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John Donovan (Order #14647379)

John Donovan (Order #14647379)

John Donovan (Order #14647379)

BLOOD & PLUNDER NO PEACE BEYOND THE LINE

EXPANSION

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond The Line Expansion Book

5

CONTENTS INTRODUCTION 1.1 1.2

How To Use This Book.................................8 Still Confused? Fear Not!............................8

EXPANDED TIMELINE 2.1

54

English Factions......................................... 55 English Commanders..................................59 English Units..............................................69

THE FRENCH 5.1 5.2 5.3

32

Spanish Factions.........................................33 Spanish Commanders................................. 37 Spanish Units............................................. 47

THE ENGLISH 4.1 4.2 4.3

10

Buccaneers & Flibustiers: A Chronology...... 12

THE SPANISH 3.1 3.2 3.3

7

76

French Factions...........................................77 French Commanders...................................81 French Units...............................................93

THE DUTCH

102

THE NATIVE AMERICANS

120

6.1 6.2 6.3

7.1 7.2 7.3

Dutch Factions............................................ 103 Dutch Commanders.....................................106 Dutch Units................................................ 113

Native American Factions............................121 Native American Commanders....................125 Native American Units................................131

UNALIGNED & PERIPHERAL POWERS 8.1 8.2 8.3

Unaligned Factions................................... 135 Unaligned Commanders............................140 Unaligned Units....................................... 145

CHARACTERS 9.1 9.2

John Donovan (Order #14647379)

152

Fighting Men........................................... 153 Advisors & Hostages................................. 155

SPECIAL RULES, WEAPONS, & EQUIPMENT

10.1 10.2 10.3

134

158

Rules.........................................................158 Weapons....................................................163 Equipment............................................... 166

SHIPS

168

NEW RULES

184

11.1 11.2 11.3 11.4

12.1 12.2 12.3 12.4 12.5 12.6 12.7

Ship Stats................................................... 170 Ship Traits..................................................180 New Ship Stats........................................... 181 Ship Variants.............................................. 184

High Standing and Hidden ...................... 184 Cannons Targeting Different Elevations... 184 New Assignment Action: Crew/Abandon Sheets and Braces...................................... 184 Aditional Structure Rules for Subsections.. 185 Common Subsections................................. 186 Additional Rules for Ship Movement While Grappled......................................... 187 New Optional Rules for B&P.................... 188

ARMY SCALE BATTLES & 190 MULTIPLAYER GAMES 13.1 13.2

Fighting Large Battles (Army Scale)......... 190 Multiplayer Variants.................................192

CAMPAIGNS

196

NEW SCENARIOS

210

EXPANDED EVENTS

226

INDEX

233

14.1 14.2 14.3 14.4 14.5 14.6 14.7

Introduction............................................. 196 Overview of a Campaign......................... 196 Setting up a Campaign............................. 197 Anatomy of a Campaign Turn.................. 199 Resources.................................................. 203 Tactics...................................................... 205 Improving the Commander....................... 206

15.1 15.2 15.3 15.4 15.5

1-2 Raze.................................................. 210 3-4 Escort.................................................213 5-6 Rescue................................................ 216 7-8 Search & Recover............................... 219 9-10 Plunder.............................................222

16.1 16.2 16.3 16.4 16.5 16.6

Original Events Table.............................. 227 Universal Events Table.............................228 Land Events Table....................................229 Sea Events Table.......................................230 Wind........................................................ 231 Weather.................................................... 231

CREDITS LEAD DESIGNERS: Mike Tuñez & Fred Barnard PRODUCER: Alex Aguila CAMPAIGN DESIGN Fred Barnard Vince Usher Scott Parkin Nate Zettle ILLUSTRATONS & ART DIRECTION: Ian Hosfeld Lilian Figueroa Piedra SCULPTORS: Brian Rundlett Jesus Cuevas Miguel Oubiña Alvarez GAME COMPONENTS & GRAPHIC DESIGN: Lilian Figueroa Piedra Lou Oh

PAINTERS & MODELERS: Matthew Aravena Ambrose Cordington Marvin Crone Rufus DeVane Rusty Gronewold Adam Horton Chris Kosanke Nikolas Obrenović Jonathan Rusten Chris Streker Mike Tuñez Cresencia Velasquez Steven McCuen

HISTORICAL WRITERS & CONSULTANTS: Benerson Little Christopher Tuñez Mike Tuñez EDITORS: Meagan Herrin K. Drew Saxton PHOTOGRAPHY: Roberto Ojeda DESIGN CONTRIBUTORS: Alex Aguila Jordon Brutlag Kevin Clasing Jonathan Dispigno Kevin McKay Scott Parkin K. Drew Saxton Steven Soler Liam Taylor Christopher Tuñez Vince Usher Nate Zettle

PLAY TESTERS & PROOF READERS: Joseph Dieguez Patrick Ballinger Liam Galloway Jeffrey Brown Adrian Gonzalez Jonathan Judy-Hansen Matthew Green Maurice Kent Eric Hansen Robert Kurzweil Joe Heller Luis Larrazabal Rune Hoff Lauridsen Nathan Rigaud Adam Horton Steven Soler Thomas Keegan Frank Sultana Tim Korklewski Vincent Usher Juan Mallafre Pablo Vera Sean Martin Neil Amswych Leon Mason Michael Baker Tom Pace Chris Batson Scott Parkin Riley Blair Herminio Ramirez III Nicholas Bogart Joel Sanchez Buccaneer Bonzai K. Drew Saxton Jordon Brutlag Aaron Skrivanek Kevin Clasing Thomas Szust Marvin Crone Liam Taylor Juan De la Nuez Gavin Winspear Rufus DeVane Nate Zettle Kai DeVane John Donovan (Order #14647379)

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

1

INTRODUCTION

lood & Plunder: No Peace Beyond the Line is the first expansion to the Blood & Plunder skirmish-level tabletop miniatures game. This book will expand the timeline of Blood & Plunder through the entirety of the seventeenth century. It also extends the setting to cover conflicts in North and South America during the period. This exciting time in history sets the stage for historical events such as the beginning of the Golden Age of Piracy, various Anglo-Dutch wars, the first French and Indian War, and the seemingly endless Spanish struggle to maintain dominance over the Americas.

B

1.1 How To Use This Book

This is not a standalone rule book! A copy of the Blood & Plunder rule book will be required to use this book. No Peace Beyond the Line adds exciting new options to your Blood & Plunder games. This book adds new nationalities, factions, units, and ships as well as new rules, scenarios, and even a campaign system to take your games to the next level. All of the faction lists, units, and commanders present in the Blood & Plunder rule book are also present in this book and are in many cases updated to better reflect them (as well as adding new options). These new versions do not invalidate the previous ones. This is a supplementary text meant to add variety to the original rule book.

