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Raid on Tortuga
Buccaneer skirmish rules
by Chuck Turnitsa
- Introduction
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These rules are for larger actions ashore, and the larger sort of boarding actions.
They are intended to for actions where the combatants on each side are divided up into Units.
Each side will also have access to one or more Characters (leaders, heroes, villains, etc). A typical unit will be about 8 to 12 figures, and can be foot or mounted.
The basic armament of the unit should be relatively similar. For instance, if the whole unit has boarding axes and cutlasses, that's fine. But if the unit is musket armed, then the WHOLE unit is considered to be musket armed. Special weapons (grenadoes, swivel guns) are individual and added to a unit, although they are added to certain models not to the entire unit.
- Units
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A unit will have at least 8 figures in it, initially, and can easily have up to 20 figures. The unit should have a name, and be written down on a control sheet for the player that owns it. Also prepare a card for the unit, for random turn sequencing.
A unit will have a basic armament, noted on the control sheet.
A unit will have a training level, either Green, Regular, or Veteran - noted on the control sheet.
If the unit has any special weapons, or armour, this is also noted.
Ideally, a player will have 3 or 4 units, and 1 or 2 characters.
- Wind
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If sailing ships are used, it is important for the referee to make the wind direction known at the beginning of the game. It is suggested that some random system be used to see if the wind changes from time to time.
- Sequence Deck
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A card for each unit in the game is in the sequence deck, as well as 2 bonus cards for each player, and 2 SAIL cards, and 2 BOOM cards.
Bonus cards can be use in one of two different ways. First, they can be used to give an action to a Leader or Character that is not attached to a unit. Second, they can be used to give a bonus action to a unit that has already gone, or not gone yet, in the turn. Both bonus cards COULD be used for the same unit.
When the second SAIL card comes up for the turn, that turn is over. Reshuffle the deck and start a new turn. Any unit or character that has not gotten a chance to move yet does not move that turn. This makes it important to use the SAIL cards even if there are no sailing ships in the game.
- Turn Sequence
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When a unit's sequence card comes up, it can choose to Move, Shoot, Reload, Charge, Rally or some other action that the referee allows.
If a unit was already shaken when it's card comes up, then it recovers on a d6 roll of 4,5, or 6.
Note that a unit that is stuck in Melee that uses it's Sequence card to flee that Melee is subject to being attacked (instantly) by the other unit. It counts as a back attack.
- Movement
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Units moving on land, or on a ship or in a building, that choose to move, roll 3d6 (4d6 for Mounted units). This is how far, in inches, that a unit may move. If the unit enters or exits a building or boat, or moves over rough terrain, it must pay the highest dice it has rolled as a penalty. Turning and facing are free, but the facing of the unit must be stated when the movement is over.
Units who are in command of a rowing vessel may roll the boat when their turn comes up - it moves 3d6. If there are fewer than 3 men rowing, roll as many dice as there are men rowing. The boat need not move it's entire distance rowed. Turning is free, but only one turn can be made during the turn - before moving, during movement, or after moving.
Units who are in command of a sailing vessel do not move it when their own movement card comes up, rather all sailing vessels move whenever a SAIL card comes up. Any ship that is at least 45 degrees off of facing directly into the wind can move. All others are taken aback, and do not move, but can dice to turn (roll 1d6, on a 4,5, or 6 the vessel can turn up to 90 degrees to port or starboard, after all other sailing vessels turn). The referee rolls 3d6 for wind strength, and this applies to all sailing ships. Each individual ship has a d6 rolled by the player who controls it's rigging (it's possible that one player controls the decks and another the rigging), and that can be either added or subtracted to the 3d6. Sailing ships that move can turn up to 90 degrees, after the moving.
If there is a reason to determine the order of sailing movement, a simple dice contest to see which vessel moves first.
Vessels that strike each other have a chance to become fouled - roll 1d6, on a 2+ the vessels are fouled, and neither will move until they become unfouled. Each time after they become fouled that a SAIL card comes up, the players owning the rigging of the various ships each roll 1d6 - if one beats the other by 3 or more, then he has the chance to become unfouled and sail his ship away - he may turn before moving in this case.
If a unit Charges another unit, it is entitled to roll an extra d6. Rowing vessels cannot charge. If charging, the unit must move in the most direct manner to bring about contact. If contact is failed, the unit is Shaken and must spend it's next Sequence Deck card recovering. A unit can only charge 1 other unit at a time.
Shaken units cannot move.
Routing units must move, full move, away from any visible Enemy unit. If it cannot pass away at least 4" from an Enemy unit, it surrenders, and becoms the Prisoners of the Enemy unit.
