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Flashing Steel (17th C. Skirmish)

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100% found this document useful (3 votes)
492 views40 pages

Flashing Steel (17th C. Skirmish)

Uploaded by

delmas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Skirmish Miniatures Rules

for Swashbuckling Adventures

Written By Andrew Boswell And Greg Hallam


Layout by Bernard Cabarrou and Andrea Sfiligoi
Special thanks to Simon Ng, Paul Shorten, and all the supportive and helpful guys
on the Song of Blades and Heroes Yahoo Group.

www.ganeshagames.net
Contents
Introduction 3
What Is A Skirmish Game? 3
Background 3
Game Length 4
Scale And Conventions 4
Profiles 4

Basic Rules 5
Choose Your Models 5
Lay Out The Terrain 5
Deploy Models 5 Quality (Q) Checks 13
Who Starts, And How? 5 When To Make A Quality Check 14
How To Make A Quality Check 14
Activation 5
Actions 6 Swashbuckling 15
Movement 7 Specific Q Checks – Rule Exceptions 15
Terrain 7 Climbing (Voluntary) 15
Clear Terrain 7 Falling (Involuntary) 15
Broken Terrain 7
Dense Terrain 7 Using Q Checks To Drive A Story 15
Reserving Actions (Guarding) 8 Making A Swashbuckling Check 15
Bashing Down Doors 8
Morale 16
Group actions 8 When To Make Morale Checks 16
Regroup 8 How To Check Morale 16
Volley Fire 8
Group Actions Without a Leader 9 Special Rules 17

How to conduct Close combat 9 Scenarios and Campaigns 24


Instant Kill 9 Mini Campaign Structure 24
Out of Action 9 Designing Each Game Scenario 24
Fallen 10 Opposition explained 25
Recoil 10
Better Weapons 10 Sample Campaign: To Save A Queen 26
Ambush 10
Leaving Close Combat 10 Pirates for Flashing Steel 30
Pirate 30
Ranged Combat Actions 11 Privateer 30
Ranged Combat Results 11 Buccaneer 30
Line Of Sight 11 The Spanish Main 30
Targeting Restrictions 12
Shooting And Close Combat Famous Elizabethan and
Shooting Into/out Of Broken Religious Wars Pirates 31
And Dense Terrain 12
Gunfights Indoors 12 Famous Pirates and
Shooting From Horseback 12 Buccaneers of the Spanish Main 33
Shooting At Incapacitated Models 12
Shooting At Cavalry 12 Famous Pirates of the Age
Reloading 12 of Reason (1700 to 1800) 36
Loading Accidents 12
Misfires 12 Flashing Steel - Quick Reference Sheet 40
Gun Smoke 13
As such, try thinking about your models as individuals
Introduction as you build your squads. If you are used to larger scale
wargames, it may be useful to think of each individual
Flashing Steel is a skirmish game, where you and model in the same way as you are used to thinking of
a friend pit between 8 and 15 individual models
entire units: what role do they play in the plan, and
against each other in a simulated battle.
what attributes do they need to contribute to your
‘army’? If you are new to wargaming altogether, try to
To play this game, you’ll need 3 six-sided dice, a few
visualise your models as actual people with lives and
miniatures, three measuring sticks (75mm, 120mm
personalities of their own. This will help you decide
and 180mm) and a play surface of approximately 90
what to do when it is your turn to act.
x 90cms. You’ll also need a few scenic materials to
Will Louis attempt to jump from roof to roof over the
represent hills, trees, boulders, gracious buildings, ruins
alley? Of course! He is a brave
and courtyards, and anything else
servant of a significant Lady.
you think might look attractive
But Pierre? No, he has a fear
and cinematic for your heroes to
of heights. He will climb down
battle over. Flashing Steel benefits
and go the long way.
from having a busy playing
surface. Even if you do not have
a lot of finished terrain pieces, Background
you can use ordinary wooden or Flashing Steel recreates
Lego blocks, books, cardboard or dramatic, cinematic battles
paper cut-outs and other make- of the darkly romantic late
do things to play with while you Renaissance and beyond.
are building your collection. Historically, this period exists
As a general piece of advice, between 1560 and 1720 and
these rules are designed to give includes such conflicts as the 80
very fast games so that you can Years War (or the Dutch Revolt),
set up and play several games in the French Wars of Religion, the
a session. So do not try to grasp 30 Years War, and the English
for every possible advantage in Civil War. Also included are
every session. All you will do the Turkish assaults against
is slow down the play. Instead, Vienna, and the bloody contests
move towards decisions quickly, in Transylvania and Poland, the
swallow the results – even if you Spanish Main and the Golden
do not like them – and move on. Age of piracy.
There is a great deal of fun to be Cardinal Richelieu plots in
had in figuring out what happened Paris, The Holy Roman Empire
in unexpected situations, rather is torn apart, and Britain suffers
than arguing because things did revolution.
not go as you expected.
However, more than just the place in history, Flashing
Steel is about evoking a feeling. The inspiration for this
What Is A Skirmish Game? game includes The Three Musketeers, Alatriste, and the
Skirmish games concern only a few, often individually
Crimson Pirate.
named, characters rather than trying to represent
The intention in these rules to allow you to play
mighty battles between hundreds or thousands of
dramatic chandelier-swinging action to win the favour
nameless soldiers. The time scale of a skirmish game
of a lady, to fence with the Cardinal’s guard, to intercept
is much shorter: no more than the real time it takes to
couriers carrying secret messages, and to spike the guns
play – probably much less. Goals in a skirmish game are
of the heretics in daring dawn raids.
generally far more personal and emotional. Instead of
‘capture hill 602 and hold it till reinforcements arrive’,
your objectives are more likely to be something like,
‘steal a document in the middle office’, or ‘rescue the
captive held at the pirate hideout’.


Cost: this is a relative measure of the model, a sum
Game Length of the Quality and Combat values, and all the Special
Once you know the rules, a game takes only about rules that the model has. More powerful models cost
45 minutes to play. This is a short time and so you can more points.
combine three of these into a mini-campaign that you
can finish in a single evening. The following table shows how to calculate what
Rules advice for how to set up a campaign is in a later a model is worth depending on his Quality (Q) and
section. Combat (C ) values.

Scale And Conventions For example, a model with Q4 and C3 is worth a base
This game has been written for 25/28mm miniatures 23 points. Add to this score the cost of Special rules.
mounted on any consistent sized and shaped bases, but
can be played with any scale figures you might have.
The conversion chart below shows the changing ratios Combat (C) Value
for 10/15mm, 40mm and 54mm: the most common
0 1 2 3 4 5 6

(Q)
scales for skirmish wargaming at the time of writing.
The rules are intended for two players but it is possible 2 1 13 25 38 50 63 75
to play with more. 3 1 10 20 30 40 50 60

value
Quality
Ground scale is not defined, but one figure represents 4 1 8 15 23 30 38 45
one person and associated buildings and terrain are
5 1 5 10 15 20 25 30
similarly scaled. One turn represent a few seconds.
6 1 3 5 8 10 13 15
All distances and ranges are measured with three
measurement sticks labelled Short (75mm), Medium
(120mm) or Long (180mm). Pre-measuring (checking Quality (Q): this is a rough abstraction of the model’s
a range before declaring an attack or a movement) is willingness to fight, reaction speed, initiative and morale.
allowed. Players may measure distances at any time. This is the target number when you are activating the
While it’s not mandatory to do so, your game will model, so the lower the number, the better.
speed up enormously if you make three movement Quality is also used for Quality Checks to determine
sticks for measuring distances. their success at various tasks such as resisting the
urge to run in a Morale check, or avoiding falling in a
Climbing check.
Measuring sticks for other scales
Combat (C ): this is a measure of how well the model
Short Medium Long fights. In a fight, this value is added to the roll of a dice
15mm 50mm 80mm 120mm and compared to the opponent’s Combat plus the roll
25/28mm 75mm 120mm 180mm of a dice.
40mm 100mm 160mm 240mm The combat score takes into account factors such as
54mm 125mm 200mm 300mm armour, weapons, and weapon skill. Combat may be
influenced by Special rules.

Special Rules: this is a general description that includes


Profiles all the significant abilities of a model. Every Special rule
Every model is described in game terms by a profile.
describes something that the model can do in addition
Here is an example:
to its basic profile. Some Special rules are detrimental
and decrease the model’s point value. Special rules are
Diego
Cost 92 Q3 C2 effectively the exceptions to the general rules; Special
Special Rules rules override any general rules.The full list of these
Rapier, Main-gauche, Panache, Dashing, exceptions can be found in the Special rules sections.
Elite, Multiple foes
For more cinematic games, give your ‘hero’ characters
one or more of the following Special rules: Panache,
Hero, Passing blow, Blur of Steel, Multiple foes, Follow
on.

The starting player then Activates his models until he
Basic Rules loses initiative, or until he voluntarily passes play to his
opponent. Play alternates in this way until the objective
Flashing Steel is a turn-based game, but the for the game has been achieved.
turns are of variable length. It is your choice
which of your models you act with during
your turn, and your choice how much ‘risk’ Activation
you want when trying to perform actions. The When it is your turn, you nominate a model and try to
higher the risk, the more you may be able to do, Activate it. You can roll one, two or three dice -- your
but also there is a greater chance of losing the choice. Every roll that is equal or better to the model’s
initiative and passing play to your opponent.
Quality is a success. Every roll that is lower is a failure.
All mechanics involve no more than three 6 sided
You get to perform one action for every success.
dice. In all cases you are either trying to roll equal to
or greater than a target number on 1, 2, or 3 dice, or
If you roll two or more failures, the turn passes to your
you are rolling only one dice and adding or subtracting
opponent (after the model acts on its one success, if it
numbers to get a final score.
had one), who gets to nominate one of his models for
activation.
Most importantly, your model must be Activated, and
have Actions to do anything. When using Actions and
performing activities such as climbing, jumping and Dice Result Action
leaping, your model may have to make a Quality check Rolled
to test if he was successful. 1 1 Failure Model performs no action;
player may nominate another
Out of your turn a model may have to perform a model and try to activate it
Morale check. 1 Success Model performs one action,
1
then player nominates another
Choose Your Models model and rolls to activate it
You can either use the guidelines in the Scenarios and 2 1 Success Model performs one action,
Campaigns section for points ratios, or, as a general 1 Failure then player nominates another
rule of thumb, a combined total army size of 500 points model and rolls to activate it
each will give a good game.
2 2 Model performs 2 actions,
Successes then player nominates another
Lay Out The Terrain model and rolls to activate it
One player lays out the terrain before the game can
start – this person is called the defender and their 2 or 3 2 or 3 Model performs no actions,
opponent is the attacker. failures play passes to the opponent
For some hints on how to devise terrain setups, refer 1 Success Model performs one action,
to the Scenarios and Campaigns section. 3
2 Failures then play passes to the
opponent
Deploy Models 3 2 Model performs 2 actions,
The attacker decides which side of the table he will Successes then player nominates another
be entering from. The defender deploys his troops 1 Failure model and rolls to activate it
anywhere on the table, making appropriate use of the 3 Model performs 3 actions,
terrain set up that he designed. Once the defender’s 3
Successes after that the player nominates
troops are in place, the attacker places his models on another model and rolls to
the table. Each of the attacker’s models must be within activate it
long distance (one long measuring stick) of each other.

Who Starts, And How?


If you use the campaign rules, the attacker has the first
move. Otherwise, you can randomly determine who
starts.

Actions
An activated model can perform one, two or three Examples of the ways each model can spend
their Activations:
Actions, depending on how many successes it rolled.
Actions can be used to move or to attack, but under
normal circumstances a model can make no more than Activity Cost
one attack per turn. Move (up to 3 move actions a turn) 1 action
– inside a Move the model may
For example, a model in a crowded room could use perform one other activity that may
one Action to: require a voluntary Quality check or a
Swashbuckling check.
• Move across the room
Open a door. 1 action
• Move to a table and jump on to it (or vault over it)
and continue his move, making a voluntary Q check Crawl (short move). 1 action
to see whether he was successful Attack (either Ranged or Close combat). 1 action
• Shoot a gun at a target Stand up from prone. 1 action
• If in base contact initiate Close combat Swap or pick up equipment, including 1 action
• Move past the table and flick a plate at an opponent, recovering a dropped weapon.
(and to see what the result of this was, he would
make a swashbuckling check) Spend extra time/effort on a task that 1 action
requires a voluntary Quality check,
But he could only do one of those things on the one improving the model’s Quality value by 1
Action. point.
Recover from Fallen. 1 action
Strong attack. Instead of just attacking, 2
the model is taking extra time and care. actions
This reduces the target model’s Combat
value by 1 point.
Aimed attack. Instead of just shooting, 2
the model is taking extra time and care. actions
This reduces the target model’s Combat
value by 1 point.
Short move through dense or hindering 2
terrain. actions
Disengage from Close combat. 2
actions
Load a firearm. 2
actions
Reserve an Action. 2
actions
Any other action you can think of, just x
use the actions above as a guide. actions


Movement Broken Terrain
A model must spend at least 1 Action in order to move.
Under normal circumstances, all models have Medium Regions may be declared broken terrain, consisting
move: they can move from one end to the other of a of terrain types such as: crop land, marshy ground,
Medium stick by spending one action. boulder fields, orchards or light woods, sizable gardens,
Some models will be slow or fast (for example or scrub land. Inside buildings and on the decks of ships
mounted models are fast, and you may choose to make are also examples of broken terrain.
some things, such as wagons or farmers, slow) and be
therefore able to move less or more. These models will A model anywhere within the region declared
have the Short movement or Long movement Special broken gains the advantages and suffers the penalties
rules in their profile. of the terrain; he does not have to be near a specific
A model can move less than the full distance if desired, representative piece of terrain model (that is, he does
or not move at all. not have to be behind an actual tree model to claim
A model’s movement may be altered by the terrain it cover).
is moving through.
Models in broken terrain get a cover bonus when
being shot at. Ranged attacks on them are at -1.