1.2 Still Confused? Fear Not!

If you find yourself confused about any of the rules in this book or about anything else Blood & Plunder related, be sure to visit our website: www.FirelockGames.com. Here you can check out our instructional videos, ask rules questions, find out about local events, get advice on painting and modeling on our forums, download resources such as rigging guides for ships, see new scenarios, and much more! Of course, while you’re there you can also stock up on our full range of products such as our official range of ships, miniatures, and accessories.

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8

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

2

EXPANDED TIMELINE rom the piratical free-forall following the conquest of Spanish Jamaica, to the turning of the tide against the Spanish-hunting Caribbean sea rovers, Firelock Games brings you the romance and reality of buccaneering combat at sea and ashore!

F

The game period begins circa 1620 as the Dutch, English, and French set their sights on the New World: on establishing colonies and on depriving Spain of her American wealth. These adventurers are known variously as privateers, buccaneers, flibustiers, and pirates. This sea thieving will accelerate significantly in 1655 and beyond, when the English conquerors of Jamaica ally with French flibustiers and boucaniers from Tortuga, and send small vessels far and wide to raid Spanish ships and towns along the Spanish Main. Using their skills in intelligence collection, maritime combat, and land warfare, these rovers strike greedy blows against New World Spain. The game period comes briefly to a close at the end of the century with the sack of Cartagena by the French and a very tenuous and temporary peace. Yet not for the purpose of rebellion do these adventurers engage their enemy with musket and cutlass, for these rovers are rebels only in the sense that all adventurers are rebels. Nor for patriotism do these men engage their enemy, except in the narrowest sense. They are motivated foremost by Blood & Plunder. The former the means, the latter the end! But this period is not so simple as pirate versus Spaniard, or pirate versus pirate hunter. The various players and their individual nationalities, ethnicities, social classes, and physical environments—not to mention their motivations, martial abilities, and loyalties—vary greatly and will make or break history.

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In fact, if there is any single characteristic of this era, it is diversity: of peoples, geography, vessels, arms, units, tactics, and scale. It is men against each other and simultaneously against the environment. It is English brigantine versus Spanish frigate, buccaneer raider versus Spanish town, Guarda Costa versus interloping smuggler or logwood cutter. It is pirates successfully attacking a mere palisaded fort. It is a pirate ship shattered by a powerful castle. It is Spanish militia defending home and property. It is

10

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

African slaves fighting to protect their Maroon colony or to escape servitude. It is Native Americans fighting one or all to preserve their way of life. Among the buccaneers and flibustiers are men of many nations, races, ethnicities, and tongues. In fact, some of the most famous “French” flibustiers are Dutch, notwithstanding that the Dutch in the Caribbean prefer to trade with Spain, rather than attack her. Likewise, among the Spanish Guarda Costas are not only native Spanish, both criollos and peninsulares, but also Africans, Native Americans, American-born mulattos and mestizos, plus English, French, Dutch, Portuguese, Italians, Corsicans, Greeks and other Levanters, and many others. Similarly, Spanish militias are not entirely composed of white Spaniards dressed like the sixteenth–century conquistadors we see in pirate films, but are a variety of races and ethnicities, and range from small numbers of professional Spanish soldiers to much larger numbers of conventional militia, lanceros wielding lance and machete, and Native Americans wielding bow and arrow. For Native Americans, the period is the beginning of the end. Some are under Spanish subjugation, some remain fiercely independent, and some tribes are sadly no more. Some independent Native Americans will ally with Spanish enemies, some with the Spanish themselves.

Most Africans are slaves. A small number are free, and of these some are members of buccaneer crews, others of Spanish militias and pirate hunter crews, and still others of Maroon colonies. A few will become free—or die leading slave rebellions. Nonetheless, most, even free men of color, remain treated as slaves when captured by the enemy. The history of the period itself is just as diverse. It begins with the lawful encouragement of Dutch privateering. It is followed a few decades later with buccaneering as a means of expanding, defending and financing English, French, and Dutch colonies. We see a slow descent into quasi-piracy and even occasional outright piracy, with accompanying Spanish reprisals. These lead in turn to English and French reprisals... and on and on. After peace is established with Spain in the aftermath of Henry Morgan’s sack of Panama in 1671, local governors begin issuing dubious, and even unlawful, privateering commissions. Merchants continue to greedily trade for pirate goods, openly if they can, in secret if necessary. Buccaneer and flibustier attacks on Spanish ship and shore continue. Although the attacks are not always successful, they far more often than not are. This success becomes part of the undoing of English buccaneers, and later the French flibustiers. Both have become a threat to trade and peace with Spain, and there is a fear that they might retaliate against English and French colonies and shipping if they are not allowed to continue their attacks on Spanish ships and towns. Yet each time war or politics intervene in this period, Caribbean governors rush to recruit their buccaneers and flibustiers as privateers. Even so, England, and France—more slowly—begin to suppress these sea thieves leading many, beginning in 1680, to cross the Isthmus of Darien or sail around Cape Horn and raid the Spanish in the South Sea, as the Pacific was then known. A few turn true pirate, some in the Caribbean, some half a world away in the Red Sea. Pirate hunters are several times successful, and some buccaneers and flibustiers become acquainted with a hempen noose or garrote. The advent of war in the closing years of the 1680s saves the buccaneer and flibustier, but only for a while. The buccaneer will disappear by the end of the century, soon to be replaced by the true pirate. Put simply, given that it reflects the reality of the time, the game can be as simple or complex as you desire!

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Expanded Timeline

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2.1 Buccaneers & Flibustiers: A Chronology

1620 A new era has begun! Spain is in decline and

Portugal is weak: many are alive who remember the defeat of the Spanish Armada in 1588. England, France, and the Netherlands are poised to start carving out parts of the Americas for themselves, and what they cannot keep they will harry and harass—as much for profit as for patriotism. The Netherlands are at war with Spain. It is also, unfortunately, the beginning of the end of freedom for many Native American tribes. Even so, many tribes, including the Carib (Kalinago and Kalina), Darien (Cuna), Miskito, and others maintain their independence and ally as they please with Spain or its enemies. Each year from 1620 to 1627, Spain will send a Flota de Nueva España to Veracruz. The Nueva España flotas fill their hulls with silver, goods, and other wealth from Mexico, and also from the Far East via the Manila galleons that arrive at Acapulco. The Flota de Tierra-Firma arrives in the Caribbean escorted by the Armada de Tierra-Firme. The Tierra-Firma flotas and armadas load their hulls from Spain’s South American and Caribbean colonies, including those in the South Sea via Portobello. In February, Huguenot corsair Jean Fleury joins forces with Dutch caper Hendrick Lucifer and English privateer Arthur Guy. In April, Fleury captures seven Spanish vessels near Campeche, then heads north along the coast of North America en route to Europe.

