandled cannon
  2
  Fall-back
  1
  A figure on foot wearing armour must deduct 1 inch from all his moves other 
  than fall-backs.
  Halve all distances if any part of a move other than a fall-back is to take place 
  within difficult terrain.
  Any figure can dismount from a horse at the beginning of his movement phase. 
  He can then move the normal distance for movement on foot as part of the same 
  move. Remounting can be done at the end of a dismounted move, but no mounted 
  movement is allowed until the next turn. A figure already contacted in hand-to-hand 
  combat may neither mount nor dismount this turn.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  37
  HAND-TO-HAND COMBAT
  An attacking figure fights a round of hand-to-hand combat as soon as he contacts 
  an opponent. He only fights one opponent at once, even if his base is also touching 
  that of another enemy. However it is permissible to move a figure into contact 
  with an opponent who is already in combat. A figure might therefore find himself 
  in contact with two opponents when he begins his movement phase, in which case 
  he may choose which to fight. No more than two figures may count as in contact 
  with one enemy at the same time, but a figure may have to fight several rounds of 
  combat in a turn, for example if he attacks an opponent during his own move, and 
  is then attacked by others when their turn to move comes round. A defender can 
  turn to face an attacker after he is contacted, regardless of whether he has already 
  moved this turn or not. Therefore the direction a figure is facing is not important 
  in practice.
  To resolve hand-to-hand combat, throw a D10 for each opposing figure and 
  modify the score according to the table below:
  Deduct 2
  If fighting one opponent while still in base contact with another hostile figure.
  Deduct 1
  If your opponent is wearing armour, unless you are using a boarding axe.
  Add X
  Any bonuses for the weapons being used (pages 14 to 15).
  Add 1
  For a Giant or an officer, and a further 1 if the officer is a Swashbuckler.
  Add 1
  If fighting against a figure trying to board a ship or cross a defended obstacle this turn.
  Add 2
  If the figure is mounted on a horse and moving into combat this turn against an 
  opponent on foot, unless the opponent is armed with a pike, or is behind a defended 
  obstacle this turn, or either figure is in difficult terrain.
  Then compare the final scores.
  A figure whose score is 4 or more less than his opponent's is killed or incapacitated, 
  and can be removed from play immediately.
  If his score is 2 or 3 less, he receives a fall-back marker.
  If the scores are equal or differ by only 1, the fight is indecisive. The figures 
  remain in contact with each other, unless one uses a voluntary fall-back to disengage.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  38
  SHIP MOVEMENT
  Seagoing craft may travel either under sail or under oars, depending on type. A boat 
  moves only under oars, a ship only under sail: sloops and galleys may use either, and 
  can convert from sails to oars at any point during the game, though not the other 
  way. The sequence for movement at sea is as follows:
  1. Vessels first make their main move alternately, those closest to windward 
  going first. Dice for precedence as usual if unable to decide who has the 
  windward position, or in a calm. See below for the move distances of the 
  various types of vessel under sail and oars. This main move must be in a 
  straight line, but can begin and/or end with a change of direction of up to  
  15 degrees for a sailing ship or galley, or up to 30 degrees for a boat or sloop, 
  or any vessel under oars.
  2. When all vessels on the table have moved, each can if they wish take a secondary 
  move, starting as before with those to windward or dicing if necessary. This 
  secondary move must always be in a straight line and is always a maximum of 
  3 inches. Its purpose is mainly to allow some flexibility in manoeuvring in order 
  to approach or board an opponent, or to attempt to avoid this, but it can also 
  represent crowding on sail or driving oarsmen to greater efforts to increase speed 
  in a straight line.
  NO MOVEMENT
  RESTRICTIONS
  WIND DIRECTION
  30°
  15°
  45°
  NO SAILING
  INTO THE WIND
  IN THIS
  QUARTER
  Sloops can sail
  in this se�or
  Boats, galleys &
  pre-1620 ships can
  sail in this
  se�or only 
  Post-1620
  ships can
  sail in
  this se�or 
  Diagram 1: Wind Direction Chart
  © Osprey Publishing • www.ospreypublishing.com
  
  39
  MOVEMENT UNDER SAIL
  Sailing is a complicated business but, fortunately for us landlubbers, we can ignore 
  most of the technicalities in our games. By the time hostile vessels were close enough 
  to be represented on the table we can assume that both sides are already cleared 
  for action. No captain would go into a fight under full sail if he could help it; the 
  lower sails at least would be furled up out of the way to clear lines of sight and 
  minimise the risk of fire. Therefore slight differences in the type of rig would have 
  little influence at this stage, though we do take into account the improvements of 
  the early 17th century which allowed large vessels to sail closer to the wind. Wind 
  strength we can ignore, as it will be the same for all parties, and if it gets high enough 
  to cause problems everyone will probably be too busy staying afloat to worry about 
  fighting. Some games might take place in rough seas, but this is can be left to the 
  designers of individual scenarios.
  The pursuit of Blackbeard, by Tony 
  Bryan © Osprey Publishing Ltd. Taken 
  from New Vanguard 70: The Pirate 
  Ship 1660–1730.
  © Osprey Publishing • www.ospreypublishing.com
  
  40
  Before any fight involving sailing vessels it is necessary to decide the direction of the 
  wind. This is best done by throwing a 'wind dice' – the way the arrow on the top side 
  is pointing when the die is thrown indicates the direction the wind is blowing from for 
  the duration of the game. This is important because it governs the directions in which 
  vessels under sail are permitted to move (see Diagram 1). A boat, galley, or – in games 
  set before 1620 – a ship, cannot travel closer than 75 degrees to the wind, and cannot 
  tack (for which see below). Later improvements in the design of sailing rigs made larger 
  vessels better able to sail into the wind, so in games set in later periods a ship can travel 
  up to 60 degrees off the wind direction, and can also change direction by tacking.  
  A sloop of any period can travel up to 45 degrees into the wind, and can always tack.
  All vessels under sail can move a maximum of 6 inches in their main move, or 
  3 inches if they end it travelling closer than 90 degrees to the wind. Speed may be 
  increased by up to 1 inch per move or decreased by up to 2, but at least 4 crewmen 
  must be allocated to handling the sails in any turn in which the speed is to alter, or in 
  which the vessel is to tack. While doing this they cannot shoot or fight hand-to-hand, 
  or be employed to man cannon.
  (© North Star Military Figures)
  Edward Teach, better known as 'Blackbeard', has become the best-known real-life pirate of them all, even though 
  his career lasted little more than a year. He plundered up and down the east coast of North America in collusion 
  with the corrupt governor of North Carolina, but in 1718 was caught by a Royal Navy ship under Captain 
  Maynard, sent by the authorities in neighbouring Virginia. Maynard boarded Teach's ship in a desperate hand-
  to-hand fight in which the pirate was eventually killed. Blackbeard was famous for his frightening appearance, 
  enhanced by his huge beard, and provided the inspiration for the 'Terrifying' characteristic in these rules.