Terrain - Movement Broken terrain reduces movement by one measuring


stick size. A model that uses a Medium stick in clear
And Visibility terrain would use a Short stick when any part of his
movement crosses broken terrain. A Short moving
There are three classes of terrain in the game: model is not penalised any further.

Clear Terrain In broken and dense areas visibility is limited to 1 x


Clear terrain means that what you see is what you get Long. Characters more than 1 x Short from the edge of
on the battlefield. A single model tree is a literal single the wooded area cannot be seen and can only ‘see’ 1 x
tree; a model fence is the literal fence. A model can hide Long out of the dense terrain. Troops within 1 x Short of
behind these specific objects, but he cannot claim to be the edge of the terrain can be seen normally, although
taking advantage of some generalised feature that is they count as being in cover.
not represented by a model.
Dense Terrain
Furniture also counts as specific models. Like broken terrain, dense terrain is a region on the
board rather than a specific set of models. Typical types
Models in base to base contact with a specific terrain of terrain that classify as dense are: heavy woods, trench
model may claim cover bonus when being shot at. works, fortifications, overgrown ruins.
Ranged attacks on them are at -1.
Movement though dense terrain takes two actions to
Clear terrain gives no modifications to movement, move one Short stick. Models already moving a Short
except for when the model has to climb over or go stick are not penalised any further.
around a specific piece of model terrain. To climb over In addition, a model outside dense terrain cannot
a fence, open a door, or move around something like shoot a model inside the dense terrain. A model inside
a tree in the way, a model moves to the object in one the dense terrain can shoot out of it if it is adjacent to
Action, then must stop, and then on a next Action may the internal edge of the terrain zone. A model adjacent
move on. For exceptions to this rule, see Quality (Q) to the external edge of dense terrain AND to a model
checks, and the Special rule Panache. inside the terrain zone can shoot the model inside the
zone at C-2 (cover modifier).
During normal daylight a model can see to the edge
of the board through clear terrain, stopped only by Two models that are both inside the dense terrain can
specific terrain models. target each other only at Short range and at C-2 (cover
modifier).
At night, a model can see to the end of a Long
distance.

Reserving Actions (Guarding) Group actions
At the cost of 2 Actions, a model can ‘reserve an Action’
for later use. Place a token by the model. A model with the Leader special rule can use one of
his actions to give a Group Order to up to five figures.
At any future time during the opponent’s turn, the At least one member of the group must be within the
model can be activated and use this 1 Action. For Leader’s command radius at the time of giving the
example they could shoot, or run across the enemy’s Group Order. The models receiving the order must be
field of vision to attract them, or detonate hidden within 1 x Short length of each other to be counted as
charges, or perform some other activity that consumes a group.
only a single Action.
After the Leader spends his action to give the order, the
If the model takes a normal Action during its own turn group rolls one set of activation dice using the lowest
the reserve Action is lost. In other words, the model Quality of any member of the group. Each model then
cannot reserve an Action, then roll 3 more Actions receives that number of actions. Each model can act in
and so get to act 4 times in a turn. Also, the Reserved any way the player wants – they do not need to perform
Action cannot be invoked during the model’s own turn, the same actions as each other.
effectively interrupting its own side – say to come back
after activation has moved on to another model, or The Group Order does not have to be the Leader’s
respond to an enemy Reserve Action. final action. However, if the Group fails two or three
activation dice, the turn passes to the opponent as
If the model is affected by combat by being forced to normal and any unused Leader actions at that point are
recoil, or Fallen, it loses its reserved Action. lost. Leaders can give more than one Group Order per
activation, although obviously an individual group can
Only 1 Action may be reserved for a model, but there only be activated once per turn. A well-placed leader
is no limit to the number of models that may reserve might give orders to two or three different groups (one
Actions. For example, where they start a game in a per action).
defensive posture.
A Leader is the only figure that can split his actions.
Bashing Down Doors Leaders can also give the following special Group
At the cost of 1 Action, a model may try to bash down Orders at the cost of one action:
a locked door. Treat this as a Close combat between
the model and the terrain feature. Doors and other Regroup
features have the following “Combat” values: Fence Any model (that has not been activated in the
C1, Door C2, Timber wall C3, pile of stone rubble C3. current turn) within the Leader’s command range
The opponent rolls dice for the feature and combat is can be activated with a group activation roll as above.
resolved normally. However, all the actions must be spent moving into (or
If the model loses the “combat” nothing happens - as close as possible to) base-to-base contact with the
the door or obstacle remains intact. If the model wins Leader or to a rally point such as a flag, terrain feature,
without doubling the door’s roll, then the door has or another member of the group. During a Regroup, the
been damaged. Decrease the door’s Combat value by characters may not attack. Remember that a model can
1. In both these cases the model can try to attack the only activate once per turn. He cannot move within the
feature again if it has actions remaining. If the feature Leader’s range and then take part in a Regroup action
was damaged, the lowered Combat score is used. If the in the same turn.
model wins by doubling or trebling the features score,
it bashed the door, or, in case of timber walls or piles
of stone rubble, it has opened a breach, which allows a Volley Fire
man to pass through. A group of shooters with similar weapons (all muskets
Brick and stone walls cannot be destroyed this way. or crossbows, for example) may concentrate shooting
against a single target. A Leader must spend an action
to give the order to shoot, and the shooters must be
within the Leader’s command range, with weapons
loaded and ready to shoot, and in base contact with
each other.

Up to five figures can be given the order, and they model involved may be killed, forced to recoil or made
activate as a group as explained above. The combat is to fall.
worked out as normal, but rolling only one die using If the attacker has two Actions available, he may
the lowest Combat Value of the group’s models and the perform a Strong attack that reduces the opponent’s C
lowest set of modifiers (if the target is in cover from value by 1 point.
one of the shooters’ positions, the -1 must be taken by The attacker chooses which opponent he is fighting.
the concentrated fire shot). However, the Combat Total However, if in base-to-base contact with more than one
of the target is reduced by 1 per additional firer in the model, he receives a negative modifier (-1 per extra
group. Aimed Shots cannot be used in Volley Fire. opponent beyond the first). Even Fallen enemies give
this -1 as they could be clinging onto the character’s
If the dice roll for Volley Fire causes a weapon to legs, grabbing his weapon arm, etc.
misfire, the controlling player chooses a single model Add any modifiers to the score to get the Total Combat
whose weapon has misfired. All guns are unloaded Value.
after the volley.
Combat Total = dice roll + C + Close modifiers
Group Actions Without a Leader Combat Results
Group actions that involve carrying weights (such as
a wounded comrade or a heavy weapon), or tearing Result Consequence
down/erecting a barricade, can be performed even Nothing happens. The combatants
If the result
without the order of a Leader. is a tie exchanged blows but no decision
was reached. They remain in base
Close combat contact
Winner Loser is Instantly Killed
Each player rolls a single dice for the models involved tripled the
in Close combat. A model must spend at least 1 Action loser’s score
to initiate Close combat and be in base-to-base contact Winner Loser is Out of Action
with its target. Close combat is simultaneous and either doubled the
loser’s score
Winner’s Even
dice roll less Loser is Fallen
than double Odd
Loser Recoils one base width for
every point of difference

The actual number rolled on the dice, and not the final
modified total, is used to determine Fallen and Recoil
results. In other words, you inflict a Fallen result if you
win any combat in which you roll a 2, 4 or 6 on the dice,
and you inflict a Recoil result if you win rolling a 1, 3
or 5.

Instant Kill
The wound is fatal, either immediately or inevitably.
The model takes no further part in the game.

Out of Action
The model is badly wounded and falls to the ground.
Unless given medical treatment by a model with the
Physician Special rule it is out of the game. The attacker
is still deemed to be in contact with the defeated
model.

Fallen Better Weapons
The model is stunned, but not necessarily literally For simplicity, we call some weapons ‘better’ than
on his back. The winning model is still in base-to-base others, but this includes the idea of superior reach
contact with him. You can represent this with a token, and/or craftsmanship, and/or it may imply a degree of
or by lying the model on its side. If the Fallen model is superior training because the weapon is specialised.
attacked again while still in this state the attacker gains
a C+2 bonus. If the Fallen model is beaten again, even If beaten by a better weapon, a model will be Fallen
by only a single point, he is Killed. on both even and odd dice rolls. However, if the model
To recover from being Fallen, the model must spend with the better weapon loses the combat, his Combat
1 Action. Total for that attack is reduced by a further -1, making
it more likely that he suffers damage from a failed
attack. This represents the attacker being unable to
Recoil take advantage of his weapon’s reach, and the defender
The losing model is pushed back away from the winner
slipping under his guard.
one base width for every point of difference between the
attacker and defender’s roll, with the direction chosen
The following is a guide to which weapon is better (or
by the losing player.
simply longer, reflecting the model’s ability to strike
The winning model may choose to follow up and stay
first), from best to worse:
in base-to-base contact, but unless they have a Special
rule to allow them to attack more than once in a turn
they may not combat again immediately. 1 Pike
If the recoil takes a model into any other enemy model, Cavalry lance, other infantry pole-arm
the enemy model will get a ‘free hack’ at the recoiling 2
figure. Resolve the free hack like a normal combat, but 3 Swordfighter’s sword (rapier)
even if the recoiling model wins the combat, there is no
4 Ordinary issue sword, main-gauche
effect on the attacker taking the free hack.
5 Musket butt, club, belaying pin
If there is no space for the recoil, the model is Fallen.
If the recoiling model is standing in a precariously 6 Knife or similar hand weapon
balanced position, such as the edge of a roof or in the Improvised weapon (chair, bottle, etc.)
crow’s nest of a ship, the model falls and must make a 7
Quality check for falling. 8 Empty hand

Close combat modifiers


Weapon modifier As per Special Rules Ambush
An ambusher is a model that starts the turn hiding
In contact with more -1 per extra enemy (completely hidden, not just protected by some cover)
than one enemy (including those Fallen)
by woods or some other scenic feature. An ambusher
Mounted vs. foot +1 has +1 on his Combat roll if he shot missiles from within
cover. Ambushers also attack in close combat at +1 in
Attacking any turn that they started hidden (they rush out of their
prone opponent +1 hiding place to surprise their opponents).

Defending obstacle +1
Leaving Close Combat
Defending A model can freely leave combat if their opponent
higher ground +1 is Fallen, Out of Action, or Prone. Disengaging from
an active opponent is risky. The model must spend 2
Ambushing +1
Actions to disengage and receives one free hack attack
Strong attack -1 on opponent’s from each adjacent opponent (in base contact). This is
Combat Value rolled as a normal attack, but only the opponent can
damage the fleeing model, and not vice versa.
Attacking Fallen, +2 and any hit is Lethal
Shaken or Out of If the disengaging model wins the dice roll, he is free
Action opponent to move away from the opponent.
10
Ranged Combat Line Of Sight
The target must be within the maximum range of
A model must spend at least 1 Action and have the weapon and the firer must have a ‘line of sight’ to
a loaded weapon and have line of sight to his the target. In other words, they must be able to see the
target in order to make a ranged attack. target and this view must not pass through any figures
Ranged combat is a one-way process: the target or obscuring scenic item.
may be unharmed, Killed, Out of Action, Fallen
or forced to Recoil, but there is never an effect This can be checked by drawing a straight line from
on the shooter.
any point of the firer’s base to any point of the target’s
base. If the line goes through a solid object that would
Ranged Combat fully obscure the target, the attack cannot be made.

Results The only exception to this rule is when the firer is


Add any modifiers to the score to calculate the Total attempting to fire ‘through’ a friendly character and is
Combat Value. in base-to-base contact with the friendly figure. In this
case, it is presumed one figure is crouching and the
Combat Total = dice roll + Combat Value + Ranged other is ‘firing over his shoulder’.
Combat modifiers
To fire between two friendly figures not in base contact
The results of ranged combat are exactly the same as there must be a gap of at least a base width between
for Close Combat. Use the Combat Results table in the them.
Close Combat section.