1621 The Netherlands grant the Dutch West India

Company (WIC) a monopoly on trade to the New World. Trade is difficult, so the WIC begins to send privateers to attack Spanish trade and properties. In September, Spain repels a Dutch attack on the salt pans of Araya on the Venezuelan coast. The Flota de Tierra-Firme arrives in the Caribbean and departs the same year.

1622 In November, forty-three Dutch merchantmen

and one thousand seamen and private soldiers attack Araya but are forced to withdraw. The Armada de Tierra-Firme escorts the Flota de Tierra-Firma and the “galeones de azogues”—mercury or “quicksilver” galleons— to the Caribbean. Mercury is vital for the refining of silver from ore. The armada, flota, and mercury galleons return to Spain filled with New World wealth. The fleets return to Spain the following year.

1623 In January, the Dutch again attack the salt pans of Araya but are forced to withdraw.

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In May, a small Portuguese force supplemented with a much larger force of Native Americans destroys two small Dutch forts, Oranje and Nassau, at the Amazon River delta. With additional Portuguese reinforcements, the force fails to dislodge the English settlement at Okiari. The English establish a settlement at Saint Christopher’s Island (Saint Kitts). The Armada de Tierra-Firme arrives in the Caribbean escorting the mercury galleons.

1624 From March into June, Dutch caper (privateer) Pieter Schouten makes a reconnaissance of the Caribbean on behalf of the WIC.

A Dutch fleet commanded by Huguenot Jacques l’Hermite and Dutchman Gheen Schapenham sails into the South Sea and raids Spanish towns and cities in the first half of the year. The Armada de Tierra-Firme arrives in the Caribbean and hunts for Dutch privateers at Puerto Rico and Araya. The Dutch establish a small settlement at Manhattan (at modern New York City) in May. Also in May, a Dutch WIC fleet captures Sao Salvador in Brazil.

1624 – 1625 England establishes a colony on Bar-

bados. Sugar, molasses, and soon rum will be its major production, but the colony is too far to windward to be a good base from which to harass Spain in the New World.

1625 The Armada de Tierra-Firme sails to the Caribbean, escorting the mercury galleons.

Part of the Spanish Armada del Mar Océano sails to Brazil as part of a force intended to recapture Sao Salvador. At the end of March a combined Spanish-Portuguese force recaptures the city. Dutch WIC Admiral Boudewijn Hendricksz is defeated at San Juan, Puerto Rico in September. The French also establish a colony on Saint Christopher’s, allying with the English against the Caribs (Kalinago).

1626 Dutch WIC Admiral Hendricksz sacks Spanish

towns and cities until his death in June. He is succeeded by Adriaen Claeszoon. Dutch WIC Admiral Piet Heyn arrives in the Caribbean with his fleet. The Armada de Tierra-Firme escorts the Flota de Tierra-Firme to the Caribbean and back. The threat of Dutch privateers looms close.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

1627 The Armada de Tierra-Firme sails to the Caribbe-

an, escorting the Flota de Tierra-Firme, mercury galleons, and slave ships. Dutch WIC Admiral Heyn captures much of a Portuguese merchant fleet at Baía de Todos os Santos, Brazil in March, and more in June. Dutch WIC caper captain Hendrick Lucifer is active in the Caribbean.

1628 The Armada de Tierra-Firme sails to the Carib-

bean, escorting the Flota de Tierra-Firme and mercury galleons. A French merchantman stops at Tortuga Island for logwood and other dyewoods. The English establish a settlement on Nevis. The Flota de Nueva España is captured near Matanzas, Cuba by the Dutch WIC privateer fleet commanded by Piet Heyn. The victory fills WIC coffers and causes a financial crisis in Spain.

The Armada de Tierra-Firme sails to the Caribbean, augmented by the Armada del Mar Océano out of concern for another Dutch attack on the fleet. The fleet consists of more than thirty vessels, including mercury galleons.

1630 The first boucaniers—chasseurs or hunters of

cattle and swine—appear on Saint-Domingue (western Hispaniola) prior to this year. English settlers, under the command of Anthony Hilton, flee from a Spanish attack on Nevis and reinforce Tortuga, renaming it Association Island. The name does not last. The Providence Company of England claims and colonizes [Old] Providence Island (Santa Catalina) and San Andreas Island. The Dutch, in spite of stout Portuguese resistance, establish a colony at Pernambuco, Brazil. For years to come the Dutch and Portuguese will struggle against each other in Brazil. An armada is cobbled together to escort the Flota de Tierra-Firme and the mercury galleons to the Caribbean.

1629 Circa this year, François le Vasseur, a Huguenot

The Flota de Nueva España sails to the Caribbean. It will not return to Spain until 1632.

A Spanish force attacks the French colony at Saint Christopher’s Island. The defeated French flee to Tortuga.

north coast of Saint-Domingue, Hispaniola. Bermudians and other West Indian English settle on the island. The English support French flibustiers using the island as a base.

military engineer, arrives at Saint Christopher’s. He will serve as a captain of militia until 1639 when he is named director of fortifications.

Another French merchantman stops at Tortuga for dyewoods. The island is becoming recognized for its tactical and commercial location.

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1631 The Providence Company claims Tortuga on the

Spain attacks and destroys the Dutch salt works on Tortuga (“Salt Tortuga” or “Saltudos”) near Margarita Island, and

Expanded Timeline also capture two Dutch fluyts. The Dutch return within a year and reestablish the salt works. An armada composed of ships of the Armada de Tierra-Firme and the Armada del Mar Océano escort the Armada de Tierra-Firme to the Caribbean. The Flota de Nueva España sails to Veracruz, escorted by the Armada de Sanlúcar. A combined Spanish-Portuguese fleet commanded by Antonio de Oquendo defeats a Dutch fleet at Los Abrolhos off the coast of Brazil.

1632 The Dutch open trade—smuggling and priva-

teering, that is—in the New World to any Dutch ship. Privateers independent of the WIC begin to appear in American waters. The Dutch establish a colony on Tobago. The English establish colonies on Antigua and Montserrat. The latter will pass briefly into French hands twice, in 1664 and 1667.

14 Captain Petit cruises from Saint-Domingue in Le Ruze. The Dutch establish what will become an important colony on Curaçao, capturing it from Spain with little resistance. Joannes van Walbeeck commands the expedition along with the French adventurer, Pierre le Grand (who may or not be the origin of the probably apochryphal story of the capture of a treasure galleon in Exquemelin’s book, The History of the Buccaneers). The Dutch establish a smaller colony on Aruba. The Armada de Tierra-Firme and Flota de Tierra-Firme depart together for the Caribbean. The Flota de Nueva España departs separately for Veracruz.

