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Gold Swashbucklers and Pirates

Style of play: D6|28mm|Medium

These rules are for running a small campaign using gangs. You can use any map as long as it is divided into at least 20 territories.

Rules

Model Stats

Each model will have a set of statistics with it. These are - Mv (Move), Sm (Swordsmanship), Ac (Accuracy), Sr (Strength), Df (Defence) and Br (Bravery). Each of these stats are explained in more detail below -

Mv (Move)

This is how fast the model is. It is the amount of inches the unit may move in a Move Action.

Sm (Swordsmanship)

This how skilled the model is in combat with its weapon. This is the number the model needs to roll above to 'hit' in a Fight Action.

Ac (Accuracy)

This is how likely the model is to hit with a ranged weapon. This is the number the model needs to roll above to 'hit' in a Ranged Action.

Sr (Strength)

This is how strong a model is. It is the score on a D6 needed to wound an enemy in a Fight Action

Df (Defence)

This is how tough a model is. If wounded, this value is need on a D6 to save the model after a wound.

Br (Bravery)

This how brave a model is. It can cause models to flee in certain situations.

Generating a Gang

Starting Gold

Generating your starting Gold is simple - simply roll a D66 (two D6 are rolled, one for tens and one for units) and add 40 to the total. This should give you a number between 51 and 106. This is your starting Gold for your gang and can be used to buy equipment.

Hiring the Troops

To hire a troop is simple. Each roll one the following table costs 5 Gold. To pick a troop off the following table costs 8 Gold.

D6
Troop Hired
1
Village scumbag
2
Thief
3
Youngling
4
Rogue
5
Pirate
6
Swashbuckler

Each troop has the following stat line:-

Name
Mv
Sm
Ac
Sr
Df
Br
Village Scumbag
4
5
6
5
6
6
Name
Mv
Sm
Ac
Sr
Df
Br
Thief
5
4
5
5
5
4
Name
Mv
Sm
Ac
Sr
Df
Br
Youngling
5
4
4
4
5
3
Name
Mv
Sm
Ac
Sr
Df
Br
Rogue
5
4
3
4
5
3
Name
Mv
Sm
Ac
Sr
Df
Br
Pirate
6
3
5
3
5
2
Name
Mv
Sm
Ac
Sr
Df
Br
Swashbuckler
6
3
3
4
4
1

Gaining Your Equipment

Each roll on the following table costs 3 Gold. To pick an item costs 8 Gold, howeveryou may not pick either Lucky Charm or Severed Head.

D66 result
Item
11
Knife
12
Mace
13
Sword
14
Great Sword
15
Axe
16
Flail
21
Bow
22
Crossbow
23
Pistol
24
Musket
25
Throwing Knife
26
Throwing Axe
31
Leather Jerkin
32
Plate Mail
33
Chain Mail
34
Armour
35
Plate Armour
36
Severed Head
41
Lucky Charm
42
Knife
43
Mace
44
Sword
45
Great Sword
46
Axe
51
Flail
52
Bow
53
Crossbow
54
Pistol
55
Musket
56
Throwing Knife
61
Throwing Axe
62
Leather Jerkin
63
Plate Mail
64
Chain Mail
65
Armour
66
Plate Armour

As you have probably noticed, the hardest items to get are Lucky Charms and Severed Heads. This is because they are really powerful items.

Item Descriptions

Combat Weapons

Knife - A simple knife, made more for eating than killing. Combat Weapon. -1 to Sm roll. Single Handed.
Mace - A large metal ball with an array of spikes atop of it. Combat Weapon. +1 to Sr roll. Single Handed.
Sword - A sword, the basic tool of killing. Combat Weapon. Single Handed.
Great Sword - A longer version of the sword, it is not as wieldy as its shorter counterpart. Combat Weapon. +2 to Sr roll. -1 to Sm roll. Two Handed.
Axe - A metal axe head atop a long wooden pole, ideal for one and two handed use. Combat Weapon. If used Single Handed +1 to Sr roll. If used Two Handed +2 to Sr roll, -1 to Sm roll.
Flail - Comparable to a Cat O' Nine Tails, this device is designed for inflicting pain only. Combat Weapon. The wielder of the weapon can choose the Sr bonus. The Sm reduction is the same. E.G - If the wielder chooses +2 to Sr roll, then -2 to Sm roll.