Ranged combat modifiers


Weapon modifier Check
Special
Rules
Firing and moving in same action -1
Speculative Fire (target hidden) -3

Target has Cover (base to base -1


contact with a terrain model,
or a terrain model intervenes
line of sight, or in broken
terrain)
Target has Cover (in dense -2
terrain)
Target Prone (no modifier if -1
within Short range)
Target is Fallen, Shaken or Out +2 and any
of Action hit is Lethal

Firing from Ambush position +1 on first


attack only
Target is bigger than man-sized +1

Anyone taking an Aimed shot -1 to


opponent’s
Combat
Using an unfamiliar weapon -1

Firing at a target with the -1


Acrobat Special rule
11
Targeting Restrictions Reloading
The firer must always shoot at the closest target unless At the start of a game all firearms are considered to be
that enemy model’s point value is less than half of the loaded and ready to shoot. Once fired, you may want to
firer’s value. The firer may also opt to fire at a model mark the model with a tuft of cotton wool or a marker
in the open as opposed to one in cover or lying down. to indicate that he is empty.
Some Special rules allow the firer to ignore targeting
restrictions. All firearms require 2 Actions to load.

In addition, a heavy matchlock (one requiring a rest)


Shooting And Close Combat cannot be fired in the same round as it was loaded.
A model may not shoot out of Close combat unless his
Light matchlocks (arquebus), firelocks and pistols can
opponent is Fallen. He may not shoot into Close combat
be reloaded and discharged in the same turn, and this
unless the target is standing and the other (usually
would consume all three Actions.
friendly) character is Fallen.
Bows may be loaded with 1 Action. Crossbows may
Optional rule: At times, an indiscriminate model may
be loaded in 2 Actions. Both may be shot in the same
open up at models in Close combat. In this case, randomly
turn as they were loaded.
decide which model is attacked before rolling to resolve the
ranged combat.
Loading Accidents
Loading a matchlock musket was a dangerous activity.
Shooting Into/out Of Broken And Every time a model reloads, they must also make a
Dense Terrain Quality check to test for safety.
Check the Terrain section to find out how far a model
can see into and out of broken and dense terrain. The task is only a Tricky task (requires only 1 success in
Within these ranges, the shooter suffers a C-1 penalty the Q check), because the procedures are well known.
for broken terrain, and C-2 in dense terrain. If the model passes the test the musket is loaded and
ready to fire on the next turn.
Outside of this range, shooting is termed speculative, If the model fails however, the musket has not been
and is at C-3. loaded and he must try again next turn.

Gunfights Indoors If any single dice results in a 1 the gun has prematurely
Despite the short range, all gunfights indoors, unless gone off, causing the model to be Fallen and leaving the
using pistols, are at -1 penalty to the shooter. Bonuses musket empty again. If he badly fails the test by rolling
for shooting at fallen figures still count in full, however, two or more 1’s, then the model has just shot at himself
as we are assuming that the range is point blank. – resolve ranged combat as normal.

Bows, crossbows, flintlock muskets and wheel lock


Shooting From Horseback pistols do not suffer these problems.
Cavalry with firearms, such as a pair of wheel lock
pistols or an arquebus may shoot while mounted. This
has a C-1 penalty (unless shooting a bow or crossbow, Misfires
in which case there is no penalty). All firearms are subject to the risk of misfire.

If the firer rolls a 1 when shooting, the gun has misfired


Shooting At Incapacitated Models and the shot ineffective.
Any shot at an Out of Action or Fallen enemy is at
C+2, and any hit on the model is instantly lethal. If it is raining, a misfire occurs on a 1 or 2.

Shooting At Cavalry A misfired gun can be reloaded next turn normally.


Shooters have a C+1 bonus when shooting at mounted
models because of their size.

12
Gun Smoke
Black powder weapons of this period produced a lot of Quality (Q) Checks
smoke and including this in your game can create some For an Activated model to do anything, it
interesting effects. Gun smoke is an optional rule and must spend an Action. Certain Actions, such as
you need to agree to include this with your opponent climbing, have a chance of failure. Sometimes a
model might want to shortcut a move by going
before you commence play.
over or through a piece of terrain instead of
spending two Actions to approach and then
The first time a gun is fired, roll 2 dice. Draw an move around.
imaginary line between the highest rolled number and
the lowest. The wind is blowing in the direction from A model must make a Quality (Q) check when they
the highest dice toward the lowest. If the roll is tied, are performing such things as: an Action that has a
then there is no wind and the smoke does not move chance of failure, is a minor activity bundled into a
during the game. move Action, or an Action that is out of the ordinary.

If there is a wind (dice roll not tied), use the movement This is a voluntary Q check and it occurs only during
sticks to roughly measure the distance between the two your turn when you initiate it.
dice:
At other times, things happen to a model and he has
Up to Wind speed is 1 Short distance per to test to see what happens. This is an involuntary Q
Short turn check and it can occur in either your turn or during your
Wind speed is 1 Medium distance opponent’s. Examples of Voluntary and Involuntary Q
Between checks are given below.
Short and per turn
Medium
Voluntary Q check example: Normally a model
Longer Wind speed is 1 Long distance per has to stop when he reaches a change in terrain or an
than turn intervening object such as a log or table. The model can
Medium spend another Action to move around or over the object,
or he can state that he is vaulting the object and make a Q
When any gun is fired, drop a tuft of cotton wool check. If successful, he continues his movement in the one
beside the model. Action without being stopped by the object.
For the rest of the game, at the beginning of a turn
(handing over initiative) each player must move all Voluntary Q check example: A model can spend an
tufts on the table the indicated distance, in the indicated Action to move across and leave a room through a door.
direction. By using another Action he could stop, close the door and
lock it. But he could also try to slam the door and lock it
Smoke blocks line of sight and any model within or in one desperate movement. This requires a Q check to
behind the smoke cloud gains the benefits of Cover. achieve both the movement and the locking at the same
time. Note: closing and locking a door is not hard. But if
Smoke betrays the location of any hiding model that pursuers are on his tail and he wants to do something else
shoots. with his Actions such as keep running, then a roll should
be made.

Voluntary Q check example: Another model spends an


Action to ride his horse down the main street. On his way
past the Governor’s palace he reaches out and tears down
the wanted poster. The movement is automatic, but he
must make a Q check to see if he rips down the poster.

Involuntary Q check example: A model is trying to


climb along the outside of a balcony, but he fails his climb
Q check. He falls, and so must make a Falling check to see
what happens.

13
Note that a model may only do one extra thing that A model may only make one voluntary Q check per
requires a voluntary Q check per Action. The model Action.
could not, for example, vault the table and grab the
letter, as that would require two Q checks. There is no limit to the number of involuntary Q checks
that a model may be forced to take.
During each game be on the lookout for opportunities Involuntary tasks are imposed on the model, either by
for your models to perform actions other than the failing at something he initiated, or by it being inflicted
strictly tactical. Discuss this with your opponent and on him by an enemy model.
between you agree whether the action is possible, and
permissible, and then between you assign a difficulty.
How To Make A Quality Check
The model rolls three dice, attempting to equal or better
The following is an example list of activities that might
his Quality value. The number of successes required
require a Q check.
depends on the assigned difficulty of the task. Clearly,
this is a judgement call. If you have an umpire, let them
Cut (e.g., the rope holding a Voluntary decide, otherwise you must negotiate and agree with
chandelier) your opponent on the difficulty before rolling.
Grab (an object) Voluntary
A model may use any unused Actions to add a Q+1
Untie or Tie (ropes, string, Voluntary bonus on a voluntary Q check.
corsets)
Reload a Firearm (uses the same Voluntary 1 Success required
Tricky Task
determination method but has its
Difficult Task 2 Successes required
own results table – look under
the Reloading entry in the Very Difficult Task 3 Successes required
Ranged Combat section)
Open a locked room Voluntary
Voluntary If the model fails the check, there will be
Climb (over a chasm or from
roof to roof, or any ordinary consequences!
obstacle that would normally
require the model to stop and If any dice rolls a 1, then something has gone wrong.
spend another Action to cross) If two or three dice rolled are 1’s then something
Voluntary catastrophic has occurred.
Leap
Shout out a warning (before Voluntary For example, the model was sauntering across the
being silenced) room (short move Action) and on his way he attempted
Involuntary to pilfer the letter that lay on the desk. This is a difficult
Fall
task because it is not hard to pick up a piece of paper but
Morale (a special kind of Q Involuntary there are other people in the room who are alert. He rolls 1
check that has its own section) success and 2 failures, and one of the failures is a 1. Alas!
When invoking Great Defence Involuntary Not only does he not collect the paper, it slips from his
(Special Rule) hand and falls on the ground in plain sight.

Another model is galloping down a Paris street (long


move Action) and as he passes the palace he tries to
When To Make A Quality Check cut down the proclamation on the wall with his sword.
For voluntary task, simple and everyday events do not This is a very difficult task because of the speed of the
need to be tested. A human model can be expected to assault and the fact that there are musketeers on alert
walk and talk at the same time. Similarly, any task that keeping people away from that very spot. He rolls two 1s.
is ordinary, unchallenging, or has only a slim chance of Calamity! He misses the poster, loses control of his horse,
failure does not need to be tested. The owning player and the musketeers get an out of turn free hack.
just states that the model is also performing this extra
task as he takes an Action.

14
be trying to get something, steal something, rescue
Specific Q Checks – Rule Exceptions someone, set fire to something, sneak past guards, and
Try to use the general three dice Q check method so on. These extra objectives require Q checks to see
whenever possible, figuring out the difficulty as you if they are successful, and ideally you should assign
find the problem during play. a difficulty to them before play so that both sides can
To maintain consistency with other games using the judge how difficult the mission will be.
Song of Blades and Heroes engine, the following rules
are presented as an alternative method for checking Some of these tasks will take time. To simulate this,
success. a task may either take a number of Actions, or may
require a cumulative number of successes to achieve.
Climbing (Voluntary) Tasks that require several successes can only be tested
Some models can climb on challenging obstacles. once per turn, no matter how many Actions you have
This requires a Q check roll on three dice. Two or three available in a turn.
successes will allow the model to move at his normal
movement rate. One success means the movement rate For example: a band of pirates is trying to bust their
is reduced by a category (Medium becomes Short, etc.). captain out of a prison cell. To do this they have to tie a
Zero successes means the model falls and may suffer rope around the bars and then pull them out of the wall
falling damage (see below). using a horse. This is a just Tricky task, because it is
straightforward. However it will take time. Therefore the
The following modifiers are applied to the roll: testing model must succeed at the task four times. This
will take a minimum of four turns.

Over vertical (more than 90 -2


degrees) or very smooth surfaces Swashbuckling
Vertical surface -1
Swashbuckling activities are a kind of non-lethal
Using specialist climbing equipment +2 attack. They occur as part of a move Action (even if the
model does not physically move.
Model is an Acrobat +1
Model has the Climber rule No The following is a list of typical activities that would
roll require a Swashbuckling check, though you should feel
needed free to think up more:

Models may not melee while climbing (if engaged in • Throwing (crockery, pottery, glassware, sticks,
Close, they count as ‘fallen’). They may, however, shoot stones, roast chickens – not knives).
a pistol at -2. • Kicking (barrels, chairs, pots, dust in the eyes).
If a model fails a Morale roll while climbing, he will • Punching (using free hand or sword pommel).
fall. • Shoving (with a hip and shoulder, a push in the
back, a kick in the face).
Falling (Involuntary)
A falling model must make a Q check using one dice
if the fallen distance is Short, two dice if Medium, and Making A Swashbuckling Check
three if Long. The model declares the activity. Regardless of whether
the model is physically moving or standing in one place,
On any failure, the model is out of action. Complete the Action counts as a ‘move’.
success means that, on its next turn, the model will
need two actions to stand up (this is an exception to the Each player rolls a single dice for the models involved
standard “standing up” rule which requires only one in the non-lethal attack and adds their Combat value.
action to stand up).
Using Q Checks To Drive A Story Total = Dice roll + Combat Value + Swashbuckling
In a story-driven scenario, your models are trying to modifiers
do more than just slaughter the opposition. They will

15
Swashbuckling Results Swashbuckling check modifiers
Result Consequence Has Panache Special rule +1
The model initiating the non- Has Pugilist Special rule +1
If the result is a
Tie lethal attack succeeds in doing Height advantage +1
what was declared, but the Target Fallen +1
target successfully evades, or Target Shaken or Out of Action +2
is otherwise unaffected.
Defending from Cover +1
Winner tripled Loser is Shaken
the loser’s score
Winner doubled Loser is Fallen
Morale
A Morale check is simply a special type of involuntary
the loser’s score
Q check. It represents a test of the model’s strength
Winner’s dice Loser is Disarmed to not turn tail and run in the face of adversity.Some
roll less than Special Rules have a bearing on when and how to take
double, Even the test.
Winner’s dice Loser Recoils one base width
roll less than for every point of difference When To Make Morale Checks
double, Odd You must make a Morale check when any of the
following conditions occur:
• Loss of a Leader when he suffers an Out of Action
The actual number rolled on the dice, and not the or Instant Kill result, all team members must test,
final modified total is used to determine Disarmed and regardless of their distance from the Leader.
Recoil results. In other words, you inflict a Disarmed • Party reduced to less than 50% of its starting
result if you win any combat in which you roll a 2, 4 or amount of models. In other words, when the dead
6 on the dice, and you inflict a Recoil result if you win or fled models outnumber the living, the remaining
rolling a 1, 3 or 5. models in the team must test.