  © Osprey Publishing • www.ospreypublishing.com
  
  41
  TACKING AND WEARING
  Tacking involves changing course by swinging the bows of a vessel across the wind, 
  i.e. through the arc into which it is not normally permitted to sail. To do this the 
  vessel must first spend at least one main move sailing as close to the wind as it is 
  allowed. It then remains stationary during its secondary move while the bows move 
  onto the opposite tack, or in other words as close to the wind as it is allowed on the 
  'other side' of the direction the wind is coming from. It then pivots around the mid-
  point of the stern, which remains stationary. A sloop can complete this manoeuvre in 
  one turn, ending automatically on the opposite tack. A ship takes 2 turns, ending the 
  secondary move of the first turn facing directly into the wind. Before commencing 
  the second turn of the tack with its next main move, the player controlling the ship 
  throws a D10 – a score of 1, 2 or 3 indicates a failure, in which case the ship swings 
  back the other way and returns to the course it was on before it began to tack. 
  Whether successful or not, a tacking vessel must then sail for at least one main move 
  on its new course before changing direction again.
  Wearing is an easier but slower way to change course, and is basically any change 
  of direction that does not take the vessel's bows across the prohibited arc. See above 
  for the permitted changes of course for the different types of vessel.
  MOVEMENT UNDER OARS
  Vessels under oars are independent of the wind, and can stop and start at will.  
  A boat or a sloop is assumed to be rowed by members of its fighting crew; at least 
  4 figures must be allocated to row a boat, or 6 to row a sloop, and while doing so 
  they cannot shoot or undertake any other actions. See page 16 for the rules relating 
  to galley crews.
  A galley can travel up to 4 inches per main move under oars, a boat 3 inches, and 
  a sloop 2 inches. A ship cannot be rowed itself, but can instead by towed by a rowing 
  boat lowered for the purpose. In this case it can move a maximum of 2 inches per 
  main move, but is not allowed a secondary move while under tow.
  ANCHORING
  A player may decide to anchor a vessel at the beginning of any turn. In this case 
  the vessel does not continue with its forward movement, but instead the bow stays 
  where it is and the vessel pivots on this spot until the bow is pointing directly into 
  the wind. It can no longer move unless the anchor is raised or, in an emergency, 
  the player decides to cut the cable. To raise an anchor takes 3 complete turns, and 
  at least 4 crewmen must be dedicated to the task each turn, undertaking no other 
  actions. An anchor can be cut loose in 1 turn by a single crewman, but if this is done 
  the vessel cannot anchor again during the game. Once released from the anchor a 
  vessel under oars can move as the player wishes. One under sail must spend its next 
  main move pivoting around the mid-point of the stern, in the direction chosen by 
  the player, until it is pointing in a direction in which it is permitted to sail. In other 
  words, a sloop must now be facing 45 degrees or more away from the wind, a post-
  1620 ship 60 degrees, etc.
  GRAPPLING AND BOARDING
  A player may attempt to grapple another vessel which is within 2 inches of any part 
  of his own vessel at the end of his secondary move. Grappling is automatic if the 
  victim agrees to it, otherwise it requires a score of 6 or better on a D10.
  Once successfully grappled both vessels stop, but unless at least one of them is 
  anchored they will drift together directly downwind at 1 inch per turn. A player may 
  not otherwise move his vessel while it is grappled. He may dice to cut it free in any main 
  © Osprey Publishing • www.ospreypublishing.com
  
  42
  movement phase, requiring a 9 or better on a D10, and then make a secondary move if 
  successful. However no attempt may be made to free a grappled vessel while there are 
  hostile boarders on board.
  Once two ships are grappled together, the crews can board each other in the 
  normal figure movement phase. Placing figures on cramped ship models can be 
  tricky, and may need some goodwill and common sense to sort out, but for simplicity 
  any figure which starts the turn at least partly in the half of his vessel nearest to the 
  enemy can attempt to board that enemy. To move from one ship to another always 
  takes a full turn, regardless of the actual distance, and each figure must also dice to 
  board successfully. This requires a basic score of 5 on a D10, the dice throw being 
  modified as follows:
  Figure is armed with a boarding axe
  +2
  Attempting to move from a boat or sloop onto a ship
  -1
  In rough seas
  -1
  If the modified dice score is 2, 3 or 4, the figure hesitates. The gap between the 
  vessels has briefly widened or his foot has slipped on the deck, and he decides not to 
  risk the jump. He misses his move this turn and stays on his own deck.
  If the score is 1, the would-be boarder falls into the sea, but is unhurt and manages to 
  cling onto a dangling rope. See page 45 for what happens when a man goes overboard.
  If the score is less than 1, the unfortunate man has fallen between the two vessels 
  and either been crushed to death or knocked unconscious and left to drown. Treat 
  him as a combat casualty (dicing for morale as usual) and remove him from play.
  OPPOSITE
  Robert Surcouf boarding a British 
  East Indiaman, by Angus McBride © 
  Osprey Publishing Ltd. Taken from 
  Elite 74: Privateers & Pirates 1730–1830.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  43
  © Osprey Publishing • www.ospreypublishing.com
  
  44
  FIGHTING ON BOARD
  To climb into the rigging of a sloop or ship if not already placed there at the start of 
  the game takes 1 full turn, during which the figure cannot shoot. Up to two figures 
  per mast may be deployed in the rigging. While there they cannot use volley guns, 
  which are too liable to knock the firer off his perch with the violent recoil, but they 
  can shoot with other weapons at figures which are eligible according to the normal 
  rules. A Peg-leg cannot climb into or be placed in rigging.
  Hand-to-hand combat is only allowed between figures on the same vessel, even if 
  the models are grappled together, but a figure can board and then fight an opponent on 
  the vessel he has boarded in the same turn. In fact he must do so unless he can board 
  the enemy vessel at the nearest point to his starting position without contacting an 
  enemy figure's base. As long as he has not been killed or forced to fall back by the end 
  of the turn, the figure remains on the vessel he has boarded. If he is forced to fall back 
  as a result of combat, he must move back onto the vessel he came from, dicing in the 
  same way to see if he succeeds. However, as he is now being forced to retreat in a hurry 
  rather than taking his own time, he counts a 'hesitate' result as a 'man overboard'.
  Otherwise treat fights on board ship the same as those on land.
  EMBARKING AND DISEMBARKING
  A boat, galley or sloop has a shallow draught, and can get close enough to a shoreline 
  for men to wade to or from it. Embarking or disembarking can therefore be covered 
  by the usual movement rules: simply move the vessel into contact with a stretch 
  of shoreline, and move the figures as normal in the appropriate phase of the turn.  
