Generating Your Ship & Crew Last update 26th December 2001
 
As a starting point, listed here is the basics of starting a new ship & crew in preparation for a campaign. Specific scenarios will require ships and crews of appropriate size to carry out the task. The basics of creating these is much the same though, except for the size of the ship, number of crew, and skill ranks of the crew.

The page is divided into three sections - merchant, pirate & navy which will describe your basic ship, stores and crew with any variations you may be allowed to choose. For the technical details on your ship refer the ship section, for the technical details of your crew refer the crew section.

Merchant Ship & Crew

You start the game with a 6 gun sloop which you have named after your favourite relative or royal figure. You dream of turning your fortunes about by making huge profits in the Caribbean and retiring to the snows of Switzerland. Your choice lies in trading with the pirate ports with a higher risk of facing the pirate menace but a higher return if successful, or the lower profits made shipping goods between the lawful settlements of the Caribbean while trying to hide from evil pirates.

Your minimum crew will consist of:

Depending on your nation, your cargo will consist of goods from your home port. You have 1000 pieces of eight to spend on it, additional crew, bribes or whatever else you may so choose. Don't forget you can legally also act as a privateer if you choose, and can capture rascally pirates for reward. Just rememebr usually you don't have the crew and will power for it.

Pirate Ship & Crew

You start the game with a 6 gun sloop which you have named after something which fires your imagination. You sailed upon her as a crewman until you and the crew mutineed over a dispute with the captain as to whether the queen of Russia or Spain had the prettiest ankles [or whichever tale you prefer]. The former captain, and the crew which did not wish to join you, were put to see in the longboat while you sailed off as the captain taking the ship hopefully to new glories. It is interesting to note that in the Caribbean, in this age, the majority (70%) of pirate crewmen were either associated with the pirate haven of Captain Hornigold in the Bahamas, or the combined crews of George Lowther and Edward Low, which means alot of your crewmen know or knew alot of other pirates.

Your minimum crew will consist of:

You are now in a pirate haven depending on your nation, and with newly recruited crewmen, you consider your target. You have a paltry 100 pieces of eight to spend on ammunition and food to last you until you secure plunder. Don't forget in the meantime you can act as a privateer for your own nation or transport a bit of merchandise around the place for profit.

Naval Ship & Crew [or Privateer]

You start the game with an 8 gun sloop which you have named after your favourite relative or royal figure. You may not be a Dutch or American naval captain. You have a daunting task, for British fully fledged naval ships of the line never captured any pirates in the Caribbean. Small hired sloops with a supplemented naval crew were the ones who made a difference. Here is your chance to make the navy stand out.

Your minimum crew will consist of:

You start with no money. You are fitted out for your first journey with food & ammunition.

 

Crew Men