Shaken models are seriously stunned. They remain in


base contact and may not move or initiate combat. If
attacked, the attacker gains a C+2 bonus. A model can
How To Check Morale
Each model must roll three dice trying to equal or
recover from being Shaken by spending 2 Actions.
better their Quality value.
Fallen and Recoil have exactly the same effects as
described in the Close Combat section. Result Consequence
3 successes The model may continue as normal
A model either already Shaken or Fallen that is
defeated again in Swashbuckling, or receives a Fallen 1 failure (2 The model must flee a full move
result from regular combat, is Knocked Out. Knocked successes) away from the enemy
Out is exactly the same as Out of Action, but the model 2 failures The model must flee two full
is not injured (for campaign purposes). (only 1 moves towards the nearest table
success) edge.
Disarmed means the model loses whatever weapon
3 failures The model runs for his life if he
they are holding, either knocked from their grasp
(0 success) can, leaving the tabletop. If he
or dropped in self-defence. Another weapon can
cannot escape for any reason, he
be unsheathed or the original retrieved at a cost of 1
drops his weapon and surrenders.
Action. If attacked before a new weapon is in hand, the
model is fighting bare-knuckle. If the model is holding
Any retreating model must not go nearer to any known
two weapons (e.g., Double Pistols special rule), roll
enemy than they were at the point of taking the Morale
randomly to determine which is dropped.
test. If this is impossible, he surrenders.
Retreating models follow the path of least resistance
through and around terrain.
16
A Fallen or Shaken model failing a Morale check
must use the first of his Morale-induced movements Special Rules
to recover. If he is in melee contact with an active
opponent, he is automatically killed. Note : When you select a special rule for your models
that mentions a weapon, you are actually selecting the
In specific scenarios, models will run towards cover skill to use that weapon type, not giving them the actual
or specific areas of the battlefield as dictated by the weapon itself.
scenario or the common sense of players.
For example, a Musketeer with the Double Pistols
special rule may not actually be equipped with a pistol
morale check modifiers when the game commences. But if he were to pick up two
No friend within Medium distance -1 of them as play progressed, he would be able to perform
Within Leader command range +1 two attacks in one turn (assuming they were both loaded
Fearless/Fanatic +1 of course).
Lone man/last man standing -3

Acrobat 3
An acrobat has Q+1 on Q rolls when testing for falling
damage and Climbing. Shooters targeting an Acrobat
do so at C-1.

Blur of Steel 15
The model can attack on every Action in his turn, not
just the one limited to everyone else. If in base contact
with more than one opponent, the model can direct
their attacks to different opponents.

Bodyguard 3
This model has the special task of protecting another
model. The guarded model must be identified at the
start of play. If the guarded model is hit in combat, and
the bodyguard is within a base width of the guarded
model, then the bodyguard takes the place of the
guarded model, absorbing the damage instead.

Bow and Crossbow 12


Long since made redundant by the introduction of
firearms, these weapons are none-the-less still used in
many parts of the world.
Range: long.
C+1 for the 1st range band.
C+0 for the 2nd.
C-1 for the 3rd.
C-2 for the 4th and final range band.

Brawler 15
This model does not suffer a penalty when in base to
base contact with more than one enemy.

17
or mercenary, peasant) as himself, he fights with a C+2
Cavalry Lance 12 bonus. In addition, if another duellist defeats the model
Remnant from the age of chivalry, the lance was still he will willingly surrender himself and take no further
used occasionally in specialist cavalry units, such as the part in the game.
Polish Winged Hussars.
C+1
Eager 4
The character is eager to please his Leader. He receives
Climber 3 a further Q+1 to Quality rolls if within line of sight of
The model is a climbing specialist. He does not have to the Leader (a roll of a 1 is always a failure).
check for falling when climbing obstacles.

Elite 4
Club 5 Elite models do not suffer from Morale modifiers
A lump of wood, belaying pin, or the shoulder stock for not having a friendly character within Medium
of musket. distance, as long as at least one other friendly model
C+1 is on the board. This ability should be used only to
represent regular soldiers with intensive training and
Danger Sense 3 combat experience. It is not available to natives, militia
Opponents do not get any Ambush bonus against this or pirates.
model, unless the model is Dazed (as a result of being
Surprised). Fanatic 7
This character will give everything, even their life, for
Dashing 5 ‘the cause’. His Q will be at Q+1 for any Morale Check
A Dashing model may move into Close combat and and he gets a C+1 bonus in Close combat.
make an attack as one action.
Fear 10
Double Pistols 4 Some models exude Fear. When Fear-inspiring models
The model has been trained to use two long pistols charge, any model they charge must immediately make
– typically a cavalry tactic. a Morale check with -1 to their Quality, unless Fearless.
When both weapons are loaded and ready, the model The same modifier applies to models wishing to charge
can attack twice in a turn. enemies with the Fear special rule. Models rolling one
The pistols must be reloaded individually. or more failures on the morale roll do not flee but cannot
This ability may be taken only by a character with the perform a charge against the Fear-inducing enemy that
Pistol ability. turn. Models with the Fear Special Rule are immune to
the effects of Fear.
Drunkard -2
The model has an excessive fondness for spirits that Fearless 3
affects his battlefield performance. Before rolling for The model does not have to take Morale checks for
initiative but after deployment, make a Difficult Q Instantly Killed friends or when facing weapons or
check for each Drunkard model, and if the Quality roll characters with the Fear rule
fails the model is intoxicated. A drunk model is at -1 to
Quality but fights at +1 in hand-to-hand Combat, and Follow On 10
has +1 on Morale rolls. Once per turn, if this model Instantly kills or puts his
In addition, any models starting a game inside a tavern opponent Out Of Action in Close combat or Knocked
may be drunk. Make the same test as above and apply out in a swashbuckling move, it can immediately move
the results. This does not grant the model the chance to up to one Short distance and then make an attack
acquire any additional temporary Special rules. against another enemy.

Duellist 7 Forester 3
When this model is facing an enemy armed similarly This character suffers no movement penalty when
and of the same social class (nobleman, priest, scholar, moving through wooded and jungle terrain.
professional soldier – generalissimo, common soldier
18
the second die roll is final, even if it is worse than the
Gang 5 previous one.
The model gets a C+1 bonus in Close combat when
friendly models in the same specified ‘gang’ are within
short move distance. Impetus 7
Gangs must be defined at the start of play. The model may use the next largest stick (for example
Medium becomes Long) once in a turn, in order to move
into base contact with an enemy. If the model then uses
Great Defence 5 an Action to attack, they receive a C+1 bonus).
Once per game, when this model is defeated in Close
Combat he can reduce the effect by making a Q check.
• For Killed result, the task is Extremely Difficult Knife Thrower 5
• For Knocked Out the task is Difficult This model has practiced with throwing knives and
• For Fallen the task is Tricky. can throw these either with a C+1 combat bonus over
If successful, the effect is reduced by two levels. the normal range, or can extend the range by one band
with no penalty (but not both).
For example, a model hit with a Killed result that
successfully defends (rolling 3 successes against an Leader 15
Extremely Difficult task), is now Fallen instead. A Leader will keep the whole group together. Any
friendly character within line of sight and within
Guardsman -3 command range (this is normally 1 x Long) of a Leader
Guards, in this sense, are those fellows who have has +1 on his Quality rolls for the purposes of Activation
little training and perhaps little inclination to be and Morale Checks.
there. In cinematic terms we would call them ‘extras’.
Guardsmen cannot have a Q better than 4 and if beaten Multiple Leaders do not have a cumulative effect.
are automatically Out Of Action, even if by only 1
point. The Leader’s bonus will not count if the Leader is
Fallen/ Shaken or Out of Action. A Leader can also
give Group Orders to up to five characters per order
Green -3 (see Group Actions). However, the loss of a Leader
Green troops must make a Morale check when (Leader killed, permanently incapacitated, or moved
witnessing an instant kill (tripled result) of any friendly off the table) forces every model in the army to take an
models within 1 Long and in Line of Sight. immediate Morale Check.

Hatred 3 Lucky Tattoo 5


The model hates certain other members of society. The character (usually a pirate) has a lucky charm or
Possible examples may include Spanish versus Dutch tattoo with supposed magical powers. Once per game,
rebels, or Catholic League soldiers against Protestant the character with the lucky tattoo may reroll a failed
Union. The model must attack its hated enemy before Morale or Combat dice. A player may have only one
all others and gets C+1 on his combat value when character with this rule in play.
fighting them. This is a variant of the Fanatic rule and a
model cannot have both.
Main-gauche 8
The character is armed with a parrying dagger or
Hawkeye/Poacher 3 similar weapon, generally held in the left hand (“main
The model receives an additional C+1 on Ranged gauche” means “left hand” in French). This is a
combat when taking an Aimed Shot. particular kind of two-weapon fighting.
When the character is in melee combat with a single
Hero 15 opponent armed with a close weapon (not a spear or
Heroes always roll one automatic success, regardless a pike), he can use the main gauche to parry incoming
of their Quality. So if you activate a Hero on two dice, attacks. The character rolls two differently colored dice
you roll only one and assume that the other die rolled for his Combat roll, one for his main weapon (which
a 6. In addition, once per game, a Hero can re-roll one determines the normal combat results) and one for the
die roll, be it a Combat or Quality roll. The result of off-hand dagger.
If he wins the fight with both weapons, the opponent
19
must make a Q check or be disarmed, as well as C+1 for the third.
suffering the normal combat results for losing to the
main weapon.
If he wins only with his main weapon, calculate results
Musket – heavy
as usual. (e.g., Spanish ‘double’ musket) 12
If he wins with only his off-hand weapon, then he Heavy muskets are muzzle loaded weapons fired
inflicts no damage. He has just successfully parried. using a constantly burning match cord. They require a
A main gauche cannot be used by a fallen character. rest, unless the model can prop the weapon on a branch
A character with Main Gauche AND Brawler may use or windowsill, for example.
the Main Gauche rule against up to two opponents. It requires two complete Actions to load a musket,
and a musket cannot be fired in the same turn as it was
Pirates with a hook cannot use two handed weapons loaded, even if enough Actions are available.
but may be considered armed with a main gauche
When loading, the model must make a Q check. If they
roll a 1, an accident has occurred and the model must
Maximise Weapon 3 roll as if he has just shot at himself.
A model trained in this school moves up three levels in
the category of ‘better weapons’ during Close combat.
Range: Medium.
C+3 for the 1st range band,
Mounted 6 C+2 for the 2nd,
Mounted models may use the Long distance stick C+1 for the third,
ONCE per activation when moving and gain a C+1 to C+0 for the 4th and final range band.
Close combat with un-mounted opponents on their
first attack due to their impetus and position. After this, If a 1 is rolled when shooting, the musket has
the +1 is lost. misfired.
Mounted models are treated as a single model with
their mounts for the sake of simplicity.
Musket – light
Multiple Foes 15 (e.g., arquebus) 12
The model is trained to deal with multiple opponents Light muskets are muzzle-loaded weapons fired
simultaneously when in Close combat. using a constantly burning match cord. These weapons
When in Close combat, and when in base contact with are light enough to not require a rest. Their power and
more than one enemy, the model may continue to attack accuracy suffers as a consequence.
as long as he defeats each enemy. It requires two complete Actions to load a musket,
He may not move from the spot, only attacking and a musket cannot be fired in the same turn as it was
enemies that are in base contact at the start of the turn. loaded, even if enough Actions are available.

When loading, the model must make a Q check. If they


Murderous 10 roll a 1, an accident has occurred and the model must
Once per turn, if this model defeats their opponent
roll as if he has just shot at himself.
in Close combat it can immediately move into contact
with the same enemy and attack again.
Range: Medium.
C+2 for the 1st range band,
Musket – flintlock 15 C+2 for the 2nd,
Flintlock muskets are advanced technology guns that C+1 for the third,
fire by striking a flint against a metal striker. As such C+0 for the 4th and final range band.
they are much safer to load and handle.
They are light enough to not require a rest, and are When shooting, if a 1 is rolled the musket has
used by forces that required secrecy and by guards for misfired.
dangerous goods such as powder stores.
It requires two complete Actions to load a musket.
Range: Medium.
C+2 for the 1st range band,
C+2 for the 2nd,
20
him the rest of the distance. He is not subject to a free
One Leg -2 hack. However, if the defender wins the combat, the
The character has lost a leg and replaced it with a movement stops as well.
wooden peg or the like. Whenever the character does The model can only perform a passing strike once per
more than one movement in any given turn, one of turn.
these moves must be Short.
A character with One Leg MAY have the Sea Legs
special rule but not the Acrobat rule, and has a -1 on Physician 3
Quality on any Swashbuckling checks. Physicians can save the life of a wounded model. The
physician must be in base contact with the downed
model. They must spend an Action in contact and make
Panache 15 a Q check. For Fallen models, the task if Tricky. For
To have panache is to act with style. Any voluntary Q Out of Action or Shaken models, the task is Difficult.
check the model must make is reduced by one level. So Revived Shaken models are now active and do not have
a Tricky activity now becomes automatic – no Q check to spend Actions to remove the Shaken status. Revived
is required. A Difficult activity becomes Tricky, and a Out of Action models are now Fallen.
Very Difficult activity becomes just Difficult.