1635 English settlers defeat a Spanish attack at [Old]

Providence Island. Around this time, Willem Blauvelt and his father raid the Spanish, using the island as a base. The Dutch establish a small colony on Bonaire. The Providence Company names a new governor, Nathaniel Reskeimer, to Tortuga.

The Flota de Tierra-Firme, including three Portuguese galleons, sails to the Caribbean and returns the following year.

The Armada de Tierra-Firme, Flota de Tierra-Firme, and Flota de Nueva España depart together for the Caribbean.

Tortuga.

island due to a slave revolt, rumors claim. French settlers remain, and both the French and the Dutch have their eyes on the island.

1633 English privateers bring two Spanish prizes into

Spain attacks the Dutch salt works at Saltudos, destroying both the fort and flooding the salt pans, forcing the Dutch out permanently. The Armada de Tierra-Firme, Flota de Tierra-Firme, and Flota de Nueva España depart together for the Caribbean. Most of the ships will return to Spain the following year, although some of the Nueva España ships will not return until 1635.

1633 – 1639 Diego, also called Diegalitto and Diego

the Mulatto, raids the Caribbean under a Dutch commission, often in company with Cornelis Corneliszoon Jol, also known as Pie de Palo or Wooden Leg. This is a period of extensive Dutch privateering and naval operations against the Spanish in the Caribbean.

1634 The French corsairs of the Antilles begin to be

1636 The English on Tortuga have largely deserted the

The Armada de Tierra-Firme and Flota de Tierra-Firme depart together for the Caribbean. The Flota de Nueva España departs separately for Veracruz. The two galleons of the Armada de Cuba depart separately.

1637 – 1641

Tortuga flibustiers attack Spanish vessels sailing from Puerto Rico.

1637 The Armada de Tierra-Firme and Flota de Tier-

ra-Firme depart together for the Caribbean. The Flota de Nueva España departs separately for Veracruz. The mercury galleons sail separately for Veracruz. “Pie de Palo” Jol and his small fleet attack the Tierra-Firme fleet near Cartagena but are forced off by a determined Spanish resistance.

called flibustiers from the English freebooter, from the Dutch vrijbuiter.

1638 The Spanish attack the Dutch at Isla de Tortuga

Governor Anthony Hilton of Tortuga dies; his successor, Christopher Wormerley, continues to support the flibustiers.

The Armada de Tierra-Firme and Flota de Tierra-Firme depart together for the Caribbean. The Flota de Nueva España departs separately for Veracruz.

John Murphy, an Irishman, commits murder in Tortuga, flees to the Spanish, and soon afterward guides the successful Spanish attack on Tortuga. Nearly two hundred of the total three hundred colonists will die at Spanish hands. Years later Murphy, now known as Juan Morpha, will help defend Vera Cruz against Laurens de Graff.

John Donovan (Order #14647379)

off Venezuela and dislodge them.

Admiral “Pie de Palo” Jol and his large fleet lies in wait for either of the Spanish treasure fleets near the Florida Keys. At Los Organos Keys he gives battle to the Spanish Tierra-Firme fleet and is forced to retreat after much violent action.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

1639 Dutch freebooters are active on the Spanish Main, often visiting Providence Island.

An English contingent from Nevis settles on Tortuga, reinforcing the claim of the Providence Company to the island. The Armada de Tierra-Firme departs the Caribbean.

1640 Tortuga becomes the central point for the expor-

tation of boucaned meat and hides from the boucaniers of San Domingue. Boucaniers begin settling along the north coast of Saint-Domingue. English settlers at Providence repulse a Spanish raid of 12 vessels and 600 men. The Armada de Barlovento, based in Veracruz, is formed. It is intended to protect the Spanish Main against pirates and smugglers, and, in times of war, against enemy privateers and men-of-war.

1640 – 1654 Numerous raids along the coasts of Campeche and Cuba bring Africans and Native Americans as slaves to Tortuga. Many will eventually join the boucaniers and flibustiers of San Domingue.

1640 – 1668 Portugal is at war with Spain. The war

serves as a pretext for the issuing of Portuguese commissions for buccaneers and flibustiers when Spain is at peace with England and France.

1641 Spain recaptures [Old] Providence Island, their Treasure Fleet overwhelming the colonists.

1642 François le Vasseur, appointed as governor, arrives

at Tortuga. Fellow Huguenots asccompany him from Saint Christopher’s along with fifty or so boucaniers from SaintDomingue. He expels the English without a fight. The English flee to New Providence Island. Flibustiers, including Robert Martin who raids the Campeche coast for Native American slaves, begin using the island as a base. The Spanish Flota arrives at Veracruz.

1642 – 1650 The English fight a Civil War over a

disagreement between Parliament and the Crown, between Puritans and Royalists. Its aftermath will determine the course of privateering and piracy in the Caribbean.

1643 Governor Le Vasseur of Tortuga and his small force repel a Spanish invasion force.

Spanish “Urcas de Azogues”—mercury or “quicksilver” fluyts—arrive at Cartagena.

1644 Peter Stuyvesant, who will later become famous as the governor of New Amsterdam, later to become New York, is defeated in his attempt to recapture Saint Martin from Spain, and loses a leg in the process. Even so, the Spanish abandon the island, leaving it to the Dutch.

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Ships of the Armada de Barlovento arrive at Veracruz. However, the men-of-war are subject to escorting treasure ships back to Spain, leaving the Caribbean unprotected.

1646 Ships of the Armada de Barlovento arrive at

Veracruz, having escorted the Flota, which will also depart this year.

1647 The Armada de Barlovento is disbanded. It will not be reestablished until 1667.

1648 Captain Robert Martin continues to operate out of Tortuga, and does so until at least 1661.

The Flota arrives at Veracruz and departs the following year.

1649 Captain Blauvelt (aka Blewfield) brings a Spanish prize into Rhode Island, then New Amsterdam, captured on the Tabasco river. The Flota de Nueva España arrives at Veracruz and departs the following year.

1651 The Flota de Nueva España arrives at Veracruz, along with the “Galeones de Azogues” (mercury or “quicksilver” galleons).

1652 In January, flibustiers operating from Tortuga sack Barbacoa, Cuba.

Nearly 500 boucaniers now reside at San Domingue in twenty-seven places. They are in groups of ten to fifty, especially on the north and west coasts. On Tortuga are four to five hundred Europeans, of whom fifty or so are English or Irish. From this point forward, two or three Dutch ships per year will come to trade at Tortuga. Governor Le Vasseur of Tortuga is assassinated as a result of abuses, including stealing the mistress of one of his lieutenants. For a long time, Levasseur had been intent on setting himself up as an independent prince on the island. Philippe de Longvilliers de Poincy intends to retake control of the island from the rebels, and assigns the Chevalier de Fontenay for this task. Under Fontenay, Tortuga flibustiers make numerous raids not only for hides, meat, and fruit, but to pillage “les estancias et les barques de commerce.” During the summer, Prince Rupert, nephew of the beheaded Charles I of England, cruises the Caribbean. In August, Tortuga flibustiers sack San Juan de los Remedios del Cayo, Cuba. Flibustiers actively raid the Spanish in the Caribbean. Captain Martin raids for slaves on the Campeche coast.

