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Author Topic: Pirate Fun! (Rules Added)  (Read 2534 times)

Offline Mick A

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Pirate Fun! (Rules Added)
« on: 18 September 2014, 07:27:16 AM »
We had our annual International Talk Like A Pirate Day pirate bash at the local club last night. Four of us playing with fifty two ships on the table at the start, by the end only three were left capable of movement... :)













The seascape is the cloth from GW's Dreadfleet, the ships are those plastic snap together pirate ones and the rules were my own half a page ones.
« Last Edit: 19 September 2014, 08:53:51 AM by Mick A »
Digitus Impudicus

Offline LordOdo

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Re: Pirate Fun!
« Reply #1 on: 18 September 2014, 03:48:50 PM »
Looks like a really cool game!! I might want to give this a try too, very inspirational!
''Its so much easier to build something new than work up the courage to actually paint some.'' -Wyrmalla (2015)


Offline warlord frod

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Re: Pirate Fun!
« Reply #2 on: 18 September 2014, 04:22:44 PM »
ARGGGGG!! >:( That sure looks like a right massive sea battle. Would love to see your half sheet of rules.

Offline WitchfinderGeneral

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Re: Pirate Fun!
« Reply #3 on: 18 September 2014, 04:57:09 PM »
Thanks for sharing! I never thought cardboard ships could look that good!
"I'd like to send this letter to the Prussian consulate in Siam by aeromail. Am I too late for the 4:30 autogyro?"
"Uh, I better look in the manual... This book must be out of date. I don't see "Prussia", "Siam" or "autogyro"...

Offline Mick A

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Re: Pirate Fun!
« Reply #4 on: 19 September 2014, 08:53:20 AM »
Thanks :)

The rules-

(Please note, these rules are not meant to be in anyway realistic, they are written so that a group of friends can put a load of ships on a table and have a good fun game for an hour or so :) )

INITIATIVE

Both sides roll 1d6 to see who gets initiative for the turn (in the case of a draw the side that lost the initiative last turn wins).

MOVEMENT

All ships may move up to 6". Ships may make as many 45° degree turns during their movement equal to six minus the amount of their starting masts (ie a two masted ship can make up to four 45° turns during its movement).

FIRING

All ships may fire up to 6" in any direction and may split fire between a maximum of two targets. A ship needs to be able to see at least 50% of its intended target to be able to fire upon it. A ship rolls an amount of d6 equal to its remaining masts to hit the enemy. The target number is the range to the enemy ship (ie if a ship with three masts left was firing at a ship between 4 and 5 inches away it would roll 3d6 needing 4+ to hit). No matter how close you are to an enemy ship you always need a minimum of 2+ to hit. Each hit causes the target ship to lose a mast (I use little cotton wool puffs of smoke rather than take a mast off due to the fragility of the masts). For each mast lost a ship loses 1d6 to hit other ships. A ship with no masts left becomes a motionless hulk and can be sunk be receiving one more hit.

OPTIONAL RULES

Each fleet (or squadron in multiplayer games) may have a single command ship that may perform on extra 45° turn during its movement and roll one extra d6 during firing as long as it has at least one mast left.

Ships that have lost half or more of their masts reduce their maximum move to 3" and may only perform one 45° turn.

THE MOST IMPORTANT RULE

Anyone taking these rules to seriously should be heckled and jeered at by the other players until they start to play in the spirit of the game- For Fun!

Offline warlord frod

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Re: Pirate Fun! (Rules Added)
« Reply #5 on: 19 September 2014, 03:14:24 PM »
Thanks for sharing your rules. I have run many a game and use the very same MOST IMPORTANT RULE.  lol  Some folks take things all to seriously

Offline Puuka

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Re: Pirate Fun! (Rules Added)
« Reply #6 on: 06 October 2014, 11:26:30 PM »
I have tons of these things. Did you make up rules for any of the sea monsters?
Looking for a set of rules that adaptable for different genres.

 

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