Last update 5th January 2001

Piracy! is a set of rules I have written to play skirmishes, raids, battles, or naval conflicts in a 'fanciful' Pirate era roughly equating to the early 1700's. I hope there is also enough information for people to develop their own campaigns to develop their ship & crew over time. I originally wrote this game because of some female pirates I bought in 25mm, and so most of my examples are of female characters. I make no distinction in these rules between the abilities of male or female pirates, they are just as rascally either way. I make no claims of strict historical accuracy in any way.

Background to Piracy!

The Pirates - the basis of piracy, the legalities

The Nations of the Caribbean, their strengths, weaknesses, attitudes, armies, navies & colonies

Slaves & Natives - run down on where slaves came from, what they did, what they didn't, and where they went to. A run down on the local inhabitants, what they'll do with you if they meet you

The Ships - types of ships available, their capacities, guns, crews, strengths, weaknesses, what you'll find, what you won't

The Crews - the types of crewmen you can find, who can do what, who can't do what, how many you'll need, what you can expect from them, what they expect from you

Weapons - guns, swords, daggers, grenades, cannons, deck guns, spears, pike, axes

Magic - the power of voodoo men and sea witches. Curses & jinxes.

Currency & Treasure - the nature of money, who wants it, who's got it, where it comes from, what types are there and it's impacts on inflation, greed and jealousy

The Law - the general rules of conduct for men at sea to abide by, who set them, who enforces them, and the judgements expected

Clothing - who wears what and why

Trade, Cargos and Supplies what towns make, want, will pay, will trade for, will steal, will ignore, how much they'll take

Towns, Villages & Hideouts - what's in them, what makes them grow or shrink,

Islands and Land Masses - generic descriptions, plus flora & fauna

Winds & Storms - the effects of winds & storms on your boat, and how to determine what's in store for you

The Law of the Sea - the general rules of conduct for men at sea to abide by

Carousing, Gambling & Drinking

Generating Your Crew & Ships - what type of ship do you get, and how to pick and choose your crew

Example 1 Black Jade's Buccaneers & The 'Virtue'

Example 2 Wendy's Wastrels & The 'Peach'

Example 3 The fort of Cartagena

Example 4 Tom Mallories merchanman 'Bridesmaid'

Orders - the turn sequence, who shoots when, and when the looting gets done

Ship to Ship and Ship to Shore combat

Cannon vs men combat the effects of cannon shot on men either at seaor on land

Musket vs men combat - shooting singly or in volley, with either musket or pistol

Hand to hand combat - fighting up close and personal with a variety of weapons

Morale - making sure your crew continue to do either what you want them to do, or what they want to do

Command & Control - making sure your crew know what you want, or what your crew will do if they don't know

Ships & Settlements on Fire - the impacts of fire on board ships and in buildings, the spread and recovery from

Ghost Ships - the ship of the dead

Voodoo Ships - ships sailed by a voodoo priest and his zombies

Mystical Animals of the Sea - whales, squid, mermaids, sirens, albatross,

Campaign Material

The progression of ship & crew - collecting gold, fame & power, ability increases

Crew replacement & impressement, medicine, surgery and wound recovery

Ship repairing - hows & whens of ship repair plus results of

Colonial trade - the impacts of inter colony & inter continental trade on the type of vessels encountered, their cargo, and the emergence of war vessels, marines & forts

War - the impacts of your actions on either the flourishing or suppression of piracy or war

Reputation - what is said about you due to your deeds

The changing face of trade - becoming a part time merchant, effects of cargos on ship performance

Navigation - how to sail from place to place, the value of maps, mapping, and getting lost. How to determine the weather for the next sailing period.

Food, water & morale at sea - covers the rate of food & water consumption, the changing face of morale due to conditions, the ability to subsist at sea

 

 

Back to my main wargames page

Back to the Piracy page

If you want me, grab me here:

chrono@ripnet.com.au or ICQ 2758051