1653 Captain Thomas Harding captures a Dutch vessel in a Barbadian harbor, claiming it is trading with the Spanish. He is tried for piracy in Boston.

At least seven flibustiers now operate out of Tortuga: two

Expanded Timeline English, two French, two Flemish, and one mulatto privateer named Diego. Two Spanish Flotas arrive at Veracruz; they depart together the following year.

1654 The Spanish recapture Tortuga. The Dutch capture

16 departs in August. It is attacked by an English naval force under Admiral Blake at Tenerife upon its return in 1657: two galleons, eight merchantmen, and a patache are burned.

1657 Admiral Goodson returns to England.

Tobago from the Spanish.

Du Rausset commissions Tortuga flibustiers to attack the Spanish.

After decades of struggle in Brazil, the Portuguese finally expel the Dutch from Pernambuco, the last of the holdouts.

In October, Carib Indians (Kalinago) and the French in the Antilles agree to peace.

In April, Carib Indians (Kalinago) and French colonists in the Antilles exchange blows. In August, a flibustier attempt to recapture Tortuga fails. The Capitana (Admiral) of the Armada de Cartagena arrives at Veracruz to make a Holy Visit.

1655 In April, an English expedition to seize Santo

Domingo from the Spanish, part of Oliver Cromwell’s Western Design, fails miserably. In May, the English expedition, having failed at Santo Domingo, captures Jamaica in a consolation victory. The remaining Spanish engage in a guerrilla war in the mountains. Two Spanish Galeones de Azogues (mercury or “quicksilver” galleons), of the Azogues de Nueva España, and a patache arrive in Veracruz in May and depart in June. Two more Galeones de Azogues arrive in Veracruz in August and depart a month later. The first English “buccaneering” raid—if the seizure of Jamaica is not counted—takes place: English naval and ground forces sack Santa Marta in August. The first of those soon to be known as “buccaneers” accompany the naval force. In August, the Spanish governor orders settlers to evacuate Tortuga. English and French adventurers quickly reoccupy the island. England declares war on Spain in October. The Flota de Tierra Firme departs Spain and arrives at Portobello. It is attacked near Cadiz upon its return to Spain.

1656 Admiral William Goodson is appointed head of

the Jamaica naval station. Edward D’Oyley becomes Governor of Jamaica and issues letters of marque against Spain. French flibustiers come to Jamaica to accept commissions against the Spanish. In May, English forces operating out of Jamaica attack Rió de la Hacha. Over the summer, the force, commanded by Admiral Goodson, seeks but misses the Spanish treasure fleet, and briefly blockades Havana. The French begin resettling Tortuga. The Flota de Nueva España arrives in Veracruz in June and

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1658 Captain de Fontenay attempts to sail to the South

Sea to raid the Spanish, but is turned back by weather in January. In February, Goodson’s replacement, Captain Christopher Myngs, arrives in Jamaica. He organizes Jamaican coastal defenses and captures numerous Dutch vessels for trading with the Spanish, although a prize court will only award one of them as a good prize. In May, Spain lands 550 New Spain soldiers on Jamaica. Myngs seeks reinforcements, lands his own troops, and defeats the Spanish after a bloody battle. As a reprisal, Captain Myngs attacks Santa Marta and Tolu in the summer, capturing three vessels. He sells the captured vessels to the buccaneers Searles (Cagway), Prins (Pearl), and Morris (Dolphin).

17

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book Captain Peterson captures a Dutch slaver and is branded a pirate. England and Spain make peace, although there is “no peace beyond the line”—in the Americas, that is.

1660 Jean-David Nau, later known as l’Olonnais, arrives in the Antilles as an engagé (indentured servant).

In March, Carib Indians (Kalinago) sign a treaty of peace with the French. The Royal Company of English Commerce with Africa—a slavery corporation—is founded by the Duke of York. Buccaneer captains Mansfield, Allen, Risby, Wade, and James are commissioned at Port Royal. Spanish guerrillas are finally defeated, or are otherwise forced from Jamaica. The Spanish recapture [Old] Providence Island from English buccaneers. In September, the French in the Antilles make devastating attacks upon local Caribs (Kalinago). The English at Jamaica recruit French boucaniers to help hunt renegade Spaniards in the mountains. The Flota de Nueva España arrives at Veracruz, and returns to Spain the following year. The Armada de Tierra Firme, composed of twelve treasure ships, including two men-of-war of the Spanish, sails to Portobello and returns to Spain. Four ships are lost during the voyage.

1659 In January, Captain Myngs continues his strategy

of fast, sudden attacks in areas far removed from his last attacks. With buccaneer support, he sacks Cumana, Puerto Caballo, and Coro. He is afterward accused of plundering captured treasure, and is arrested and sent to England. In April, English buccaneers and French flibustiers, operating from Tortuga, plunder Santiago de los Caballeros. Jérémie Deschamps du Rausset is appointed Governor of Tortuga. He organizes defenses, consolidates the colony, and sets the stage for the soon-to-be flibustier and buccaneer stronghold. Although Tortuga is now the primary French flibustier base, du Rausset will soon set his own headquarters at Petit Goave, Saint-Domingue. Buccaneer or flibustier captains Laques, Gregge, Bonnidell, Bequell, Peterson, Pain (Lepene), Guy, and Williams are commissioned in Port Royal. Williams and Pain purchase Spanish prizes and rename them Jamaica and Bonaventure. The governor of Jamaica permits Williams to recruit from the HMS Marston Moor, adding English naval seamen to the buccaneer pool.

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The Flota de Nueva España arrives in Veracruz in May, and departs for Spain the following year. The Armada de Tierra Firme departs Spain in September for Portobello, and returns to Spain the following year.

1661 In a policy change, England will try to trade with Spanish colonies, not attack them.

Captain Wilkes, commanding the HMS Convertine, is ordered to capture the buccaneers Martyn (Martin), Foxery, Taylor, Medlicoate, and Freeborne on charges of piracy.

1662 A small English expedition attempts to capture Tortuga from the French, but fails. The attackers are soon afterward captured by the Spanish.