- Shooting
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Units armed with missile weapons can shoot the following distances.
| Bow | 12" |
| Spear | 8" |
| Pistol | 8" |
| Musket | 24" |
| Rifle | 30" |
The firing unit rolls 2d6 (3d6 if veteran). The target unit rolls 1d6. If the difference is 4 or more, then casualties are done.
Add (or subtract) the following modifiers to the firing unit's roll before checking for casualties:
| Under half range | +2 |
| Target in cover | -2 |
| Large firing unit (over 12 figures) | +2 |
If the score is 4 or more than the target unit's dice roll, then casualties are dished out.
One man is possibly killed for every full two points that the attacker's roll is higher (note that mounted targets are killed at the rate of 1 man for every three full points). Note that a Shooting unit cannot cause more casualties than Half it's current size (for instance, an 8 figure unit can never cause more than 4 casualties).
If the target is wearing armour, he gets a dice saving throw - roll 1d6, on a 5 or 6 his armour saved him.
Example: A Regular unit with Muskets is firing, at the range of 16" at a Sword and Cutlass unit. The firing unit rolls 2d6 (getting a 9), and the target unit rolls 1d6 getting a 4. There are no modifiers, and the firing unit is at least 4 points higher than the defending unit. So the difference is 5, meaning that (at the rate of 1 man per two points) two men in the target unit were struck. Unless they were wearing armour, they are dead.
If it is important, randomize hits through dice rolling.
Leaders and characters are never struck by missile fire, unless they are more than 6" from a friendly unit, in which case they can be targetted as an individual unit. In this case, each hit against a character is entitled to a saving throw (roll 1d6, the figure saves on a 5 or 6 - if wearing armour, it saves on a 3,4,5 or 6).
Pistols, Muskets, and Rifles, after being fired, are unloaded, and a turn reloading must be spent.
Any unit that takes 3 or more casualties from shooting must test morale (see below).
Shaken units cannot fire.
- Fighting
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When two units fight, they each roll a number of dice (2 plus or minus), and compare their totals. The higher total, if 4 or more higher than the other, won the combat. Casualties are then calculated.
| Basic Dice = 2d6 |
| Charging | +1d6 |
| Better Quality Troops | +1d6 |
| Superior Weapons | +1d6 |
| Superior Position | +1d6 |
| Mounted Troops | +1d6 |
| Attacked from Behind | -1d6 |
| Unit Shaken | -1d6 |
| Outnumber Foe | +1d6 |
| Outnumber Foe 2-1 | +2d6 |
| Outnumber Foe 3-1 | +3d6 |
| Outnumber Foe 4-1 | +4d6 |
| Outnumber Foe etc | etc |
Notes:
- Better Quality troops would be (for instance) Veterans vs. Regulars.
- Superior Weapons would be Pikes vs. Cutlasses; or Cutlasses vs. Daggers; etc.
- Superios Position would be Uphill, or from Behind a Barricade.
- A unit leaving a Melee always counts as being Attacked from Behind.
One man in the Losing Unit is possibly killed for every full two points that the attacker's roll is higher (note that mounted targets are killed at the rate of 1 man for every three full points). Note that a Fighting unit cannot cause more casualties than it's current size (for instance, an 8 figure unit can never cause more than 8 casualties).
It is possible for the Winning Unit to take casualties, also. He takes casualties at the same rate (2 points for a foot figure, 3 points for a mounted figure), and calculates this from Half of what the loser's dice roll was. Note that it is possible (but rare) that the Winner would take more casualties than the Loser.
If the target is wearing armour, he gets a dice saving throw - roll 1d6, on a 5 or 6 his armour saved him.
Leaders and Characters that are not involved in a Duel are always the last to die in a Fight.
If the target is wearing armour, he gets a dice saving throw - roll 1d6, on a 5 or 6 his armour saved him.
Example: A Regular unit of 9 Pirates with Cutlasses and Axes are charging a unit of 12 Cannibals with Spears. The referee rules that the weapons are equal, so there is no Weapon Superiority. The Pirates receive 2d6, +1d6 for Charging, and roll their 3d6 getting a 13. The Cannibals receive 2d6, +1d6 for Outnumbering the Pirates, and roll their 3d6 and receive an 8. The Pirates won the dice toss by at least 4, so they Win the melee. The difference is 5, so at 2 points per cannibal, the Pirates cause 2 casualties - there is no armour, so these are removed. The Cannibals rolled an 8, half of this is a 4, and at 2 points per pirate, they also killed 2 Pirates.
The losing unit must test morale.
A unit that is the loser in a Fight but passes his Morale score stays put, and the fight continues. Each time either unit's card comes up in the Sequence Deck, fight another round of combat, and the loser of that round must then test morale, and so on, until one side routs or is destroyed.