  If they have horses they must be dismounted to do this. Only boats can embark or 
  disembark on rocky or swampy shores. No vessels can do so on cliffs.
  A ship cannot approach closer to a shore than 6 inches, unless it is a man-made 
  harbour or landing stage. Therefore men wishing to get on or off will have to either 
  transfer to a boat, or in an emergency jump into the water and swim.
  SHALLOWS AND REEFS
  Creeks, narrow bays and the lower reaches of rivers were favourite places for 
  pirates to lie in wait for prey or hide from their pursuers. But shallow water, hidden 
  rocks and unfamiliar tides made these tricky places to navigate, and the small craft 
  employed by most pirates were able to take refuge in places where larger ships would 
  run aground. Shallows, shoals and reefs may be marked either on the table or on an 
  umpire's map; the latter method enables their exact location to be hidden from one 
  or both sides. Their depth should be indicated – or diced for at the appropriate time 
  if you prefer – as well as their location.
  Craft draw the following depths of water:
  Boats and galleys
  ½ fathom
  Sloops
  1 fathom
  Ships
  2 fathoms
  Any vessel entering an area shallower than its draught will run aground.  
  If this happens in heavy seas, or if it hits rocks or a reef, it will break up and sink 
  immediately. Otherwise it cannot move until it is refloated. This might involve 
  lowering a boat to tow it off, or rearranging cargo or throwing it overboard, but 
  we do not need to concern ourselves too much with the details. To refloat a vessel 
  in the game throw a D10 at the beginning of each turn, requiring a dice score of  
  4 or better for a boat, 6 or better for a sloop or galley, 9 or better for a ship. A player 
  can deduct 2 from the score required if he adopts the drastic expedient of throwing 
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  45
  all his cannon overboard, but of course he cannot then use them for the rest of 
  the game. The designers of particular scenarios can if they wish take the tide into 
  account; this is a complicated business, but in general a vessel which is grounded at 
  low tide will float off automatically at the next high tide. If you are grounded at high 
  tide, you are in trouble!
  'MEN OVERBOARD' AND SWIMMERS
  Men may end up in the water after a failed boarding attempt, or when evacuating 
  a burning vessel, or even voluntarily. Most seafarers in our period were not good 
  swimmers, but all members of a native faction, and all Japanese pirates who are 
  not wearing armour, can swim well (the latter were so expert at swimming and 
  diving that the Chinese called them 'sea dragons'). These men can enter and leave 
  water without penalty, and move through it at a rate of 2 inches per turn. They can 
  also dive under a boat, galley or sloop, emerging directly opposite where they went 
  down, but they cannot do so under a ship.
  Members of other factions are likely to be far less at home in the water, and 
  to be weighed down by unsuitable clothing and equipment. Anyone who falls 
  into water while wearing armour sinks to the bottom and is drowned. Roll a 
  D10 for each other man the first time he enters the water. On a score of 1, 2 or 3, 
  he cannot swim and is drowned. Otherwise he can swim at 1 inch per turn, but 
  cannot dive.
  No figure can shoot while they are swimming, nor use a firepike or a missile 
  weapon other than a thrown knife in a turn following one in which they have been 
  swimming. Swimming figures are shot at as if they were targets on land, but never 
  (© North Star Military Figures)
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  46
  count as being in cover. A man who reaches a shore other than a cliff while swimming 
  can halt his movement and climb out, reverting to normal land movement next turn. 
  If he contacts a hostile figure while doing so he can fight him hand-to-hand in the 
  usual way. If he is in contact with a friendly vessel, one figure on board can haul him 
  aboard, taking a full turn to do so.
  'PERILS OF THE SEA' (OPTIONAL RULE)
  Our battles will probably be taking place in tropical seas which are alive with deadly 
  creatures. So if at any point during the game a figure is killed in a swamp, or while 
  fording a river or swimming, the smell of blood in the water will attract sharks (or, 
  in the Indian Ocean and the East Indies, equally dangerous saltwater crocodiles). 
  From now on each figure who is in a swamp, or fording or swimming, at the end of a 
  movement phase, must throw a D10. On a throw of 1 or 2, he is dragged underwater 
  in a flurry of spray and disappears for good. Such losses count as combat casualties 
  for morale test purposes. You can remind yourselves when this rule is in operation by 
  placing a few crocodile models along the shore, or one or two shark fins protruding 
  from the water!
  (© North Star Military Figures)
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  47
  A BASIC CAMPAIGN
  Space does not permit us to present a collection of game scenarios which would do 
  justice to the enormous range of possibilities, but books, films and you own imagination 
  should provide plenty of inspiration. There is certainly no need to restrict ourselves 
  to the classic 'line up on opposite sides of the table and get stuck in' sort of game 
  which is the staple of most wargaming periods. Pirates can chase treasure galleons, or 
  hide among the reefs and shallows to escape from naval patrols, or race against other 
  factions to locate buried treasure. Alternatively you can devise a campaign which can 
  link together your tabletop games with a basic narrative and provide a source of 
  ready-made scenarios. This is just one suggestion for how this can be done.
  A popular career path for the pirates of the late 17th and early 18th century 
  'Golden Age' became known as the 'pirate round'. First they would acquire a boat – 
  by theft or mutiny – then amass capital and followers by preying on shipping in the 
  western Atlantic, trading up to bigger and better armed ships as they did so. When 
  they had a seaworthy enough vessel and a big enough crew, they would sail to West 
  Africa to prey on the slave ships. Eventually the boldest of them might round the Cape 
  of Good Hope into the Indian Ocean, where they established bases on the island of 
  Madagascar from which they launched forays against the trade routes used by the 
  East India Company. Not everyone followed this path of course, and hardly any of 
  those who did were successful for long, but it provides a useful background for a first 
  venture into piracy on the high seas.
  The campaign is suitable for any number of players, each of whom takes on the 
  role of a pirate captain. The mechanisms are very straightforward and do not require 
  an independent umpire, though if you do have someone willing to take on that role the 
  system can easily be expanded with added detail, and roles for factions such as pirate 
  hunters and natives, into something much more ambitious. Meanwhile the stylised 
  movement system takes care of the vagaries of weather and the tedious business of 
  scouring the seas for elusive prey, and allows the players to concentrate mainly on the 
  tabletop battles if they wish.
  STARTING THE CAMPAIGN
  You begin the game with a basic faction plus 25 points to spend on extras, all taken 
  from the Golden Age list (page 57) You also have a small sloop with 2 cannon and  
  4 swivel guns. You can buy extra armament, up to the maximum allowed for a sloop 
  (page 16), by spending bags of doubloons, which you acquire from merchant ships 
  or other pirates, or by plundering coastal settlements. You can also replace your 
  sloop with a ship, and hire extra crew. Two swivel guns cost 1 bag of doubloons, 
  a cannon 2 bags, and a ship 12 bags. A bag will also buy you 8 extra points of 
  crewmen or weapons to be selected from the faction list.