In July, Captain Myngs returns to the Caribbean aboard the HMS Centurion, with the HMS Griffin as consort. Governor Windsor of Jamaica is aboard, and will use the likely Spanish refusal of trade as a pretext to attack Spanish ships and towns. In September, after the Spanish have refused to cooperate, Lord Windsor issues letters of marque to buccaneers. In October, Captain Myngs leads an expedition against Santiago de Cuba, sacking it and destroying its castle. His force is comprised of fifteen hundred men. One thousand of them are buccaneers, among them is Henry Morgan. In December, the Jamaica Council authorizes more raids against the Spanish. Lord Windsor returns to England. Captain Douglas, operating under a Portuguese commission from Lisbon, captures a Dutch vessel in Jamaica and accuses its captain of having a Jewish merchant aboard to facilitate trading with the Spanish. He sails to Massachusetts, where the vessel is impounded on charges of having been illegally seized.

Expanded Timeline The Flota de Nueva España sails from Spain for Veracruz in July, and returns to Spain the following year. The Armada de Tierra Firme departs Spain in November for Portobello, and returns to Spain the following year.

1663 In January, the English from Jamaica try but fail

to lure the flibustiers and boucaniers at Tortuga over to English rule. Captain Myngs, along with Captains Smart, Mansfield, and James, raid Campeche in February. Myngs is wounded. Captain Mansfield takes command and finishes the battle. Afterward, Myngs returns to England and is knighted. During this year, Captain Blewfields (Blauvelt) sails a barque of fifty men (Dutch, English, and Indian) and three guns out of Blewfields on the Moskito Coast, named for him or his father, still so-named today. Captains David, Herdue, Clostree are commissioned out of Tortuga. Captains Cooper, Senolve, Smart, Whetstone, and Moreau are commissioned out of Port Royal. The Spanish Assiento de Negros (slave trade monopoly) is granted to Domenico Grillo and Ambrosio Lomelin from Genoa, Italy. At one point this year, Jamaica has one thousand active buccaneers and twelve buccaneer vessels. Tortuga has 258 active flibustiers and four ships (a fluyt of the governor, and three flibustier vessels, two of them commanded by Frenchman, the third by a Dutchman).

1664 In May, Edward Morgan arrives as lieutenant governor of Jamaica.

In June, a combined English and Carib (Kalinago) expedition originating from Barbados dislodges the French from Saint-Lucia. Also in June, the new governor of Jamaica, Thomas Modyford, arrives at Jamaica and declares that hostilities against Spain shall cease. He revokes all privateering commissions. Buccaneers begin to set sail for Tortuga, including many English, Irish, and Dutch. In September, Captain Robert Searles arrives in Jamaica with two Spanish prizes. Governor Modyford has them seized and restored to Spain. Likewise, Williams petitions to bring in a prize, is refused, brings the prize in anyway, and the governor has it seized. The Crown reiterates its non-aggression policy toward Spain, but soon Modyford, requiring buccaneers for the colony’s defense, begins turning a blind eye to much of the buccaneering. In November, Governor du Rausset of Tortuga, now inhabiting the Bastille in Paris, France, for offering the island

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18 to England, sells the island to the Compagnie des Indes Occidentales. The Compagnie appoints Bertrand d’Ogeron governor. England begins sending some death-sentenced criminals to the colonies instead of hanging them, adding to the pool of buccaneer recruits. The Armada de Tierra Firme departs Spain for Portobello, and returns to Spain the following year. Spanish Azogues de Nueva España sail to Veracruz and return the following year.

1665 The Second Anglo-Dutch War begins. England lifts prohibitions on attacks against the Dutch.

In February, Captains Morgan, Freeman, Kackman, Morris, and Martien sack Villahermosa de Tabasco, after seizing a Spanish frigate in Campeche Bay. Governor Modyford, anticipating war with the Dutch, assigns Colonel Edward Morgan (Henry Morgan’s uncle) to attack the Dutch in the Caribbean. Captains Prins and Searle attack the Dutch island of Bonaire.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

In March, Captain Morgan and his raiders defeat a Spanish force sent against them. In April, famous Dutch admiral de Ruyter arrives in the Caribbean with his fleet. He will be repulsed at Barbados but more successful at Martinique. Captains Morris, Martien, Morgan, and others sack Granada in June. In July, Governor Morgan leads a mixed rabble of buccaneers, flibustiers, and convicts against the Dutch at Saint Eustace, Saba, Martin, and Tortola, then against the Cuban town of Santa Espiritu instead of Curaçao. After numerous near mutinies and the death of Edward Morgan, Captain Mansfield becomes the men’s principal representative and commander. At Boca del Toro the raiders split into two groups. English Bermudan privateer John Wentworth captures Tortola from the Dutch in July.

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Governor Modyford recruits English buccaneers to attack the Dutch, in spite of the buccaneers’ preference for attacking the Spanish with whom England is now at peace. In November, buccaneers sack several Cuban towns, claiming this is justified by Portuguese commissions issued by the French governor at Tortuga. Also this year, Governor Modyford tries and convicts fourteen buccaneers for piracy, but all but three are acquitted. Those found guilty are hanged. The Flota de Nueva España departs Spain for Veracruz and returns the following year.

1666 In January, Captains Searles and Stedman sack the Dutch island of Tobago.

France declares war on England. In March, Governor Modyford, needing to pacify the buccaneers in order to keep them for the defense of Jamaica, issues privateering commissions against the Spanish. All comers are welcome.

Expanded Timeline

20

In April, Captain Mansfield’s buccaneers attack Portete and Matina in Costa Rica. After failing to take Cartago, the jungle and militia defeat the buccaneers.

de los Caballeros in reprisal for attacks on the island of Saint-Domingue.

The English and French at Saint Kitts fight for control of the island. The French win. Other conflicts break out between the French and English in the Antilles.

1668 The majority of the Armada de Barlovento sails

l’Olonnais brutally sacks Maracaibo and Gibraltar. In May, Mansfield heads to [Old] Providence and recaptures it from the Spanish, intending it as an English (or independent) “Providence” near the Main. The Flota de Nueva España departs Spain in May for Veracruz and returns the following year. In August, the Spanish recapture [Old] Providence. In September, the French capture Tobago from the English via a simple ruse. The French capture Antigua from the English in November. Also this year, Alexandre Exquemelin arrives at Tortuga as part of the two thousand engagés brought there between 1665 and 1667 to support the colony. Women are brought to Tortuga as potential brides.

1667 A Spanish force under the command of Don Juan Pérez de Guzman recaptures Santa Catalina Island (Old Providence) from the English.