Pike 10
Parrot or Monkey 15 From 12’ to 18’ in length, the pike was designed to
The character has a smart pet which generally resides keep cavalry away long enough for the musketeers to
on his shoulder. reload and kill them.
This has two effects in the game. First of all, the animal Pikes are the ‘best weapon’ in the Better Weapon
will warn the character of any ambush, therefore category, meaning they knock down on both even and
negating any Ambush bonus any opponent may claim odd win results.
against the character. C+2 against cavalry.
C+1 against infantry.
Second, if the character is in melee, he may use one of his
actions to claim the pet has attacked one of his opponents,
distracting him. The opponent remains distracted until Pistol 10
he has a chance to spend one action to shoo away the Pistols are typically fired using an internal clockwork
animal. mechanism called a wheel lock. It requires 2 Actions to
Any attack against a distracted opponent is at +1 and load a pistol.
the opponent loses the advantage of a Main Gauche if Range: Short.
he has one. A distracted opponent may not perform C+3 for the 1st range band,
Aimed Shots. C+2 for the 2nd,
C+1 for the third,
C+0 for the 4th and final range band.
When shooting, if a 1 is rolled the pistol has misfired.

Pole Arm 10
Pole arms are not so effective at keeping cavalry away
as pikes. Instead, they are designed to hook and drag
riders from their saddle.
Pole arms always Knock Down on both odd and even
win results.
C+1

Pugilist 5
The model is specialised in unarmed Close combat.
Passing Strike 10 He receives C+1 in hand to hand combat and -1 when
The model does not need to stop his movement to attacking in ranged combat.
engage in Close combat. Any ‘killed’ result he inflicts is always only ‘out of
Move the model up to the target, then resolve the action’.
combat. If the mover/attacker is victorious, then move
21
Quick Reactions 3
This model gains a C+1 bonus when making a free
hack.

Ranger/Light Infantry 5
A ranger/light infantry-trained model treats Broken
Terrain as Regular Terrain, and Dense Terrain as Broken
Terrain for movement purposes.

Reluctant -2
This model always counts as one worse Quality for the
purpose of Activation (any other Q roll is at their real
Quality).
This rule can be used to represent a character that is
the object of a rescue mission, or a drunk/ill/extremely
tired person.

Riposte 3
Whenever an enemy in base to base contact rolls a 1
on a Combat or Activation die, the model with Riposte
can immediately perform a Free Hack at him. Note that
this ability may be used even if the opponent rolls a 1
on Combat while fighting an enemy different from the
model with the Riposte special rule.

A Riposte may be performed only if the character is Short Move -3


equipped with a suitable one-handed bladed weapon Models with Short move use the Short measuring stick
like a sword, rapier, main gauche or dagger. when moving.

Scholar 5 Slippery 5
This model has specific knowledge of a subject area. A slippery model does not suffer a Free Hack when
This may be as simple as being able to read. The player leaving Close combat.
may specify the area of knowledge. The model has a
Q+1 or Q+2 bonus to Q rolls when attempting tasks that Slow -5
involve his area of knowledge. Slow models can only take one movement action in
a turn, regardless of how many available actions they
Sea Legs 3 have. Wagons and cannons are slow.
If the character is fighting on a ship’s deck, he may
negate any Fallen result with a Quality check on a Sneaky 3
single die. This model is adept at finding and utilising cover,
making them harder to spot and target.
Second In Command (2IC) 10 The character treats all cover as if it were one point
This model is the Leader’s ‘right hand man’. If the better: any hit by I or 2 points is considered a miss.
Leader is Out of Action or Killed in Action, the 2IC will
take charge and will get the same abilities as a Leader. Sprint 3
Until their moment comes, an 2IC increases the Q of Once per game, the model can make two moves on a
any friendly figure (not a Leader) within his command single move action. So if a model performs three actions,
range (usually 1 x Long). In some army rosters, the 2IC he could move a total of four moves. His movement rate
will be able to give Group Orders to his designated (Short, Medium or Long) is unaffected.
‘team’ if they are within 1 x Short.

22
Steady Under Fire 5
The model has Q+1 on Morale Checks caused by Sword - Rapier 15
shooting (this happens when the force is brought under The professional swordsman’s weapon.
50% strength by shooting). This Q+1 also applies when C+2
the model must make Morale Checks because of the
Fear rule, for example when fired upon by frightening
weapons. Whip 5
The model is armed with a
Strong 3 whip.
The model is unusually strong. He receives a C+1 in
Close combat against any enemy who is not Strong The whip may be used
himself. The model’s movement is not reduced when to disarm, distract or stun
carrying a load or a wounded comrade. He has a C+1 an opponent up to 1 Short
when attempting to bash down a door. away.

Treat it as a ranged attack,


Sword - other 10 but use melee modifiers, and
This includes short, light general-issue infantry apply the following results :
weapons and also heavy, butcher-blade cavalry
weapons. • Opponent beaten on odd dice roll: distracted, may
C+1 not perform an aimed shot or issue an order (if a
leader) next turn;
• Opponent beaten on an even die roll: disarmed;
• Opponent doubled or more: opponent falls down.
• On a 6 to 1 result in favor of the target, though, the
target disarms the whip user!

In close combat, a model armed with a whip cannot


use it and counts as unarmed.

A whip may be used in conjunction with a


Swashbuckling roll to swing from a chandelier or other
terrain feature up to 1 Short away, adding 1 Short to the
character’s move on a successful Swashbuckling roll.

23
adjust the ratios.
Scenarios and The attacker has a specific goal for the campaign that
Campaigns he must work through the three games to achieve.
Check the Victory Conditions section, below, to see
Flashing Steel is a skirmish game system with several
how to judge success.
features that allow a narrative, story-telling style of
For your next campaign, swap attacking and defending
play. As you become familiar with the rules, you will
roles. In this way you can build a leader board with
find that you can complete several games in a night.
your friends or club mates.
To breathe extra life into these games you could treat
them as connected parts of a story and play a mini
campaign. Designing Each Game Scenario
The defender can use the following table (or design one
yourself) to find the characteristics of each scenario.
Mini Campaign Structure
A mini campaign is made up of three scenarios or
Roll one dice to find if each entry is in the 1 to 3, or 4 to
game sessions.
6 band. Then roll a second dice to find the specific entry.
One player is termed the ‘attacker’. This player
Roll individually for each column. Feel free to discard
constructs a team that he must preserve and play with
a roll if it comes up with a repeat from a last scenario if
throughout the three games.
you choose.
The second player is the ‘defender’. He too generates
For each scenario you will end up with a Where? a
one or more teams, but he does not have to play with
What? a Why? and a Who?
the same team in every game. In fact it is likely that he
Now you must look at these three sets of information
will have a different team to play with each time.
and work out a story that connects them together.
Each player’s teams should be around 500 points in
For example, in the first scenario you may have rolled
value, using the basic model value, and special rules
A Village, Observe, Duty, Hired Killers. In the second
values. If you feel that this gives one side or the other
scenario you had Smuggler’s cove, Destroy, Surprised,
too much of an advantage, specifically since the attacker
Guardsmen. And in the third and last scenario you had
must carry forward losses to each game, feel free to

1st 2nd Dominant Mission Motivator Opposition


d6 d6 terrain (What?) (Why?) (Who?)
(Where?)
1 to 3 1 Crossroads or Rescue Revenge Professional
Clearing Swordsmen
1 to 3 2 Dungeon Intercept Ordered Guardsmen
1 to 3 3 Palace Halls Deliver Curiosity Enemies of the
Country
1 to 3 4 Courtyard Observe Love Highwaymen
1 to 3 5 A Bridge Kill Honour Hired Killers
1 to 3 6 Smuggler’s Arrest Justice Regular Military
Cove
4 to 6 1 Trenches Avoid Arrest Duty Militia
4 to 6 2 Village Capture Necessity Thugs
4 to 6 3 Aboard Ship Destroy Glory Fanatics
4 to 6 4 Ruins Meet Fear Gypsies
4 to 6 5 Enemy Camp Guide Ambushed/ Civilians
Surprised
4 to 6 6 Tavern Disrupt Greed Aristocrats

24
Courtyard, Meet, Ordered, Hired killers.
The story could run something like this: the attackers Opposition explained
have been sent to spy on a group of hired killers in a Professional(swashbucklers) must have at
village – there they found out the location of where Swordsmen least half of the models with the
the hired killers were importing contraband into the Panache special rule.
country. must have at least half of the
Guardsmen
models with the Guardsman
In the next scene the attackers have travelled to the special rule.
spot where the contraband has been stockpiled. As
Enemies of can be almost anything, but the
they are in the process of burning it (so they start on
the Country important point is that they do
the board) they are surprised by a group of guardsmen
not speak the same language as
who were charged to protect the goods.
the attackers, nor do they dress in
the appropriate fashion, nor have
In the last scene the attacking heroes have been
mannerisms that would allow
specifically told that they have to talk to the hired killers
them to mix easily with local
(so in this case the defender would also carry forward
civilians.
any losses from game 1). However, the whole thing
stinks of betrayal! Someone higher up has set up the Highwaymen may have no more than one
attacking heroes and they must once and for all crush model with the Panache special
the band of killers and find out who the turncoat is that rule, but there is no limitation on
has been controlling them. This means subduing and the other combinations of special
questioning one the defender’s team. rules that can be applied to these
out of work soldiers.
There are no hard and fast rules for this interpretation. Hired must have at least one example
You can take the three groups of clues and weave them Killers of any of the following special
together in any way you choose. rules within the models: Quick
In all cases, though, the defender should design the reactions, Murderous, Knife
campaign. They then have the ability to build in hidden thrower, Follow on.
items and traps, and anything else that may come as an may have no more than one
Regular
exciting discovery for the attacker. Military model with the Panache special
Once the overall objectives are known, both attacker rule, and at least half of the
and defender can build their teams. At this stage the remaining models must all have
defender only needs to tell the attacker the general one of the following special rules:
story and his objectives. He does not have to reveal any Dashing, Impetus, Elite, Fanatic,
clever twists that might come up in play. Gang, Mounted, Ranger, Steady
under fire.
The attacker has no restrictions on his team composition local military forces that usually
and can use any and all of the Special rules for his Militia
have little or no training. At least
models. The defender must use the design principles half of these models must have the
in the scenario set up (who?) to design his teams. The Green special rule.
defender can carry forward only one model from the
first game into the other two games, unless the same Thugs are civilians of the sort that you
group description is indicated. In this case he can use might encounter in a bar fights.
exactly the same team if he chooses. At least half of these models must
have the Gang and Brawler special
Finally, the defender also designs the terrain on the rules, and no member of this team
table for each game. may have Panache.
Fanatics can have either religious or
political motivations. At least half
of this team must have either the
Fanatic or the Hatred special rule.

25
Gypsies are either part of known racial
and social groupings, or they are
To Save A Queen
something like refugees or travelling Example Campaign
performers. Any of the following
special rules must be present in the To Save a Queen is a mini-campaign of three
team: Acrobat, Hawkeye/poacher, swashbuckling scenarios, playable in an evening. Each
Knife thrower, Physician, Sneaky, game should take 45-60min. They are inspired by the
Strong, Tough, Climber. various film versions of the Three Musketeers.
Civilians represent ordinary people not One side plays a group of Musketeers trying to rescue
part of any of the other groupings. the Queen of France. The other side plays the Cardinal’s
As such they may have almost guards. The unique feature of this mini-campaign is
any combination of skills but they that each either side may end up as the aggressor or
may not, under any circumstances defender from one scenario to the next, depending on
have: Duellist, Fearless, Maximise the outcome of the previous scenario.
weapon, Panache, Rapier, or Steady
under fire.
Aristocrats have access to the best education,
food and opportunities so they
have any of the special rules open
to them. At least half a team of
Aristocrats must have the Duellist
special rule.
Pirates are not listed separately as they
can be a mix of any of the above.
You can have an aristocratic pirate,
a thuggish pirate or a fanatical
pirate. The game setting itself will
decide if any models are pirates.

Background
Cardinal Richelieu has persuaded the French King that
the Queen is guilty of treason by means of her love affair
with the Duke of Buckingham. The King has bowed
to the Cardinal’s suggestion that she be imprisoned,
exiled, or both. Richelieu in his cunning has convinced
the king that the task is left to his guards, as the Kings
own Musketeers have shown support for the Queen in
the past.

