I've read several topics about new pirate roll playing games so I decided I would try my hand. It's not finished yet but I'll post what I have so far.
It's heavily based on Evil Stevie's Pirate Game and Brikwars. I'll probably change stuff a bit more but comments and ideas are welcome. I'll try to update this now and then:
Sail around the Brickish isles plundering and pillaging whatever you want.
Kill everything, have the biggest pile of gold EVER, make a merchant monopoly to rule the all, pretty much whatever you want.
How to Play
Each player starts with one low level boat with one cannon a captain and a crew. Each captain starts with one level in each skill. (captains elected later, if the first one is killed start with no skills) Each crew member also gets one weapon each.
Each player gets one turn consisting of three parts: movement, action, and crew action. Everyone moves in turns first, as far as they can or want to move, then they take turns with the action etc.
-Ships- Ships can sail their top speed (see class) while sailing with the wind blowing from their stern (back) to their bow. (front) Each point away from the wind, (if the wind is blowing north to south one point off is SE or SW &c.)
-1 Inch-one point off
-2 Inches-two points off
-4 Inches-three pints off
Can't move-facing into the wind
Turning- A ship can turn at any point during its turn. It's speed after its turn is based on the captain's sailing skill.
Captain's Skill Level
lvl 0 (Newly made captain)
A dice is rolled, and the modifier added. If the dice is a 6 is rolled then the ship goes full speed the rest of the turn and the captain gains a skill level. For a 4 or a 5 the ship keeps full speed for half of the turn. A 3 or less the speed goes to the lower speed. If a ship is turning to a point with a higher speed you don't need to roll.
Stopping- The ship can spill wind from their sails to slow down, but to stop completely it has to lower its anchor. To lower the anchor takes at least one crew action. One to two crew members will lower the anchor in the next turn four will lower it the same turn. The same goes for raising the anchor.
The ship can do as any “actions” as it has enough crew to do it. Sailing automatically takes up as many actions as it's class number.
Number of Crew Actions Used
Lower/Rising the anchor
Firing a cannon
1-4 per cannon (see combat)
Boarding a ship
(AKA tying the together)
Combat- Ships and forts can be equipped with cannons. (for how many see the class specifications) Each cannon can be fired by 1 to 4 men. One or two men can fire a cannon once every three action turns. Three men can fire every two action turns, and four men can fire every turn.
Range- A cannon can fire at anything strait away from it and between a foot away from the end of the cannon.
Target- A cannon can be fired at the hull, the rigging or the deck. Equivalent to firing round shot, chain shot, grape shot, &c.
Damage- A cannon needs to roll a 3-6 to hit its target. Every hit on the hull or rigging makes the ship loose one point to each area. When half of the hull points are gone its speed drops to half the original. For every quarter of rigging lost the speed drops 1 inch. When all of the rigging is lost the ship will drift. When the cannon is firing at the deck it hits the crew. For a three one crew member is killed. On a 4 two crew members are killed. On a 5, three are killed. On a 6, four crew or a cannon are destroyed.
Cannons on forts are slightly different.
Range- It fires a foot and two inches.
Target- If the fort is firing at a ship the targets are the same but it can also fire at objects on shore.
-Firing at a group- It works like a deck shot.
-Firing at a building- works like a hull shot except for every point lost one person inside is killed.
-Firing at one person- this shot will only hit with a 6.
Boarding- 4 crew members can trow ropes to try to pull a ship closer or cut the ropes. When throwing a rope a dice is rolled for each crew member and only a six will land. If only one crew member lands the rope it will stay and the other three will have to keep on trying. If the ships are touching no dice have to be rolled and the action happens no matter what. To cut the ropes any crew with a cutting weapon can attack the ropes using the weapons normal damage. Any damage will cut it.
Every crew member can move in their turn even if they already did a ship action. Normal crew can move 4 inches per turn, for every peg leg they loose an inch. When soldiers are marching with an officer they gain an extra inch. Any crew not used for a crew action can do a crew action as well.
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