In February, French forces capture Montserrat. Dutch commander Abraham Crijnssen recaptures Suriname from the English. In May, a combined Franco-Dutch fleet engages an English fleet near Nevis. France declares war on Spain in May. In July, the Second Anglo-Dutch War comes to an end: peace reigns again between England and the Netherlands. In August, l’Olonnais captures a Spanish force sent against him. The new Armada de Barlovento—the Windward Fleet intended to defend the Spanish Caribbean against enemy and pirate attacks, and to defend the treasure fleets in the Caribbean—arrives at Veracruz in September, escorting the Azogues de Nueva España. The core of the Armada are four Dutch-built warships. In October, the English recapture Suriname from the Dutch, but the peace treaty requires the colony remain in Dutch possession. Also this year, the English Company of Royal Adventurers of Africa, a slave trading corporation, goes bankrupt. Governor d’Ogeron of Tortuga sends Monsieur Delisle with a force of flibustiers and boucaniers to attack Santiago

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The Armada de Tierra-Firme arrives at Portobello.

for Spain in January, escorting the Armada de Tierra Firme. In February, war ends between Spain and Portugal. Buccaneers sack San Juan de los Remedios in Cuba. In March and April, Captain Henry Morgan and his buccaneers and flibustiers sack Puerto Principe. Afterward, he sails to Cape Gracios a Dios, but many of his followers part company, unhappy with the plunder from Puerto Principe and with his plan to attack Portobello. In the spring, l’Olonnais has his last adventures: he captures Puerto Caballos. He attempts a raid inland but is repulsed. He then captures the Honduras urca, and is eventually shipwrecked on the Gulf of Darien where he is killed by local Native Americans. In May, Captain Searles and his buccaneers sack Saint Augustine, Florida. As a result, Spain will spend the next decade replacing the old wooden fort with one of masonry. In July, Captain Morgan and his buccaneer flotilla sack Portobello, the great port of the Spanish treasure fleet and home of the great trade fair, on the Isthmus of Darien. In October, Captain Morgan and many buccaneers rendezvous at Île-à-Vache in preparation for further expeditions against the Spanish. Also this year, Captain Demster, an English buccaneer, briefly blockades Havana. The Flota de Nueva España arrives at Veracruz. It will not return to Spain until 1670.

1669 In January, the now much-reduced Armada de

Barlovento searches for buccaneers and flibustiers, in particular those who sacked Portobello. At Île-à-Vache, Henry Morgan’s flagship, the HMS Oxford, blows up by accident, killing almost everyone aboard. For the most part, only the officers in the great cabin, including Morgan, survive. In February, a French naval squadron under the command of the Comte d’Estrées arrives in the Caribbean. In the spring, Captains Bradley, Brasiliano, and Lecat are active along the Mexican Gulf Coast. In March, Captain Henry Morgan and his buccaneer flotilla sack Maracaibo and Gibraltar. In April, Morgan’s flotilla finds itself trapped at the mouth of Lake Maracaibo. Morgan delivers a surprise attack against the few remaining ships of the Armada de Bar-

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

lovento and captures or destroys them. Using subterfuge, he soon after escapes by night under the guns of the fort. In June, Governor Modyford again issues a proclamation against attacks on the Spanish. In December, Captains Bradley and Brasiliano retreat from Spanish Guarda Costas sent from Campeche. Brasiliano is soon shipwrecked nearby. Also this year, the Armada de Tierra-Firme arrives at Portobello, and returns to Spain the following year.

1670 In January, Captain Speidryke is sent by the gov-

ernor of Jamaica on a conciliatory mission to the Spanish in Cuba (or uses the letter as a subterfuge to trade illegally with the Spanish). He is instead attacked by the Spanish-commissioned Portuguese or Spanish privateer Captain Manual Rivero de Pardal and killed. In April, English colonists found Charlestown, South Carolina. The colony will soon be a favorite occasional haunt of buccaneers and flibustiers. Carolina governors will invariably deny this. In April or May, Captain Prins uses the excuse of Rivero de Pardal to make a reprisal attack on Santa Cruz de Mompox, but is unsuccessful. In June, Rivero de Pardal makes small raids along the Jamaican coast. In July, Henry Morgan is commissioned to find and destroy Rivero de Pardal. Morgan sets sail with a large flotilla. A Spanish force is sent to dislodge the Charlestown, South Carolina colonists, but retreats without a fight in August. Also in August, Captains Prins, Harris, and Ludbury sack Granada in Nicaragua. In September, with the help of a small French naval frigate, Governor d’Ogeron of Tortuga partially suppresses a flibustier rebellion on Saint-Domingue. The flibustiers do not agree with the French West India Company rules regarding trade. In October, Captains Morris and Rivero de Pardal accidentally seek shelter in the same bay. Morris engages and kills Rivero de Pardal. In November, Captain Narborough sails into the South Sea to attempt to force a trade upon the Spanish. In December, in preparation for an attack on Panama, Henry Morgan captures [Old] Providence Island. Also this year, Captain Bradley captures four Spanish vessels at Rancheria while provisioning. One, the Galliandena, goes to Captain Champagne, then to Captain Gasconne,. Captain Gasconne is actively operating out of Tortuga.

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Petit Goave on Saint-Domingue becomes the central base of operations for flibustiers, and will soon largely replace Tortuga. The Flota de Nueva España arrives at Veracruz and returns to Spain the following year.

1671 In January, Captain Henry Morgan, with an

English commission, captures Chagres, then crosses the Isthmus of Panama and sacks Panama. Captain Searles and his drunken men miss capturing Trinidad, and with it much of the wealth and wealthy people of Panama. The attacks have great political repercussions. In March, Henry Morgan returns to Jamaica and is advised of a new treaty of peace with Spain. In November, Governor Lynch of Jamaica receives an order to arrest Henry Morgan. The Armada Caribe—seven ships, three frigates, and four chinchorros—is dispatched from Spain in August. Its purpose is to defend Panama and fight pirates. Also this year, the Flota de Nueva España arrives at Veracruz and returns to Spain the following year.

1672 In March, England declares war on the Netherlands.

In March and April, buccaneers or flibustiers burn a Guarda Costa ship under construction at Campeche, then sack various towns along the Mexican coast. In June, an English force under Governor Stapleton of the Leeward Islands attacks Dutch colonies in the Antilles and Virgin Islands. In August, Henry Morgan arrives in England, ostensibly to be tried for crimes. Also this year, a new Armada de Barlovento is formed. The Armada de Tierra Firme arrives at Portobello and returns to Spain the following year. France and the Netherlands declare war on each other.

1673 Buccaneers raid San Juan de los Remedios, Cuba, in February.

Also in February, Governor d’Ogeran’s ship runs aground at Puerto Rico. He and most of his men are captured. D’Ogeran escapes Spanish custody six months later. In June, Diego the Mulatto (aka Diego Grillo) defeats three Spanish vessels sent to capture him. In July, Captain Evertson, a Dutch naval officer, raids the Chesapeake after wreaking havoc in the Caribbean, including the capture of Saint Eustace. In August, buccaneers raid the Mexican coast again. A pirate hunting expedition sets sail from Veracruz, first forcing

Expanded Timeline

22

these buccaneers ashore, then attacks other buccaneers at Laguna de Términos.

In July, Dutch admiral de Ruyter attacks Martinique but is defeated by the French.

