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Free Rules - Salty Dogs & Swabs
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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.
Action sequence
Drink - Move - Fire - Fight Reload
Captains roll off for initiative lowest roll moves first, highest roll fires first.
Weapon Damage/To Hit
Knife 1/5+
Hook 1/5+
Sword 2/4+
Club 1/4+
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
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.
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.
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2003-2008
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