  The towns of Baltimore, La Rochelle, Louisbourg, Savannah, Havana, Port Royal, 
  Port of Spain, Salvador, Sao Tome, Panama, Concepcion, Mauritius and Bantam – all 
  Henry Every was one of the first – and perhaps the most successful – of the pirate captains of the Golden Age. 
  In 1695 he captured a Moghul treasure ship and, according to rumour, married an Indian princess and lived 
  the rest of his days in luxury on a tropical island. In fact he seems to have been unable to sell his diamonds 
  for fear of discovery, and was eventually cheated out of them. He died in poverty, but at least avoided the 
  hangman's rope.
  © Osprey Publishing • www.ospreypublishing.com
  
  48
  Cape Horn
  Cape of
  Good Hope
  INDIAN
  OCEAN
  SOUTH
  ATLANTIC
  EASTERN
  PACIFIC
  NORTH
  ATLANTIC
  CARIBBEAN
  Mauritius
  Sao Tome
  La Rochelle
  Baltimore
  Louisbourg
  Savannah
  Port
  Royal
  Salvador
  Concepcion
  Port of Spain
  Havana
  Tortuga
  Juan Fernandez
  Panama
  Bantam
  Madagascar
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  49
  marked on the map (Diagram 2) – are ports. Each of them has a value of 8, which 
  represents the number of bags of doubloons you can get by sacking it and holding the 
  inhabitants to ransom, though no player can attack the home port from which he starts 
  the game. Tortuga, Juan Fernandez and Madagascar are pirate refuges, which differ 
  from ports in that they yield no money and cannot be attacked. A player's vessel is also 
  safe from attack while stationed in a refuge.
  All players begin the game at a home port or refuge of their choice in either the 
  North Atlantic or the Caribbean.
  THE CAMPAIGN TURN
  Each player moves in turn, first throwing a D10 to see how far he can move. If the 
  score is 6 or less, that is the maximum number of spaces you can move in any direction. 
  You do not have to move the full distance, or move at all if you do not want to.
  The results of other scores are:
  7
  Becalmed
  You cannot move this turn.
  8
  Out of provisions
  You must move as quickly as possible to a named port or refuge to take on stores. If you do not get there within 3 turns 
  your crew will mutiny and maroon you on a desert island. If this happens you can flag down a passing ship and get back 
  to your home port, but all your treasure is lost, and you must miss D10 turns, after which you can start again from scratch.
  9
  Storm
  Ignore this one on the first turn of the game; otherwise the player who moved before you throws another D10, and 
  moves your vessel the full number of spaces in any direction he chooses.
  10
  A Prize!
  You do not move this turn, but have intercepted and captured a merchant ship.
  OPPOSITE
  Diagram 2: Campaign Map
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  50
  MOVING BETWEEN SECTORS
  �� There are therefore no special requirements for entering the North Atlantic or 
  Caribbean sectors.
  �� To enter the South Atlantic you must have either a ship or at least 40 extra 
  crew points.
  �� To enter the Indian Ocean you must have both a ship and 40 extra crew points, 
  as well as successfully dicing to round the Cape of Good Hope. To move from 
  the South Atlantic to the Indian Ocean across the dotted line separating them 
  on the map requires a separate dice throw of 8 or more. Dice once per turn, 
  staying where you are if you get 7 or less. To travel in the opposite direction is 
  easier thanks to the prevailing winds, so does not have to be diced for.
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  51
  ��
  The Eastern Pacific can be entered from either the South Atlantic or the Indian 
  Ocean, and also requires a ship and 40 extra crew points. Furthermore it will 
  involve a dangerous crossing of the Pacific Ocean or the rough seas around Cape 
  Horn, both of which must be diced for. To move from the South Atlantic to the 
  Eastern Pacific, or vice versa, requires a 9 or 10. The storms here are particularly 
  bad, and a score of 1 or 2 means that your ship is damaged and you must miss 
  2 turns while you repair it. You can also cross the Pacific from the Indian Ocean 
  to the Eastern Pacific, or vice versa, by sailing off one edge of the map and 
  reappearing on the opposite edge. This is not too dangerous as the winds are quite 
  predictable, but it is a very long way, and if you run out of supplies your crew will 
  mutiny and maroon you – for which see above. So throw a D10 when you sail off 
  the map for the number of turns before 
  you arrive on the other side. If the result 
  is a 2, 3 or 4 throw again; if it is a 1, you 
  have been marooned.
  MERCHANT SHIPS
  For every merchant ship captured throw 
  a D10 to give the amount of treasure 
  acquired, measured in bags of doubloons. 
  In the Indian Ocean a score of 10 
  means you have intercepted the Great 
  Moghul's treasure ship, carrying gold and  
  diamonds to Mecca – count this as 
  25 bags. The Eastern Pacific is full of  
  Spanish galleons ferrying silver from 
  Peru, so double the value of all captures 
  made there.
  PORTS
  If you reach a port, you have the option of 
  attacking it. This can be attempted even if 
  you are forced by lack of provisions to take 
  refuge at the port, but if you fail you cannot 
  reprovision there. Each port can only be 
  sacked once during the game, though it 
  can be used repeatedly for reprovisioning. 
  Attacking them is dangerous, so throw a 
  D10 to see if you have succeeded in taking 
  the place by surprise. A 7 or better means 
  you have, and can take its full value. On a 
  4, 5 or 6 the residents have been alerted and 
  hidden most of their gold, so you only get  
  2 bags of doubloons. On a 3 or less, you 
  walk into an ambush, get no gold, and have 
  to fight for your lives. If you have an umpire 
  you can fight this out on the tabletop, using 
  as opponents either Natives or a Colonial 
  Garrison as he sees fit. Alternatively just 
  throw a D10 for every member of your 
  faction, including the Captain. A score of 
  2 or less means they are dead or captured.
  OPPOSITE
  The English capture of Jamaica, by 
  Angus McBride © Osprey Publishing 
  Ltd. Taken from Elite 69: Buccaneers 
  1620–1700.
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  52
  ENGAGEMENTS
  If a player stops on a space containing another pirate vessel, a sea fight will occur 
  if both players are willing. If neither wants to fight, they may either ignore each 
  other or, if both agree, hold a parley. During a parley men and treasure may be 
  transferred freely from one vessel to another as bribes, protection money or for 
  any other reason. If one wants to fight but the other does not, both roll a D10.  
  If the latter player scores higher, he has made his escape but must miss his next turn. 
  Otherwise he has been caught and a tabletop encounter is fought. In the event that 
  a player arrives on a space which already contains two or more other vessels, those 
  already there are assumed to be fully occupied, and it is up to the newcomer to 
  decide who if anyone he fights.
