Free Rules - Salty Dogs & Swabs
|These are the DJD Miniatures house rules for quick resolution of skirmish level actions in the 18th century using six sided dice. Scales mentioned are for 25/28mm figures. These are meant to be light rules for quick & fun games.
Drink - Move - Fire - Fight Reload
Captains roll off for initiative lowest roll moves first, highest roll fires first.
Weapon Damage/To Hit
Pistol 2/4+ up to 6
Musket 2/3+ up to 12
Swivel Gun Special Arc auto hit to 5
Cannon Shell Area Effect 1 damage to everything in area Shot Straight line - 5 damage along line
Grape Cone 2 damage in cone
All cannon shots will roll for displacement
Knives can be thrown up to 6 with a to hit of 5+ and 1 damage but then the knife is lost.
Double weapons means that Pirate can attack twice.
Base Movement Run 12 or half move 6and still Fire or Fight replica cartier handbags
Base hits = 3
To fight (Hand-to-Hand) the bases of the figures must be in contact.
Rum Pirates sighting a barrel for the first time will stop to drink on a 4+ If they have 3 drinks they are drunk and every action is at a 1, if they have 6 drinks they pass out. To break away from drinking they must roll a 3-
Reloading pistols or muskets takes a full move.
replicas de relojes
Treasure chests take 4 men to move
The Cannon takes 6 men to move or turn around. Reloading (or Unloading) the cannon takes 1 turn and 3 men.