Special Campaign Rules

The Queen of France


The Queen is not an active character in the game, and
performs no actions. In scenario 1 to move her simply
requires having another friendly figure in base contact
to “lead” her, and she moves whenever that figure
26
moves, staying in contact. The leading figure may still with vases. The walls are covered with tapestries and
engage in combat but may perform no swashbuckling stuffed animal heads, hunting trophies. Two chandeliers
actions. If the leading figure recoils in combat, it ‘lets hang from the ceiling. The room is dominated by a very
go’ of the Queen. long oaken dining table, big enough to seat an entire
hunting party and guests. Across the room from the
In scenario 2, the Queen remains inside the coach for main doors, there is a wide set of stairs ascending to the
the whole scenario. upper floor and sleeping apartments.

In scenario 3, the Queen remains on the boat. The second floor is described below.

On the roof of the lodge is a dovecote, containing


Composition of sides “release doves” - homing pigeons used to send messages
We suggest 500 points per side for each game. In
to the Cardinal.
scenario 1 & 3 there are no mounted figures, in Scenario
2 all of the Queens party, and half of the ambushing
party, may be mounted, at no cost. Deployment
For the purposes of this campaign and to make game The guards are all assembled inside the ground floor
balance easy, wounds and killed figures do not carry room – they have been ordered to take the Queen to
over from scenario to scenario. For each scenario another location and are awaiting final instructions.
both sides start with a full (and healthy) complement. The coach that is to take her is waiting outside, the
It is assumed that the Cardinal is sending out fresh doors are unlocked, unbeknownst to the guards inside
guards each scenario, and that the Musketeers acquire the Musketeers have silenced those outside, and are at
reinforcements along the way. The composition of both the doors.
sides remains the same for each scenario, but you are
free to experiment with different compositions if both The Musketeers have the starting initiative, and have
players agree. The important thing is to have fun! used up their tact and subtlety with the guards outside.
It takes one action from a musketeer to fling open the
doors.
Firearms
All pistols and muskets are considered loaded at the
start of each scenario Victory Conditions
Whichever side leads the Queen out the main doors of
the lodge wins the scenario. They board the coach with
Coach her, and set off to the port of Calais.
If you do not have a coach model it is easy to improvise
one with a small box or container - we have even used
a couple of Chessex dice containers taped together Special Rules
– figures (including the driver) only need to be able to
stand on it.
Firearms
Scenario 1: No one starts with pistols or muskets loaded.

Flight of the Dove The Upper Floor


& Finding the Queen
The Queen is being held against her will in a hunting The stairs and upper floor have been abstracted for
lodge owned by the Cardinal, outside Paris. The playing convenience. It takes 2 moves - both Short - to
Cardinal’s guards are waiting to transport her elsewhere; ascend/ descend the stairs. Simply have the figure make
the Musketeers are attempting to rescue her. two Short moves, then place him off-table at the “top of
the stairs”.
Terrain
The scenario takes place inside the lodge. There are A Musketeer must then spend an action and also make
two floors - the entire ground floor is virtually one very a Tricky Quality roll to ‘find” the Queens apartment.
large, high ceilinged room with lavish appointments Once he finds her, they are both at the “top of the stairs”.
and furnishings - chairs, sofas, glass cabinets, side tables If a guard is getting the Queen, he does the same – the

27
Tricky Quality roll represents him having to “wait until inside the coach, and one of her party is driving. The
she is ready”. remaining figures in her party are on individual horses
All figures on the upper floor are considered to be at accompanying the coach. If you do not have mounted
the “top of the stairs” for combat purposes. figures, then a second figure is riding on top of the coach,
Any recoil result pushes a figure down the stairs, and and the others have gone ahead on foot to reconnoitre.
requires a tricky Q check to avoid falling. They start on the north side of the table edge, on the
road.
The ambushers may be set up anywhere on the south
Banisters side of the bridge. Across the road on their side of the
The stairs have banisters - a figure at the top (but not
bridge they have placed a log to stop the coach. Mounted
with the Queen) may slide down using an action and
models may leap it, but not the coach.
tricky Quality check.
Randomly roll to see which side starts first.
Dovecote
A guard who is on the upper floor (ie at the ‘top of the
stairs”) may “climb” to the dovecote on the roof of the
Victory Conditions
The game ends when the coach has been driven of the
lodge, which is also abstracted. This requires two “move
opposite side of the table. The side that drives the coach
actions”. He may then make a tricky Q roll to write and
off wins, even if there are still opposing figures on it.
send a message to the Cardinal, warning him of the
Musketeers interference. This will have ramifications in
Scenario 3. If he rolls 3 failures on his Q roll, the pigeon
is released but does not reach its destination. Special Rules
Scenario 2: Horse & Coach Movement
Ambush and Ice The roads are icy and slippery, so coach movement is
restricted to medium. Individual mounted may still
If the Musketeers successfully rescued the queen in move at Long.
Scenario 1, they are now taking her by coach to the port
of Calais, where they will put her on a boat to England. River movement and combat
There she will be safe with the Duke of Buckingham. Only foot may move onto the river, which is frozen and
If the Musketeers failed to rescue the queen in Scenario slippery and treated as broken terrain for the purposes
1, the Cardinals guards have been ordered to take the of movement. The slippery ice means a figure on the
queen by coach to Calais, where she is to taken by boat river must make a Difficult Quality check under the
to a secret place of exile and imprisonment. following circumstances:

Terrain • If it moves more than once a turn,


It is winter and the playing area is mostly sparse • If takes a recoil result in combat,
vegetation, bushes and a few trees, with a frozen river • If it inflicts an Instant Kill in hand to hand (thus
in the centre, traversing the length of the table. The overextending itself)
river is a long stick wide. The road crosses the river • If it fires a musket.
at a stone bridge. The road is wide enough for a coach, • If it fails it falls over and is Fallen.
and on either side of the road is bare grass extending
at least a short stick. The bridge is a short stick wide, A figure that falls from the bridge breaks the ice and is
just wide enough for the coach, with stone-walls that in the river, Fallen. He must lose his Fallen status first
a figure could climb onto and precariously walk along before he can pull himself out onto the ice. If he rolls
(treat as broken terrain). The coach can only move along three failures on activation, he drowns.
the road, but individual horses can ride alongside the
road. Leaping from Horseback
A figure that wishes to leap from a horse to the coach
Deployment or another horse must first spend an action to stand up
Depending who won Scenario 1, one side is the Queen’s on his horse, before using an action to leap. If he fails
party, the other side is the ambushers. The Queen is a leap, he falls.
28
Firearms Victory Conditions
All pistols and muskets are considered loaded at the There is no escape for anyone now! The game ends
start of the scenario. when one side or the other is killed or routed.

Combat on Horseback Special Rules


Any recoil result for a figure on horseback means he
falls from his horse and is Fallen. If the figure is on top Ships
of the coach, he falls if the recoil pushes him back to the The size of the ship has been deliberately left up to
edge. you. It could be anything from a small sloop, to a fully
gunned sailing ship or merchant ship. The bigger the
ship, the more opportunity there is for swashbuckling
Log shipboard combat – in which case we suggest starting
It takes one figure two move actions, or a figure assisted most of the Queen’s party on the ship. If you are using
by a second in contact with the log one move action, to a small boat, then we suggest placing a lot more terrain
move the log a short stick and unblock the road. on the pier and docks – packing cases, barrels etc.

The Queen If you do not have ship models, an appropriately cut


The Queen stays in the coach the whole time and piece of cardboard is a useful standby.
must be transported in it. For this scenario, she does
not attempt to get out, nor can she be removed from Ship’s captain
the coach. If the Cardinal received the message from the released
dove in Scenario 1, then he has sent messages to the
Scenario 3: ship’s captain warning him of the Musketeers. The
captain will have secretly sided with the guards, and
Ship of Destiny is playing along with the musketeers. If the Cardinal
failed to receive the message, the captain will side with
Whoever escaped with the Queen in Scenario 2 has the musketeers. He is activated by the appropriate side
arrived in Calais, and is now at the docks organizing as soon as either side makes a combat action.
the Queen’s passage on a boat. If it is the Musketeers,
they are accompanying her to England, where she Captain
will find refuge with the Duke of Buckingham. If the Q4 C2. Pistol, club.
guards have the Queen, they are preparing to take her
to a prison island, where she will be interred. Falling in the water
A model that falls into the water may try to swim – it
Terrain requires two actions per short distance. If the figure
The playing area consists of a dockside with buildings, rolls three failures on its activation he drowns!
a pier, and a boat moored beside. There are crates,
barrels, and ropes on the pier. Epilogue
If the Musketeers were victorious, the Queen is safely
Deployment on her way to England. The King is irate with Richelieu’s
It is night. There are some lanterns on the docks, and failure. So even now the Cardinal is hatching schemes
the ship that provide sufficient illumination so that to retrieve the Queen, by means of his chief spy, Lady
there is line of sight for two long sticks. The Queen is on de Winter. If the guards succeeded in transporting the
the boat in a cabin, one of her party is also on the boat, Queen, she is now imprisoned on an island.
and the remainder are on the pier. The captain of the
ship is onboard (see Special Rule). The crew are ashore Whoever wins can claim victory for patriotism and
in the town. The ship cannot sail till the morning tide. justice. The Musketeers are torn between loyalty to their
The pursuing side arrive and set up anywhere on the king, and justice for their queen. There will be some
docks, and prepare to engage the queen’s compatriots who try save her… All For One… And One for All!
or captors in a final battle.
The pursuers have the starting initiative.

29
smoked meat, preferably Manatee.
Pirates for Flashing Buccaneers generally started as privateers, but then
Steel slipped away from this legal status and simply became
marauders. The practice of assaulting land installations
is most commonly associated with buccaneers. They
Pirate mark a legal transition state, but in practice they became
Piracy is a criminal activity, synonymous with pirates.
and by this we mean that
violence and other acts
associated with the military
The Spanish Main
In the days of the Spanish New World Empire, the
are carried out by civilians
mainland of the American continent enclosing the
that have no connection to
Caribbean Sea and the Gulf of Mexico was referred to
any legitimate government,
as the Spanish Main. It included present-day Florida,
whether at war or not. In
the east shore of the Gulf of Mexico in Texas, Mexico,
many, but by no means all, cases the pirates considered
Central America and the north coast of South America.
themselves true patriots and only attacked perceived
In particular, the term is most strongly associated with
enemies of their country, though they had no authority
that stretch of the Caribbean coastline that runs from the
to do so. Other pirates were simply outlaws, preying on
ports of Porto Bello on the Isthmus of Darien, through
‘friendly’ and foreign shipping alike.
Cartagena de Indias in New Granada, and Maracaibo to
Tales of honour and of treating prisoners decently is
the Orinoco delta. Veracruz in New Spain was another
the exception rather than the rule. These were brutal
major port.
times, and pirates were generally the result of brutal
upbringing and treatment: mercy was not high on their
From the 16th to the early 19th century, the Spanish
priority list.
Main was the point of departure for enormous wealth
that was shipped back to Spain in the form of gold,
Privateer silver, gems, spices, hardwoods, hides and other riches.
A privateer was a private person or ship authorized Silver in the form of pieces of eight was brought to the
by a government by letters of marque to attack foreign Spanish Main by llama and mule train from Potosí via
shipping during wartime. Privateering was a way of the Pacific coast, while wares from the Far East that had
mobilizing armed ships and sailors without having arrived at Acapulco on the Manila Galleons, were also
to spend public money or commit naval officers. They then transported overland to the Spanish Main. From
were of great benefit to a smaller naval power or one there they were shipped to Spain by Spanish treasure
facing an enemy dependent on trade: they disrupted fleets.
commerce and pressured the enemy to deploy warships
to protect merchant trade against commerce raiders. Due to the tremendous riches which were shipped
They were, essentially, a Renaissance-era equivalent to from it, the Spanish Main was ripe territory for pirates
the corporate and independent “military contractors” and privateers. [Wikipedia.org]
of today. [Wikipedia.org]
While this neat description seems to make it all clear,
the position of piracy, privateering and government-
sponsored military action was very much in the eye of
beholder. Sir Francis Drake, for example, was an official
privateer and an English national hero to boot for his
actions against Spain in the late 1500’s. To the Spanish
he was simply a pirate that preyed on the innocent at
sea.