  If a player's vessel is captured during a tabletop encounter, the owner is  
  out of the campaign and the captor keeps all the treasure he has on board.  
  The victor may also add 40 points to his total to represent captured crewmen who 
  have agreed to join him. If a vessel is blown up or sunk, the player is knocked out 
  of the campaign but all his crew and treasure are lost. If a player comes off worst in  
  a sea fight but escapes with his vessel, he misses his next turn while he refits.  
  Also figures lost in combat are considered lost for the purpose of all subsequent 
  fights. If you want to replace them you will have to pay for extra crew at the  
  usual rate. This means that pirates are unlikely to provoke a fight unless they  
  have a very good chance of winning, because most encounters will be 
  fairly indecisive.
  ENDING THE CAMPAIGN
  The campaign can either be open-ended or can finish once one player has 
  achieved a specified objective. Anyone amassing 100 bags of doubloons, for 
  example, can bribe the authorities in a port of his choosing and retire to live off 
  his ill-gotten gains.
  (© North Star Military Figures)
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  53
  FACTION LISTS
  The following lists are divided for the convenience of scenario and campaign organisers 
  into three categories: pirates, pirate-hunters, and natives. They do not cover all the 
  possible forces of the era, but are intended to provide a framework for roughly balanced 
  games, either straightforward encounters or those based on a particular scenario. They 
  can also be taken as a starting point for building up larger forces. Alternatively players 
  can base their forces on those involved in a documented action, whether historical or 
  fictional, or design a one-off game around whatever figures they happen to have.
  Each list starts off with a 'basic faction', which represents the smallest level of 
  force likely to provide a satisfying game. In most cases these will consist of around 
  15 figures, though some are slightly larger to compensate for the poor training or 
  equipment of the men. Different scenarios may then allow a number of points to be 
  spent on 'extras', which may be either additional figures or upgrades for existing 
  ones. Extra Mates at 15 points each can also be added appropriate to the size of 
  your force, but there should never be more than 1 Mate per 6 figures. All points 
  values in the lists are per figure. All you need to do is agree on how many points 
  each player can spend in addition to his basic faction. We have deliberately avoided 
  specifying actual points totals, so that you can tailor the size of your games to the 
  figures available and your level of experience.
  If an encounter is to take place at sea, each faction may use enough vessels of an 
  appropriate type to carry all the figures used free of charge, but must pay extra points 
  for their armament at the rate of 10 points per light cannon, 15 points per heavy 
  cannon, and 4 points per swivel gun. See page 16 for the maximum armament that a 
  vessel of each type can carry.
  PIRATES
  1) ELIZABETHAN SEA ROVERS
  As soon as news of the wealth discovered by the Spanish Conquistadors in the early 
  16th century got back to Europe, pirates began to descend on the Caribbean in the 
  hope of intercepting their treasure fleets. At first most of these men were French, 
  but from the 1560s onwards the English took an increasingly prominent role. This 
  is the age of Hawkins, Drake and other famous English seafarers. Most of them 
  were not technically pirates but privateers, since they acted with the approval of 
  the Queen, but their behaviour was practically indistinguishable from that of their 
  unlicensed rivals.
  The basic faction consists of a Captain, a Mate, and 13 crew figures. Officers 
  have swords, and may also wear armour at no extra cost. In an English faction up to  
  10 men may have bows or arquebuses, and up to 4 may have firepikes. Other nations 
  cannot have bows or firepikes, but may equip up to 6 men with arquebuses. All other 
  figures may have swords, pikes or boarding axes. Vessels can be sloops or ships.
  EXTRAS
  �� Upgrade Captain to Silver-Tongued (10 points) or Swashbuckler (5 points).
  �� Provide any or all officers with pistols (1 point).
  �� Upgrade 1 man to Giant or Daredevil (3 points).
  �� Upgrade 1 man to Peg-leg, and/or 1 to Cut-throat (2 points).
  �� Extra crew figures, up to half with swords, arquebuses or (if English) bows,  
  rest with boarding axes (3 points).
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  54
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  55
  2) BARBARY PIRATES
  The ports of the North African coast were the haunts of the notorious Barbary 
  pirates, who were usually licensed by the rulers of places like Tunis and Algiers to 
  attack the shipping of hostile powers, or those who had failed to pay protection 
  money. The fighting element of their crews frequently consisted of Turkish Janissaries, 
  regular soldiers seconded from the Ottoman army, who were more than a match for 
  the average merchant seaman in a fight. However, like most such sea-rovers, they 
  were more interested in loot than in politics or religion. In fact in the 17th century 
  several of their most feared captains were renegade Christians. The Barbary fleets 
  did not content themselves with terrorising the Mediterranean, but raided the coasts 
  of France, south-west England and Ireland for slaves, and even on occasion reached 
  Iceland and the Caribbean. Until about 1600 they relied mainly on small galleys 
  mounting a single gun in the bows, but after that they adopted sailing vessels which 
  were generally similar to those of their European contemporaries. Many of them 
  were actually Christian prizes, and European renegades were popularly blamed for 
  teaching the Muslims the secrets of ocean sailing.
  The basic faction consists of a Captain, a Mate, and 13 crew figures. Officers 
  have swords, and may wear armour. Up to half of the crewmen may be Janissaries, 
  who count as double-armed with swords and missile weapons – bows or arquebuses, 
  or after 1640, muskets. All other crewmen may have swords, pikes or boarding axes. 
  Before 1600 all vessels should be galleys. Sloops or ships are also allowed after 
  that date.
  EXTRAS
  �� Upgrade Captain to Terrifying (15 points), Silver-Tongued or Disciplinarian  
  (10 points).
  �� Provide any or all officers with pistols (1 point).
  �� Upgrade 1 man to Giant or Daredevil (3 points).
  �� Upgrade up to 4 Janissaries to Sharpshooters (3 points).
  �� Extra crew figures (4 points if Janissaries, otherwise 3 points).
  3) WO-K'OU
  During the 16th century the coasts of China suffered terribly from the depredations 
  of pirates based in Japan, who were organised into large fleets led by local noblemen. 
  Many of the men were renegade Chinese, but their victims usually referred to 
  them as 'wo-k'ou', or 'dwarf pirates', using an insulting term denoting their 
  Japanese neighbours.
  The basic faction consists of a Captain, 1 Mate, and 13 crew figures. At least half 
  of the figures must be armed with swords; the rest may have swords, pikes, bows or 
  arquebuses in any desired proportion. All officers may wear armour. Vessels can be 
  of any type.
  OPPOSITE
  Sir Richard Grenville and the last fight 
  of the Revenge, by Angus McBride 
  © Osprey Publishing Ltd. Taken 
  from Elite 70: Elizabethan Sea Dogs 
  1560–1605.