Ranged Weapons

Bow - Capable of propelling a steel tipped shaft a long way, this is the basic weapon of war. Ranged Weapon. 5 Sr, 20" Range. 2 Action Points to shoot (Loading and Firing). Two Handed.
Crossbow - A smaller version of the Ballista, it is capable of firing at much longer range than an ordinary bow. Ranged Weapon. 4 Sr, 30" Range. 3 Action Points to shoot (Loading, Winding and Firing). Two Handed.
Pistol - Quite often intricately carved, wielders of weapons such as pistols were often highly regarded. Ranged Weapon. 4 Sr, 18" Range. 2 Action Points to shoot (Loading and Firing). Single Handed.
Musket - A much larger version of the pistol a musket is capable of not only a longer range but a higher impact speed. Ranged Weapon. 3 Sr, 40" Range. 4 Action Points to shoot (Preparing, Loading, Aiming and Firing).
Throwing Knife - Specifically designed for throwing, these knives are deadly at close range. Ranged Weapon. 3 Sr, 6" Range. 2 Action Points to use (Aiming and Throwing)
Throwing Axe - Designed like an axe, it is lighter and therefore easier to throw. Ranged Weapon. 3 Sr, 10" Range. 2 Action Points to use (Aiming and Throwing ).

Armour

Leather Jerkin -Toughened leather, this jerkin offers limited protection to its bearer, however, a bullet may just as easily pass through leather as it would through skin. Armour. +1 to Df. Offers no bonus against either Pistols or Muskets.
Plate Mail - This armour is made of interlinking plates, offering both protection and maneuverability. Armour. +1 to Df.
Chain Mail - Made of tiny iron rings woven together, this armour offers a large ammount of protection. Armour. +2 to Df.
Armour - This armour was beaten out of a solid steel sheet, and therefore wighs down it's owner. Armour. +3 to Df, -1 to Mv.
Plate Armour - The body is almost fully covered by this armour, however, movement is majorly restricted. +4 to Df, -3 to Mv.

Miscilaneous

Severed Head - A war trophy taken from the body of an enemy. Ranged Item. 6" Range. If hit, the target model is forced to take a Bravery test. If it is failed, then the enemy will flee double it's full movement towards the nearest visible friendly unit.
Lucky Charm - This item may be a family heirloom or something gifted to the warrior by a preist, whatever it is, it's given this warrior amazing luck. One Use Item. If this item is used, the user may ignore one failed Df check, effectively cheating death.

Equiping Your Warband

Now you have all the equipment and all the men, it's time to put two and two together. First of all you must build your gang roster.

In each section you must first write out your gang members name and his stats. Then you may assign equipment to him, he only has two hands he may either have two one handed weapons, one two handed weapon or one one handed weapon & one two handed weapon. He may only have one peice of armour, and he can carry a maximum of one item.

For example I have a Pirate, I give him a pistol and a sword. I also give him a leather Jerkin and a lucky charm. So his entry on the roster would look like this:-

Name: Dog-Eared Smashfist

Name
Mv
Sm
Ac
Sr
Df
Br
Pirate
6
3
5
3
5
5

Equipment: Pistol, Sword, Leather Jerkin, Lucky Charm

Notes: None.

There is a downloadable gang roster here.

Fighting a Battle

For those of you who just want to create your gang and fight in a battle, this will be the last section you'll read.

Turn Sequence

The turn is arranged into 3 phases - Flee Phase, Action Phase & Consolidation Phase.

1.0 Flee Phase

Any units that are fleeing may try to rally (stop fleeing) in this phase. To do this they must first make a bravery test, if it is passed, then the model will stop fleeing. If failed then the model will continue to flee.

Rule - Bravery Test

To pass a bravery test the player must roll equal to or higher than the models Br value.

2.0 Action Phase

In this phase units may perform

1