Buccaneer
The word buccaneer is derived from the French
“boucanier”, which roughly translates as “someone
who smokes meat” and which in turn comes from
the native American “bukan”. The Caribbean Arawak
used this word to describe a sort of grill on which they
30
Famous Elizabethan John Calles – English Pirate
and Religious Wars
Cost 81
Pirates (late 1400’s Quality 4
Combat 3
to early 1600’s) Special rules
Follow on, Gang, Hawkeye, Leader, Musket
At this time the world superpower was Spain, and the – light, Sea legs, Sword – other.
objectives of the lesser powers (England, France, Dutch
Republic, and Denmark) were to disrupt their trade Operating along the Welsh coast against local
routes and generally distract them from consolidation. shipping, Calles was a notorious outlaw, causing
Spain had the incredibly rich gold and silver fields of considerable havoc until he was captured and hanged by
the New World to draw upon. Fortunes were to be order of Queen Elizabeth.
made by ‘gentlemen adventurers’ by intercepting these
convoys.
By the end of this period, France was emerging as a
Sir Francis Drake – English Privateer
significant power, and competition in the American Cost 115
colonies was heating up. Quality 3
Combat 4
Nathaniel Butler - English Privateer Special rules
Dashing, Duelist, Leader, Multiple foes,
Cost 64 Panache, Sea legs, Sword –
Quality 4 rapier.
Combat 3
Special rules If anyone can lay claim to having
Leader, Physician, Sea legs, Steady under made the reputation of England on
fire, Sword – rapier. the High Seas, it would have to be
Drake. He was a privateer against
After a sailing career in the service of the Earl of Spain in the service of Elizabeth,
Warwick, Butler was appointed governor of Bermuda a slaver, shrewd businessman and
in the early 1600’s. From this base he influenced the astute politician. He led the first
architecture and commerce of the island, travelling north English circumnavigation of the
to lodge a report on the Virginia colony in America. world in 1577 to 1580. He was
He also mounted privateering expeditions all along the second-in-command of the English
Spanish Main. fleet against the Spanish Armada in 1588, subordinate
only to Charles Howard and the Queen herself. He died of
Jan de Bouff - dysentery in January 1596 after unsuccessfully attacking
San Juan, Puerto Rico.
Dutch Renegade Privateer
Cost 90 Peter Easton - English Pirate
Quality 4
Combat 3 Cost 95
Special rules Quality 5
Brawler, Leader, Murderous, Musket – light, Combat 3
Sword – rapier. Special rules
Danger sense, Hero, Leader, Murderous,
During the Dutch Wars of Independence (aka the Musket – heavy, Pike, Pugilist, Sword – other.
80 Years War) Jan de Bouff entered service with the
Hapsburgs (who were allied with Spain attempting An English pirate that preyed mostly along the
to subdue the rebellious provinces) and raided his American coast. In 1611 he had forty vessels under his
countrymen’s’ shipping along the Dunkirk coast. command. A year later, in 1613, he joined the English
pirates who had established themselves at Mamora on the
Barbary coast.

31
knighted. In 1604 he became Member of Parliament for
Plymouth and Vice-Admiral of Devon, where the coast
Daniel Elfrith - English Privateer was swarming with pirates. In 1620 to 1621 he was vice-
Cost 50 admiral, under Sir Robert Mansell of the fleet sent into
Quality 4 the Mediterranean to reduce the Algerian corsairs. He
Combat 2 died in London on 17 April 1622.
Special rules
Elite, Leader, Quick reactions, Sea legs, Sword
– other. John Nutt - English Pirate
Cost 72
Elfrith was involved in privateering expeditions
Quality 5
against the Spanish from his base in Bermuda. He was Combat 3
particularly known for capturing Spanish slave ships Special rules
bound for the Spanish Main and selling the slaves himself Hero, Musket – light, Passing strike, Pistol,
to rival colonies in the Caribbean and the American Sword – other.
colonies.
Nutt pirate preyed on French shipping along the
Canadian coast. He was captured 1623 by the English
Sir Martin Frobisher – authorities, but after having ‘bought’ a pardon, was
English Privateer released again.

Cost 65
Quality 5 Grace O’Malley - Irish Pirate
Combat 2
Special rules Cost 80
Fanatic (against the enemies of England: Spain Quality 5
and France), Leader, Panache, Sea legs, Sword Combat 3
– rapier. Special rules
Danger sense, Hero, Leader, Multiple foes,
Frobisher is famous for his failed expeditions to find Sword – rapier.
the Northwest Passage. Instead he returned with several
hundred tons of Fool’s Gold, the first shipment of which Grace is commonly known by her nickname Granuaile
he actually managed to sell. As a privateer he acted or Gráinne Mhaol. During the time of the English
against the French, and later captained a ship during the conquest of Ireland, she raided along the Irish coast, and
Spanish Armada crisis. imported Scots mercenaries to help.

Sir Richard Hawkins – John Ward - English Pirate


English Privateer Cost 68
Quality 4
Cost 94 Combat 3
Quality 3 Special rules
Combat 3 Blur of steel, Leader, Lucky tattoo, Quick
Special rules reactions, Slippery, Sword – other.
Dashing, Forester, Leader, Maximise weapon,
Panache, Sea legs, Steady under fire, Sword One of the first English pirates to
– rapier. establish himself on the Barbary coast
in North Africa. By the year 1613
Hawkins captained one of Drake’s ships during an he and approximately thirty other
expedition to the Spanish Main, and also a ship during captains had their headquarters at the
the Spanish Armada crisis. In 1593 he purchased his own mouth of the Sebu River.
ship and sailed for the West Indies, the Spanish Main and
the South Seas, where he preyed upon Spanish shipping
and shore settlements. He was wounded and captured
after a furious sea battle, imprisoned in Spain and was
not released until 1602. On return to England he was
32
Famous Pirates and George Booth - English Pirate
Buccaneers of the Cost 83
Quality 5
Spanish Main (1650 to 1700) Combat 3
Special rules
Spain by this time was in serious economic trouble and Brawler, Danger sense, Gang, Leader, Lucky
had difficulty maintaining its overseas possessions. The tattoo, Pistol, Slippery, Sword – other.
geographical area of their Empire maintained the name,
however. In their place English, French, Portuguese, Booth was one of the earliest active in the Indian
Dutch and the remaining Spanish raided and counter Ocean and the Red Sea during the late 17th century.
raided each other’s colonies and shipping. America, too, Among his fleet included prominent captains such as
started to become active in this arena, keen to take part Nathaniel North, Thomas Howard and Booth’s eventual
in the trade of sugar, slaves and other commodities. successor, John Bowen. While Booth was still a gunner,
the pirate ship he was serving on was trapped at Sainte-
This is the era most commonly considered the ‘Golden’ Marie Island by a British fleet in September 1699. The
age of piracy. The transition from privateer, through crew of the Dolphin were offered a pardon by the British
buccaneer and then finally to outlaw pirate can be seen commodore. Although some of the pirates surrendered,
in the careers of many of the major players. Booth was among those who escaped to nearby
Madagascar after burning the Dolphin. Booth later
participated in the capture of a French merchant ship on
Henry Avery – English Pirate the pretence of buying supplies carrying liquor and other
Cost 83 goods in exchange for slaves and, elected by the crew as
Quality 5 captain, they continued onward to Madagascar.
Combat 2 Booth later encountered fellow British pirate John
Special rules Bowen and, choosing to join forces, they later captured
Brawler, Impetus, Follow on, Leader, Pistol, the Speaker, a 450 ton slaver carrying 50 guns, near
Quick reactions, Sea legs, Sword – other. Majunga in April, 1699. As captain of the newly
captured prize, Booth eventually sailed towards Zanzibar
In the year 1695, when at the height of his career, and arrived towards the end of 1700. While going ashore
Avery caught the public’s fancy as no other pirate ever for provisions, Booth and Bowen were attacked by Arab
did, with the possible exception of Captain Kidd. The troops and Booth was killed in the fighting.
story goes that Avery was a first officer aboard an English
privateer employed by Spain to prey on French shipping
in the West Indies. Avery plotted mutiny, and put ashore
James Kelly – English Pirate
the captain in Cadiz. After this, Avery preyed without
Cost 87
distinction upon ships of all nations and religions.
Quality 5
His first area of operations was around Madagascar, Combat 3
where he joined a fleet composed of pirates from all Special rules
nations. By this process he became fabulously wealthy Impetus, Lucky tattoo, Murderous, Musket –
and, by a clever ruse, convinced the other pirates to leave flintlock, Pistol, Sea legs, Second in command,
the booty in his safe keeping. He then made for New Sword – other.
Providence Island in the Bahamas, where he offered the
Governor a bribe of twenty pieces of eight and two pieces Active in the Indian Ocean from the 1690s and was
of gold to get him a pardon. a longtime associate of Captain Kidd. One of Kidd’s
Avery arrived in 1696 at Boston, where he appears to earliest crew members, he was a participant in the
have successfully bribed the Quaker Governor to let him mutiny onboard the Moacha and the subsequent murder
and some of his crew land with their spoils unmolested. of Captain Edgecomb who was killed in his sleep. After
However, he did not feel secure in the New World and taking command of the East Indiaman, he and the crew of
headed back to England where he settled under a false the Mocha captured several ships in the eastern seas until
name and attempted to sell his diamonds and gold. his arrest after returning to New England with Kidd in
Unfortunately for him, he appears to have been swindled, 1699. Transported to Great Britain, he was tried at the
and he died a pauper. Old Bailey and found guilty of piracy. While in prison,
33
he wrote, ‘A full and true Discovery of all the Robberies,
Pyracies, and other Notorious Actions, of that Famous Edward Mansvelt – Dutch Buccaneer
English Pyrate, Capt. James Kelly’, which included
references to the as yet undiscovered Galapagos Islands Cost 83
Quality 4
before his eventual execution on July 12, 1701.
Combat 3
Special rules
Great defense, Hatred (Spanish), Leader,
Musket – light, Monkey, Ranger, Steady under
fire, sword – other.

During the mid to late 1600’s, Mansvelt was widely


considered to be the leader of the ‘Brethren of the Coast’,
organising large scale raids against Spanish Settlements.
He was issued a Privateering Commission in 1659 and
from his base in Jamaica attacked Spanish shipping and
settlements. When the political climate changed and he
was instructed to direct his activities against the Dutch
he and his men refused, and so became outlaws.
On his death from either disease or execution (reports
differ) around the year 1666, he was succeeded by Henry
Morgan.

Henry Morgan – Welsh Buccaneer


Cost 116
Quality 3
Combat 4
Special rules
William Kidd – Scots Privateer Fear, Fearless, Leader, Murderous, Panache,
Ranger, Sea legs, Slippery, Sword – other.
Cost 103
Quality 4 Operating out of Jamaica,
Combat 3 often with the Jamaican
Special rules government’s approval,
Dashing, Duelist, Fear, Leader, Panache, Pistol, Morgan plundered Spanish
Sea legs, Sword – rapier. possessions all through the
Caribbean and South and
In the whole history of piracy there is no name that Central American coasts.
has so taken the world’s fancy than has that of William He also freely attacked other
Kidd. And yet, there are only two or three ships that are pirates on the high seas. Some
recorded as his victims, and these were lawful prizes of his most notorious exploits
taken in his legal capacity as a privateer. Kidd was active include sacking Panama and
along the West African coast suppressing pirates until Cuba, and for abandoning
1699 he suddenly appeared in a small vessel at New his crew without ship or
York, with rich booty. Due to a recent amnesty for pirates provisions and making off
that somehow excluded Kidd by name as someone who with all the booty. When
specifically could not claim it, he was arrested and sent England and Spain signed a
back to England. The trial of Kidd proved a scandal, for truce declaring cessation of
someone had to suffer as scapegoat for the aristocratic hostilities at sea, Morgon was
company privateers, and the lot fell to the luckless Kidd. shipped under arrest to England but he was too popular
Kidd was charged with piracy and with murder. The to be convicted. Back in Jamaica he was installed in
unfortunate prisoner was executed at Wapping on May government, sacked and then reinstated before he died, on
23rd, 1701, and his body afterwards hanged in chains at shore, in 1688.
Tilbury.
34
John Morris – English Buccaneer
Cost 71
Quality 5
Combat 4
Special rules
Dashing, Forester, Hero, Quick reactions, Sea
legs, Second in command, Sword – other.

A privateer until 1665, he afterwards became a


buccaneer with Mansvelt. Took part in successful
raids in Central America, plundering Vildemo in the
Bay of Campeachy. He also sacked Truxillo, and then,
after a journey by canoe up the San Juan River to take
Nicaragua, surprised and plundered the city of Granada
in March, 1666.

Richard Sawkins – English Buccaneer


Cost 80
Quality 4
Combat 4
Special rules
Blur of Steel, Brawler, Impetus, Fearless,
Leader, sword – other.

A captain that was popular with his crew; fearless,


and a strict disciplinarian, he allowed no gambling on
board ship in order to prevent the excuse for brawling.
During the late 1670’s he preyed upon Spanish shipping
in the Caribbean, and made numerous shore assaults on
Spanish possessions, often by spending days crossing
the inhospitable jungle to get there. He was arrested for Thomas Tew – English Pirate
piracy and then released by the English in 1679. During
his final desperate adventure he was killed by musket fire Cost 94
as he led an attack against the town of Puebla Nueva. Quality 5
Combat 4
Special rules
Brawler, Fearless, Knife thrower, Leader,
Main gauche, Parrot, Pistol, Sea legs, Sword
– other.

A famous pirate, whose headquarters were at


Madagascar. He was mentioned by name in King William
III.’s Royal Warrant for pirates, as a specially “wicked
and ill-disposed person.”
He sailed with Captain Dew from the Barbadoes with
a Commission from the Governor to join with the Royal
African Company in an attack on the French factory at
Goori, at Gambia. Instead of going to West Africa, Tew
and his crew turned pirates, and sailed to the Red Sea. He
was killed during an attack on a large ship owned by the
Great Moghul, eviscerated by cannon shot.