  Murakami Michiyasu was perhaps the most famous of the Murakami clan, 
  whose ships dominated Japan's Inland Sea in the 16th century from a 
  succession of island fortresses. As well as plundering the coasts of China and 
  Korea, they sent entire fleets to take part in the Japanese civil wars. Michiyasu's 
  sons inherited his pirate 'empire', but were eventually suppressed by Toyotomi 
  Hideyoshi in the 1580s.
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  56
  EXTRAS
  �� Upgrade Captain to Terrifying (15 points) or Swashbuckler (5 points).
  �� Upgrade up to 4 crewmen to Giants or Daredevils (3 points).
  �� Provide armour for any or all crewmen (1 point).
  ��
  Provide horoku for up to half the crewmen (1 point).
  ��
  Upgrade up to 1 arquebus to shoot fire-arrows (treat as a volley gun) (2 points).
  �� Extra figures, at least half with swords, rest as above (3 points).
  �� Any or all men armed with bows or arquebuses may also count as double-
  armed swordsmen (1 point).
  4) 17TH-CENTURY CHINESE PIRATES
  The Far East was also infested by numerous small-time pirates, who preyed 
  indiscriminately on Chinese, Japanese and European shipping. After 1684 the 
  Manchus lifted the old Ming dynasty ban on seafaring and trade expanded at the 
  expense of piracy, but the South China Sea remained a favourite haunt of pirates 
  until the 20th century.
  (© North Star Military Figures)
  Cheng Ch'eng-kung, alias Coxinga, belonged to a Ming loyalist clan which took to the sea after the Manchus 
  conquered mainland China in 1644. In 1650 he seized power and established what was virtually a rival 
  empire in the South China Sea. As well as fighting the Manchus, he expelled the Dutch from Formosa and 
  went on to plan an abortive invasion of the Spanish Philippines. He died in 1662, and shortly afterwards the 
  Manchus overran his strongholds.
  © Osprey Publishing • www.ospreypublishing.com
  
  57
  The basic faction consists of a Captain, 1 Mate, and 13 crew figures. Officers 
  have swords, and may also wear armour. Up to 4 of the other figures may be armed 
  with arquebuses and up to 4 with swords; the rest may have pikes, firepikes or 
  boarding axes in any desired proportion. Vessels can be boats or ships.
  EXTRAS
  �� Upgrade Captain to Terrifying (15 points) or Silver-Tongued (10 points).
  �� Upgrade up to 4 crewmen to Giants or Daredevils (3 points).
  �� Extra figures, up to a third with swords or arquebuses, rest as above (3 points).
  �� Provide stinkpots for up to half the figures fielded (1 point).
  5) BUCCANEERS
  Early in the 17th century communities of meat and hide hunters – many of them 
  French and English – flourished on the island of Hispaniola. These were the origins of 
  the famous 'buccaneers' (originally 'purveyors of dried meat'). They were first driven 
  to piracy by a misguided Spanish attempt to eliminate them by killing off the wild 
  cattle they hunted. Then in the 1650s English fleets arrived to occupy Jamaica, and 
  enlisted the buccaneers in a war against Spain. As you would expect of professional 
  hunters, the buccaneers were skilled marksmen, and the forces led by men like 
  Henry Morgan were also well disciplined, controlled by flags and drumbeats like 
  regular armies. However they remained pirates at heart, whether attacking merchant 
  ships at sea or plundering towns such as Portobello and Cartagena, and they gained 
  a reputation for ruthless brutality in their search for gold. England and Spain 
  eventually made peace, and the buccaneers gradually dispersed. The coup de grace 
  was provided by the destruction of their main base, Port Royal, by an earthquake 
  in 1692 – an event which was seen as a divine judgement on the buccaneers' crimes.
  The basic faction consists of a Captain, 1 Mate, and 13 crew figures. Officers, 
  and up to 6 other figures, may have cutlasses, pikes or boarding axes. All others are 
  armed with muskets. Vessels can be boats, sloops or ships.
  EXTRAS
  �� Upgrade Captain to Terrifying (15 points), Silver-Tongued (10 points), 
  Disciplinarian (10 points), or Swashbuckler (5 points).
  �� Upgrade any or all musket-armed figures to Sharpshooters (3 points).
  �� Upgrade 1 man to Giant or Daredevil (3 points).
  �� Upgrade up to 1 man to Peg-leg and/or up to 3 to Cut-throats (2 points).
  �� Extra figures, up to half with swords, pikes or boarding axes, rest with muskets 
  (3 points).
  �� Provide pistols for any or all of the officers, and up to half of the other figures 
  (1 point).
  �� Up to 1 land-based light cannon with 2 crew (10 points).
  6) PIRATES OF THE GOLDEN AGE
  When the wrath of God descended on Port Royal, the best known era in the history 
  of piracy was only just beginning. From the 1690s to the 1720s the Atlantic Ocean 
  was the scene of a spate of ship hijackings which became known as the 'Golden Age' 
  of piracy. The name is ironic, because life was now much harder for pirates than it 
  had been. The new men were mostly unemployed adventurers of the sort who would 
  once have fought with Morgan under the English flag, or merchant seamen driven to 
  desperation by the harsh conditions on the vessels of European trading companies, 
  undermanned and overworked in the interests of saving money. Like the merchant 
  ships they preyed on, they ranged across almost the entire known world. Even so few 
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  58
  of these men were very successful. The Royal Navy was given the job of hunting them 
  down, and the average career of a pirate captain was probably less than two years. By 
  the time Captain Johnson's General History of the Pyrates made them famous in 1724, 
  all but a few were already dead. This is of course the era of the typical 'Hollywood' 
  pirate, and there is no shortage of colourful characters, real or fictional, to provide the 
  inspiration for your own Captains. You can also use this list for late 17th and early 
  18th century privateers, or for the crews of armed merchantmen. In fact it was unusual 
  for the latter to put up much of a fight, but it did happen, and can make an interesting 
  game scenario. Restrict merchant crews to the basic faction, with their small numbers 
  compensated for by the fact that they will be fighting on the defensive.
  The basic faction consists of a Captain, 1 Mate, and 13 crew figures. Officers, and 
  up to 6 crewmen, may have cutlasses or pikes. Officers in addition can have pistols.  
  Up to 6 men may have long-range weapons: these will normally be muskets, but up to 
  1 man may have a volley gun or grenade launcher, and up to 3 can have blunderbusses, 
  instead. All others are armed with boarding axes. Vessels can be boats, sloops or ships.
  Jean Fleury was a French pirate who made one of the greatest pirate hauls of all time in 1523, when he seized 
  three Spanish ships in the North Atlantic which turned out to be full of Aztec treasure. When news of this 
  spread, it began the craze for intercepting Spanish treasure ships which lasted for the next 200 years.