- Morale
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A unit must test morale for taking 3 or more casualties from Shooting, or from losing a Fight. Units may choose to test Morale to Rally from Routing.
| Morale Score |
| Green | 6 |
| Regular | 8 |
| Veteran | 10 |
Roll 2d6, if less than the Morale Score, then the unit passes.
| Modifiers |
| -2 | if Rallying |
| -2 | if Charged from Behind |
| -1 | if Shaken |
| -1 | per 2 casualties from Shooting |
| -1 | per casualty from Fighting |
| +1 | per casualty Caused in Fighting |
| +2 | if Leader attached |
A unit that rolls under their Morale Score passes morale. If trying to Rally, it turns around and is Shaken. A unit has a chance to remove it's Shaken status when it's Sequence Card comes up again, roll 1d6, it recovers on a 4,5, or 6.
A unit that is the loser in a Fight but passes his Morale score stays put, and the fight continues. Each time either unit's card comes up in the Sequence Deck, fight another round of combat, and the loser of that round must then test morale, and so on, until one side routs or is destroyed.
If a unit fails it's test, when checking because of Shooting or Fighting, then it Routs, unless it rolled doubles, then it is Shaken.
If a unit Routs, it immediately moves full move away from any visible enemy. If it cannot stay at least 4" away from an enemy, then it Surrenders to that enemy unit, and becomes it's prisoner. Note that units that Rout from Fighting in a building, or on a ship, automatically surrender to the unit that caused them to Rout.
- Prisoners
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When a unit surrenders, it becomes the Prisoner of the capturing unit. That unit must have at least 1 figure for each 6 prisoners, or they can escape. Escaped prisoners move an immediate move away from their captors, whenever they don't have enough guards. It's always possible for a unit to Slaughter their prisoners, but if so, they get a chance to escape - roll 1d6 for each figure being Slaughtered, on a 4,5, or 6 it escapes and moves away.
- Shaken Units
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A unit may go shaken from a number of different reasons, from either not contacting during a charge, or when rallying from a rout. A Shaken unit may not move, fire, charge, or reload. If it is in a Fight, it may Fight, but loses 1d6 (modifiers on Fighting chart).
A unit may recover from being shaken when it's Sequence Deck Card comes up. Roll 1d6, on a 4,5, or 6 it recovers, and may take a normal action.
- Duels
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Whenever two characters meet in combat, or if characters are attached to two units that are fighting, then those characters engage in a Duel.
A character loses a duel when he dies, by taking three wounds. Each time the attached units fight, or if the Bonus card of the owning player comes up, then the Characters fight again. Each one rolls 3d6, and compares their highest dice. If it is at least 2 higher than his foe, then he scores a hit on him. For each dice that Matches (doubles or triples), do an additional wound. Three wounds kills the character. Characters may not leave a duel, unless they flee with an attached unit that routs or leaves the melee.
- Special Weapons
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The following are examples of some of the special weapons in the game. Note that no provision is made for the damaging or fighting of ships with each other. This is beyond the current scope of these rules.
- Grenadoes
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A figure may be equipped with a Grenadoe - on any action (moving, reloading, etc) that man may throw his Grenadoe. Pick an aiming point up to 12 inches away - this can be over a wall or through a window. Roll a scatter dice, and 1d6" to see where it really lands. If through a window, unless a 1 or 2 is rolled for scatter distance, the grenadoe bounces off the wall next to the window and scatters from that point.
The grenadoe then lays there on the ground until a BOOM card comes up.
A figure may pick up and re-throw a Grenadoe, if it gets an action and moves up to the device on the ground. Roll 1d6. On a 1 it immediately blows up when he picks it up, on a 6 the fuse goes out. 2-5, he may throw it himself, as above.
When the BOOM card comes up, all Grenadoes that are on the ground explode. Roll 1d6 for each figure within 2 inches, on a 4,5, or 6 that figure is killed, armor doesn't help.
- Swivel Guns
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A figure manning a Swivel gun may fire it - it has Rifle range, and rolls 3d6. It can cause any number of casualties, not limited by the unit size that fired it. Once fired, the Swivel gun takes two reload actions (of just one figure) to prepare it for firing again.
- Cannons
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Cannons fire when the BOOM cards come up, if they are loaded. Pick an aiming point up to 48" away, and then roll the scatter dice and 2d6 for the distance scattered.
The cannonball will kill every figure within 4 inches, on a die roll of 1d6 - 4,5, or 6 is a kill.
Then roll 2d6 to see how far the ball travels (in inches) before striking again. Continue this until the ball hits a stone structure, or skips off the board.
Loading the Cannon takes at least 4 figures two reload actions, where they are doing nothing else.
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