35
Navy ship ‘the Swallow’ tracked him to Parrot Island.
Famous Pirates of the Abandoning their shore camp, cutting cables and making
for deep water, Black Bart found that his early-woken
Age of Reason crew was still partially drunk. In the resulting sea battle
(1700 to 1800) he was killed by grape-shot.

The incremental changes in shipping and gunnery John Bowen - English Pirate
technology kept pace with the developing social
revolutions. By now, pirates were almost universally Cost 77
considered no more than seaborne bandits, though a Quality 5
few clung to some romantic notions. Few governments Combat 3
pretended that the pirates were useful or under control Special rules
for commerce raiding purposes. Dashing, Pistol, Double pistols, Follow on,
Gang, Knife thrower, Physician, Second in
The fantasy movie series Pirates of the Caribbean is
command, Sword – other.
based in this period.
The practice of this South Sea pirate extended from
Black Bart Madagascar to Bengal. He commanded a good ship,
(Bartholomew the Speaker, a French vessel, owned by an English
company interested in the slave trade, which Bowen
Roberts) had captured by a cunning ruse. He afterwards lost his
-Welsh Pirate ship off Mauritius, but was well treated by the Dutch
Governor, who supplied doctors, medicine, and food to the
Cost 84 shipwrecked pirates. After three months’ hospitality on
Quality 4 the island, Bowen procured a sloop, and in March, 1701,
Combat 4 sailed for Madagascar.
Special rules He then engaged in a lively and successful career in
Double pistols, pirating, eventually retiring to Mauritius a rich man.
Duelist, Leader,
Sea legs, Pistol,
Sword – other, Black Bellamy (Samuel Bellamy) -
Scholar. English Pirate
By the simple Cost 88
measure of number of Quality 3
ships taken or sunk, Combat 2
Black Bart is the Special rules
greatest pirate of all Duelist, Leader, Lucky Tattoo, Maximise
time with a score of weapon, Panache, Scholar, Sea legs, Sword –
over 400. The only rapier.
man who can be said to rival him is Sir Henry Morgan,
but Morgan, although in some ways an unmitigated Though his known career as a pirate captain lasted
blackguard, was a man of much greater breadth of outlook little more than a year, Bellamy and his crew captured
than Roberts ever was, and Morgan, moreover, was a more than 50 ships before his death at age 28. Called
buccaneer rather than a pirate. “Black Sam” in Cape Cod folklore because he eschewed
Black Bart looked the very part of a pirate when the fashionable powdered wig in favour of tying back
dressed for action. A tall, dark man, he used to wear a his long black hair with a simple band, Bellamy became
rich damask waistcoat and breeches, a red feather in his known for his mercy and generosity toward those he
cap, a gold chain round his neck with a large diamond captured on his raids. This reputation gained him the
cross dangling from it, a sword in his hand, and two pairs second nickname of the “Prince of Pirates,” and his crew
of pistols hanging at the end of a silk sling flung over his called themselves “Robin Hood’s Men.”
shoulders. He banned drinking, gambling and women
aboard ship, and was said to be deeply religious.
He raided Portuguese, Dutch, Spanish and English
shipping and settlements equally until the Royal
36
Blackbeard (Edward Teach or Thatch)
Anne Bonney (Anne Cormac)
- English Pirate
- Irish Pirate
Cost 93
Quality 5
Combat 2
Special rules
Blur of steel, Climber, Eager, Fearless, Hatred
(government forces), Hero, Murderous, Pistol,
Second in command, Sword – other.

A fiery spirited and murderous daughter of an Irish


émigré attorney in Carolina, Bonney fell in love with
Calico Jack and fled to sea with him disguised as a man.
After a while he put her to shore in Cuba where he had
built a house and where there were friends to look after
her. She soon returned to sea with him and, still dressed
as man, took equal part in the fighting, especially noted
for her ruthless behaviour in boarding actions. When she
and Calico Jack were captured and sentenced to hang, she
was reputed to have said, “She was sorry to see him there,
but if he had fought like a Man, he need not have been
hang’d like a Dog.” She somehow avoided hanging; how
she died is unknown.

Cost 115
Quality 5
Combat 5
Special rules
Dashing, Pistol,Double pistols, Fear, Fearless,
Follow on, Leader, Panache, Parrot, Pistol, Sea
legs, Sword – other.

The first we hear of Blackbeard was in 1716, when he


was put in command of a sloop by the pirate Benjamin
Hornigold.
During his meteoric career as a pirate, the name of
Blackbeard was one that created terror up and down the
coast of America from Newfoundland to Trinidad. This
was not only due to the number of ships Teach took, but
in no small measure to his alarming appearance. Teach
was a tall, powerful man, with a fierce expression, which
was increased by a long, black beard which grew from
below his eyes and hung down to a great length. This
he plaited into many tails, each one tied with a coloured
ribbon and turned back over his ears. When going into
action, Teach wore a sling on his shoulders with three
pairs of pistols, and struck lighted match-cords under the
brim of his hat. These so added to his fearful appearance
as to strike terror into all beholders.

37
elected flamboyant Calico Jack to be their captain in his
Edward England – English Pirate place. From this time on Calico Jack raided small ships
all along the American East coast and the Caribbean. In
Cost 75 1720 a battle with American ships when poorly and after
Quality 5
a short fight Rackam surrendered, and was conveyed to
Combat 2
Special rules Port Royal. He was hanged on November 17th, 1720, at
Gang, Maximise weapon, Multiple foes, Musket Gallows Point, at Port Royal, Jamaica.
– flintlock, Ranger, Second in command, Sword
– other. Mary Read - English Pirate
Sailing in 1718 as mate in a sloop from Jamaica, he Cost 78
was taken prisoner by pirates, whom he joined, and was Quality 5
given the command of a vessel. In this ship he sailed to Combat 2
the coast of West Africa, where he preyed on shipping Special rules
of all nations. In 1720 he rounded the Cape of Good Blur of steel, Fearless, Great defense, Hero,
Hope and made for Madagascar, provisioned, and then Murderous, Pistol, Sword – other.
preyed on shipping in the Indian Ocean. His crew had
complained of his weakness, or mercy, on many occasions
and eventually they mutinied and marooned him on
Mauritius along with three of his companions. Here they
built a boat, sailed to Madagascar and, when last heard
of, they were living on the charity of some other pirates.

Benjamin Hornigold – English Pirate


Cost 61
Quality 5
Combat 2
Special rules
Danger sense, Hero, Murderous, Sea legs,
Second in command, Sword – other.

Commanded a sloop in 1716 and cruised off the


Guinea coast with Teach, taking a big French Guinea
ship. He then sailed to the Bahama Islands, where, in
1718, Woodes Rogers had just arrived with the offer of a Mary was brought up as a boy, and at the age of 13
pardon to all pirates who surrendered themselves. Teach was engaged as a servant to wait on a French lady, but
refused and kept pirating but Hornigold surrendered. she ran away and entered herself on board a man-of-
Shortly afterwards Hornigold was wrecked on a reef and war disguised as a boy. Deserting a few years later, she
drowned. enlisted in a regiment of foot and fought in Flanders
where she fell in love with a fellow soldier and lived
happily as a woman until he died. Then she again donned
Calico Jack (Jack Rackham) – male attire and enlisted in a regiment in Holland. Soon
English Pirate tiring of this, she deserted, and shipped herself aboard a
vessel bound for the West Indies. This ship was taken by
Cost 91 an English pirate, Captain Rackam, and Mary joined his
Quality 4 crew as a seaman, along with Anne Bonney.
Combat 2 On one of their expeditions, a handsome man was
Special rules taken prisoner. Mary fell in love with him and married,
Double pistols, Duelist, Fear, Leader, Multiple
but shortly afterwards she was taken prisoner with
foes, Panache, Sword – other.
Captain Rackam and the rest of the crew. She was tried
In 1718, when the captain of the ship refused to at St. Jago de la Vega in Jamaica, and on November 28th,
fight a sizable French opponent, he was marooned on an 1720, was convicted, but died in prison soon after of a
uninhabited island off the coast of America, and the crew violent fever.
38
Richard Worley - English Pirate
Charles Vane – English Pirate
Cost 65
Cost 76 Quality 5
Quality 5 Combat 2
Combat 3 Special rules
Special rules Follow on, Gang, Knife thrower, Murderous,
Acrobat, Brawler, Danger sense, Pistol, Musket – flintlock, Sword – other.
Double pistols, Forester, Hero, Lucky tattoo,
Maximise weapon, Sword – other. His career was short, lasting only six months from
September 1718 from start to finish. He set out from New
Vane, though not as well known as some of the other York with eight companions in an open boat. On arriving
pirates, had an interesting career that includes most of at Newcastle on the Delaware they seized a couple of
the activities that are romantically ascribed to them. He ships and then another at Hull. In response the HMS
started his pirating life by plundering Spanish ships Phoenix was sent in pursuit. Worley by this time had a
then, stealing a ship, ranged from Florida to New York sloop, six guns and a crew of 25.
attacking anything afloat. When cruising off the Cape of Virginia, Worley
In 1718, when Woodes Rogers was sent by the English sighted two sloops as he thought making for the James
Government to break up the pirate stronghold in the River, but which were really armed vessels sent in search
Bahama Islands, all the pirates at New Providence Island of him. The ships closed and Worley’s crew were all killed
surrendered to Rogers and received the King’s pardon except he and one companion. They were hanged the next
except Vane, who, after setting fire to a prize he had, day before their wounds allowed them to ‘escape justice’.
slipped out of the bay as Rogers with his two men-of-war
entered. Vane sailed to the coast of Carolina, as did other
West Indian pirates who found their old haunts too warm
for them.
When confronted with a particularly large and well
protected French ship he declined to attack. His crew
mutinied, tried him and then cast him and a few of his
friends out in a sloop. Joining another crew he worked his
way up from the bottom again to become captain and then
to recruit a fleet. A Tornado destroyed everything and
left him alone on an uninhabited island off the Honduras
coast. When rescued, he passed himself off as an ordinary
sailor while plotting a mutiny. By chance a visitor to the
ship recognised him, reported him and he was arrested,
tried in Jamaica and then hanged.

39
A Flashing Steel - Quick Reference Sheet a
Activation Table Close combat modifiers

Dice Result Action Weapon modifier As per Special Rules

1 1 Failure Model performs no action; player may In contact with more -1 per extra enemy
nominate another model and try to than one enemy (including those Fallen)
activate it
Mounted vs. foot +1
1 1 Success Model performs one action, then player
nominates another model and rolls to Attacking prone opponent +1
activate it
Defending obstacle +1
2 1 Success Model performs one action, then player
1 Failure nominates another model and rolls to Defending higher ground +1
activate it
Ambushing +1
2 2 Model performs 2 actions, then player
Successes nominates another model and rolls to Strong attack -1 on opponent’s Combat
activate it
Attacking Fallen, Shaken +2 and any hit is Lethal
2 or 2 or 3 Model performs no actions, play passes
or Out of Action opponent
3 failures to the opponent

3 1 Success Model performs one action, then play Ranged combat modifiers
2 Failures passes to the opponent
Weapon modifier Check Special
3 2 Model performs 2 actions, then player Rules
Successes nominates another model and rolls to
1 Failure activate it Firing and moving in same action -1

3 3 Model performs 3 actions, after that the Speculative Fire (target hidden) -3
Successes player nominates another model and rolls
Target has Cover -1
to activate it
Target has Cover (in dense terrain) -2
Tricky Task 1 Success required
Target Prone (no modifier if within -1
Difficult Task 2 Successes required
Short range)
Very Difficult Task 3 Successes required
Target is Fallen, Shaken or Out of +2 and any hit is
Action Lethal
Swashbuckling Results
Firing from Ambush position +1 on first attack
Result Consequence only
If the result is a Tie The model initiating the non-lethal +1
Target is bigger than man-sized
attack succeeds in doing what was
declared, but the target successfully Aimed shot -1 to opponent’s
evades, or was otherwise unaffected. C

Winner tripled the Loser is Shaken Using an unfamiliar weapon -1


loser’s score -1
Firing at an Acrobat
Winner doubled the Loser is Fallen
loser’s score
Combat Results
Winner’s dice roll Loser is Disarmed
Result Consequence
less than double, Even
Loser Recoils one base width for If the result is a tie Nothing happens.
Winner’s dice roll
less than double, Odd every point of difference Winner tripled the Loser is Instantly Killed
loser’s score
Swashbuckling check modifiers Loser is Out of Action
Winner doubled the
Has Panache Special rule +1 loser’s score
Has Pugilist Special rule +1 Even - Loser Falls
Winner’s dice roll less
Height advantage +1 than double Odd - Loser Recoils 1 base
width per point of difference
Target Fallen +1

Target Shaken or Out of Action +2 Permission granted to reproduce this page.


+1 Copyright © Ganesha Games, 2011
Defending from Cover

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