  (© North Star Military Figures)
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  59
  EXTRAS
  ��
   Upgrade Captain to Terrifying (15 points), Silver-Tongued (10 points),  
  or Swashbuckler (5 points).
  �� Upgrade 1 man to Giant or Daredevil (3 points).
  �� Upgrade up to 1 man to Peg-leg, and/or up to 2 to Cut-throats (2 points).
  �� Extra figures, up to half with swords or muskets, rest with boarding axes  
  (3 points).
  ��
  Upgrade 1 additional musket to a volley gun (2 points).
  �� Provide pistols, grenades or stinkpots for any or all the crewmen (1 point).
  PIRATE HUNTERS
  1) CH'I CHI-KUANG'S ANTI-PIRATE MILITIA
  This list represents one of the most unusual schemes ever devised to counter piracy.  
  It was introduced in China in about 1560 by an officer named Ch'i Chi-kuang, and 
  was intended to give the poorly equipped local peasants a chance against heavily 
  armed 'Wo-kou' pirates. The Chinese levies were organised into squads of eleven, 
  equipped with an unusual selection of weapons.
  The basic faction is larger than most of those in the rules, and consists of  
  23 figures – a Captain, and 2 'mandarin duck' squads, each with its own Mate. 
  Officers are armed with swords. The rank-and-file of each squad is formed of  
  4 men with pikes, 2 with swords and shields, 2 with fire-lances, and 2 with bamboo 
  saplings complete with branches. The Chinese militia were trained to oppose the 
  pirates on land rather than at sea, so no fighting vessels are available. If they need to 
  embark for a particular scenario, provide them with unarmed boats.
  EXTRAS
  �� Upgrade Captain to Silver-Tongued or a Disciplinarian (10 points).
  �� Upgrade 1 Mate or man per squad to Giant or Daredevil (3 points).
  �� Add extra squads, armed as above (25 points).
  SPECIAL RULE
  Bamboo Trees: A bamboo sapling is a non-lethal weapon, intended to enable a 
  sketchily trained peasant to keep an opponent occupied while someone else deals 
  with him. Treat it the same as a pike in hand-to-hand combat, except that a result 
  which would kill an enemy or force him to fall back will instead pin him in place and 
  prevent him from taking any action this turn or next, as long as the bamboo-wielder 
  remains in base contact with him. Another figure who fights him while he is pinned 
  adds +2 to his hand-to-hand combat dice as normal for fighting a figure who is still 
  in contact with another opponent.
  2) 16TH- AND 17TH-CENTURY SPANISH GARRISONS, 
  TREASURE FLEETS AND GUARDA DEL COSTA
  The main aim of the Spanish in the New World was not to control the ocean, 
  but simply to get the gold and silver they acquired in America back to Spain as 
  quickly as possible. So they were usually on the defensive against pirates, even 
  though the ships of the Guarda del Costa, or Coastguard, were quite capable 
  of turning to piracy themselves if opportunity offered. The French and English 
  privateers whose mission it was to deprive the Spaniards of their treasure found it 
  very difficult to intercept the galleons at sea, so turned to attacking the settlements 
  on land, becoming involved in sizeable battles against the garrisons stationed in 
  the Spanish possessions in the Caribbean and on the South American mainland. 
  © Osprey Publishing • www.ospreypublishing.com
  
  60
  The fighting element on board Spanish treasure galleons was made up of soldiers 
  equipped similarly to their land-based comrades, so it makes sense to use the same 
  list for both.
  The basic faction consists of a Captain, a Mate, and 13 soldiers or sailors. 
  Officers have swords and pistols. They may also wear armour. Up to 6 other figures 
  may have arquebuses or (after 1640) muskets, the rest swords or pikes. Land-based 
  forces can use only boats; treasure fleets must consist of ships.
  EXTRAS
  �� Upgrade Captain to Disciplinarian or Silver-Tongued (10 points), or 
  Swashbuckler (5 points).
  �� Priest (10 points).
  �� Extra figures, up to half with arquebuses or muskets, rest with swords or pikes 
  (3 points).
  �� Provide armour for any or all non-officer figures (1 point).
  �� Mount any or all figures on horseback (2 points).
  �� Up to 1 land-based light cannon with 2 crew (10 points).
  3) LATE 17TH AND EARLY 18TH CENTURY COLONIAL 
  GARRISONS
  This lists covers the land-based garrisons of the sort of isolated colonial outposts that 
  were vulnerable to attack by pirates and privateers. They might be British, French, 
  Spanish, Portuguese or Dutch, but we have not attempted to distinguish between 
  them here.
  The basic faction consists of a Captain and 2 Mates, all armed with swords and 
  pistols, plus 13 soldiers with muskets. If called upon to fight at sea, garrisons will 
  use only boats.
  EXTRAS
  �� Upgrade Captain to Disciplinarian or Silver Tongued (10 points).
  �� Extra soldiers with muskets (3 points).
  �� Up to 2 land-based light cannon, each with 2 crewmen (10 points).
  4) LATE 17TH AND 18TH CENTURY NAVIES
  Early in the 18th century the British and other European navies began a sustained 
  campaign which was eventually to sweep the pirates of the Golden Age from the 
  seas. This list represents a detachment selected from among the crew of a man-of-
  war, so the Captain will have considerable freedom of choice in its composition. 
  Nevertheless we need to reflect the fact that it will be more military in its organisation 
  than most of its enemies.
  The basic faction consists of a Captain armed with sword and pistol, plus 2 
  sections, each of a Mate and 6 men. Each section may be composed of either sailors 
  or marines, but the two may not be mixed in the same section. Up to 3 sailors in 
  a section may have muskets or blunderbusses, the rest cutlasses, pikes or boarding 
  axes. Marines all have muskets. Mates may be armed like their men, or with sword 
  and pistol. Vessels may be boats, sloops or ships.
  EXTRAS
  �� Upgrade Captain to Silver-Tongued or Disciplinarian (10 points).
  �� Extra crew figures, armed as appropriate for the section they join (3 points).
  �� Upgrade any or all marines to Sharpshooters (3 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  61
  NATIVES
  In the great age of piracy the tropical shores of the world's oceans were inhabited 
  by a wide variety of native peoples, most of whom were fairly primitive in terms of 
  armament and organisation. Sometimes they fought as allies of one of the European 
  factions, as often happened in the wars between the buccaneers and the Spaniards 
  in the Caribbean, but on other occasions the natives were hostile to all outsiders, 
  and a clash between pirates and local tribesmen can be an interesting variant on the 
  usual scenarios.
  1) TRIBESMEN
  This generic list can be used for the tribes of the Caribbean, Africa, the Indian Ocean 
  islands, and even the South Pacific. The basic faction consists of a Captain, 2 Mates 
  and 17 other figures. All are armed with long-range missile weapons and one- or 
  two-handed wooden clubs. The latter were obviously at a disadvantage against metal 
  weapons in close combat, and so they are all classed as sidearms. Missile weapons 
  are most commonly bows, but some peoples preferred spears, slings, or even (in 
  South-East Asia) blowpipes shooting poisoned darts. In practice, at short range at 
  least, there was probably little difference between the effects of these weapons, so to 
  British troops assaulting an American 
  privateer, by Angus McBride © Osprey 
  Publishing Ltd. Taken from Elite 74: 
  Privateers & Pirates 1730–1830.
  © Osprey Publishing • www.ospreypublishing.com
  
  62
  make things simple we will treat them all as bows. Tribes with a seafaring tradition 
  can use boats or galleys (the latter representing the extra-large war canoes found 
  in parts of the Caribbean, South-East Asia and the Pacific), but cannot arm them 
  with guns.
  EXTRAS
  �� Upgrade the Captain to Silver-Tongued (10 points) or Swashbuckler (5 points).
  �� Shaman (10 points).
  ��  Upgrade up to 2 figures to Giants or Daredevils (3 points).
  �� Extra figures (3 points).
  SPECIAL RULE
  Cannibals: Many of the native tribes of the Caribbean and South America seem 
  to have been eager consumers of human flesh, and deliberately exploited this 
  reputation to frighten their enemies. Their arrows were also often poisoned, which 
  made opponents doubly wary of them. So a faction which is successfully ambushed 
  by tribesmen throws 3 dice instead of the usual 2, adding 1 to its Fear level for every 
  failed throw (see page 24).
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  63
  2) CIMAROONS
  The Cimaroons were escaped African slaves who took to the jungles of the 
  Caribbean and South America, living like the Indians, and sometimes establishing 
  their own little kingdoms under men who had been chiefs back in Africa. They 
  relied mainly on bows and wooden clubs like the Indians, though a few managed 
  to obtain captured Spanish weapons, and they were considered to rival the natives 
  in bushcraft. Cimaroon bands were usually happy to ally themselves with privateer 
  expeditions against their former Spanish masters, though they also devoted a lot of 
  energy to fighting each other.
  Cimaroons cannot use the Cannibals special rule but are otherwise treated the 
  same as Tribesmen, except as follows:
  �� Vessels can be unarmed boats or captured sloops.
  �� Any or all officers can have swords instead of bows and clubs.
  �� Up to 6 figures can replace their bows with pikes, and up to 4 with muskets.
  ��
  Upgrade up to 5 men to Giants or Daredevils, (3 points) or Cut-throats (2 points).
  �� A Shaman is not allowed.
  John Ward had been a privateer captain under Elizabeth I, but when James I banned privateering in 1605 
  he defected to Tunis. There he became the most famous Barbary pirate of his day, commanding mixed 
  crews of Europeans and Turks on forays against Christian shipping in the Mediterranean before eventually 
  dying of plague. He was known for his drunkenness and bad temper, but was particularly reviled in 
  England for abandoning Christianity in favour of Islam. Among Ward's aliases were 'Birdy' and 'Jack 
  Sparrow'.
  (© North Star Military Figures)
  © Osprey Publishing • www.ospreypublishing.com
  
  64
  RECOMMENDED READING
  The literature on pirates is extensive, but newcomers to the subject should find the 
  following useful as general introductions and sources of scenario ideas.
  �� Cordingley, David, Life Among the Pirates (London, 1995)
  �� Exquemelin, Alexander, The Buccaneers of America (Amsterdam, 1678, trans. 
  Brown, A., New York 1969).
  �� Johnson, Captain Charles, A General History of the Robberies and Murders of 
  the Most Notorious Pyrates (London, 1724)
  �� Konstam, Angus, Pirates 1660–1730, Osprey Elite 67 (Oxford, 1998)
  �� Konstam, Angus, Buccaneers 1620–1700, Osprey Elite 69 (Oxford, 2000)
  �� Konstam, Angus, The Pirate Ship 1660–1730, Osprey New Vanguard 70 
  (Oxford, 2003)
  �� Tinniswood, Adrian, Pirates of Barbary (London, 2011)
  �� Turnbull, Stephen, Pirate of the Far East 811–1639, Osprey Warrior 125 
  (Oxford, 2007)
  Blackbeard prepares to board, by 
  Mark Stacey © Osprey Publishing 
  Ltd. Taken from Raid 37: Blackbeard's 
  Last Fight.
  © Osprey Publishing • www.ospreypublishing.com
  
  �������� 978 1 85532 706 1  
  �������� 978 1 85532 912 6   
  �������� 978 1 84176 015 5  
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  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2014 by Osprey Publishing,
  PO Box 883, Oxford, OX1 9PL, UK
  PO Box 3985, New York, NY 10185-3985, USA
  E-mail: info@ospreypublishing.com
  Osprey Publishing is part of the Osprey Group
  © 2014 Chris Peets
  All rights reserved. Apart from any fair dealing for the purpose of private study, 
  research, criticism or review, as permitted under the Copyright, Designs and 
  Patents Act, 1988, no part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form or by any means, electronic, electrical, 
  chemical, mechanical, optical, photocopying, recording or otherwise, without the 
  prior written permission of the copyright owner. Enquiries should be addressed 
  to the Publishers.
  A CIP catalogue record for this book is available from the British Library
  Chris Peers has asserted his right under the Copyright, Designs and Patents Act, 
  1988, to be identified as the author of this book.
  Print ISBN: 978 1 4728 0140 1
  PDF e-book ISBN: 978 1 4728 0141 8
  EPUB e-book ISBN: 978 1 4728 0142 5
  Page layout by PDQ Media, Bungay, UK
  Typeset in Sabon and Myriad Pro
  Originated by PDQ Media, Bungay, UK
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  © Osprey Publishing. Access to this book is not digitally restricted. In return, we 
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  images in this publication. If there has been any oversight we would be happy 
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  Publishing.
  Editor's Note
  The miniatures in this book are from North Star Military Figures (sculpted by 
  Steve Saleh), Artizan Designs (sculpted by Mike Owen) and Crusader Miniatures 
  (sculpted by Mark Sims), and were painted by Kev Dallimore, David Woodward 
  and Andrew Taylor. The scenery is from the collections of North Star and Kev 
  Dallimore, who also supplied all the photography. Many thanks to Kev, Steve, 
  Nick Eyre and everyone else for their efforts and support.
  © Osprey Publishing • www.ospreypublishing.com
  
SOURCE: textdata/thevault/Osprey System/Osprey Wargaming/Osprey - OWG 007 - On the Seven Seas - Wargames Rules for the Age of Piracy and Adventure c.1500-1730.pdf