In October, Governor d’Ogeron, with five hundred flibustiers, attempts to rescue his imprisoned men on Puerto Rico. The expedition is a debacle, resulting in the release of none and the murder of more than three dozen flibustier prisoners in reprisal.

In August, Henry Morgan is knighted for his attack on Panama.

Also in October, France declares war on Spain. Once again, France will issue legitimate privateering commissions against Spain. The Flota de Nueva España arrives at Veracruz and returns to Spain the following year. The Armada de Tierra Firme arrives at Portobello. Throughout the year, English and Dutch forces attack each other in the Caribbean, as do French and Dutch forces, and, at year’s end, French and Spanish.

1674 The Treaty of Westminster is ratified in March:

peace comes again between England and the Netherlands.

Also this year, William Dampier begins work as a plantation overseer in Jamaica.

1675 In the spring, Sir Henry Morgan returns to

Jamaica, having first been shipwrecked at Île-à-Vache. Now the lieutenant governor of the island, he counsels patience to buccaneers, and quietly assures them in so many words that their way of life is not at an end. Governor Vaughn, newly appointed to govern Jamaica, arrives a month after Sir Henry. Also in the spring, Captain John Bennet, an Englishman commanding a brigantine with French crew, commission, and colors, captures the Buen Jesus de las Almas, carrying 50,000 pieces of eight, near Santo Domingo, Hispaniola in April. In April, English buccaneers are forbidden to serve “foreign princes.” Nonetheless, many do, preferring not to give up their sea roving trade. In August, William Dampier makes his first voyage to Laguna de Términos to trade in logwood. Approximately two hundred and fifty logwood cutters are interloping at Laguna de Términos. Many of them are former buccaneers, or those who are temporarily taking leave of sea roving. Also this year, the Armada de Tierra Firme arrives at Portobello and returns the following year. The Flota de Nueva España arrives at Veracruz and returns to Spain the following year. Flibustier captains Lessone (La Sound) and the Sieur de Bernanos march into the Isthmus of Darien but are driven back by the Spanish. Spanish guardas costas and privateers are active against buccaneers and flibustiers. Governor d’Ogeron of Tortuga returns to France, and dies. Denmark colonizes Saint Thomas. Per treaty, Suriname becomes Dutch, and New York, English.

1676 The Dutch under Admiral Jacob Binckes capture

Cayenne from the French in May. Admiral d’Estrées recaptures the island at year’s end. During the spring and summer, Binckes continues to attack French possessions in the New World. During the summer, Dutch privateers Aernouts and Reyning attack Grenada, but are captured.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

In June and July, eight hundred buccaneers under Captains Wright and Lane raid inland into Nicaragua and sack Segovia. They are afterward defeated in Costa Rica. Among their number is Bartholomew Sharp. In July, Admiral Binckes attacks the outnumbered French at Petit Goave, but receives stout resistance during a naval battle in the harbor. He fails to land troops due to French defenses and reinforcements ashore. In October, French flibustiers commanded by Captain LeMoyne capture the Concordia at the Gulf of Honduras. Almost certainly serving aboard the Spanish ship as a Spanish gunner is Dutchman Laurens de Graff, destined to become one of history’s greatest flibustiers. In December, the French under Admiral d’Estrées capture Tobago from the Dutch. Also this year, Captain Deane, a buccaneer, is accused of piracy, tried, and acquitted. Buccaneers, among whose number is William Dampier, sack Alvarado, Mexico, and are almost captured by Spanish armadillas soon after.

1677 In January, the Marquis de Maintenon raids Margarita Island on the coast of Venezuela.

In March, Admiral d’Estrées is defeated in a fleet action by the Dutch off Tobago. A small flibustier force under Captain Ribaut attacks Jalapa, Mexico. In June, flibustiers and buccaneers, including Captains Lagarde, Coxon, and Barnes, sack Santa Marta, capturing the local governor and bishop whom they take to Jamaica in July, intending to hold them for ransom. In July, two Spanish men-of-war, including the Francesa, part of the new Armada de Barlovento, arrive at Cartagena and soon seek the buccaneers who attacked—and were chased away from—Santa Marta. Other ships of the armada arrive at La Guaira, Venezuela from Cadiz. In November, Captain de Franquesnay, a flibustier, lands on the Cuban shore to raid Santiago de Cuba. The raid fails when the attackers get lost. In December, Admiral d’Estrées, having returned to France after his defeat at Tobago, attacks Tobago again by land and sea, and is victorious. Also this year, Captain Browne, a Scotsman, seizes a Dutch trading vessel off Cartagena and sells the slaves illegally in Jamaica, for which he is hanged. Buccaneers attack San Marcos de Apalache, Florida. Three flibustier ships, including those commanded by Captains LeMoyne and Bennett, attack the rich Honduras

John Donovan (Order #14647379)

urca. They are defeated. The urca is attacked again near Cadiz, this time by Barbary corsairs. Again, the Spanish victory is resounding. English buccaneers begin returning to Port Royal, Jamaica, after the publication of an act making it illegal to serve a foreign prince. Among those to accept amnesty are the buccaneers who sacked Santa Marta. The Azogues de Nueva España arrives at Veracruz.

1678 In May, Admiral d’Estrées’s fleet runs aground at Aves Island off the Venezuelan coast. Among the shipwrecked are two or three flibustier vessels.

The Sieur de Grammont sacks Maracaibo in June, and continues to plunder the region until December. In July, two hundred buccaneers commanded by Captains Spurre and Neville sack Campeche, Mexico. In August, peace is made between France and the Netherlands.

Expanded Timeline In September, peace is made between France and Spain. Also this year, Captain LeMoyne, along with Captain Pérou, captures three Dutch prizes at the Bay of Matanzas in Cuba, under a commission from Governor de Pouancy. Two thirds of the crew are English. LeMoyne takes a fourth prize, or perhaps all of them, to Boston for disposal. A slave ship wrecks at Capestere, but the crew, and African and Arab slaves, are saved by Carib Indians (Kalinago). The Earl of Carlisle arrives in Jamaica as governor. French forces attack Danish Saint Thomas but are repulsed. The Armada de Tierra Firme arrives at Portobello and returns the following year. The Flota de Nueva España arrives at Veracruz and returns to Spain the following year.

24 Raveneau de Lussan, who will write a book about his adventures as a 168flibustier, arrives at Saint-Domingue as an engagé. The Sieur de Grammont sacks Puerto Principe.

1680 In February, buccaneers under command of Cap-

tains Coxon, Sharp, Allison, Essex, Maggott, Sawkins, and others sack Portobello. Spanish forces capture a few logwood cutters, among whose number are former buccaneers, at Laguna de Términos. Spanish forces plot a larger attack as soon as possible. In April, Spanish forces make a large, successful raid against interloping logwood cutters at Laguna de Términos. Among the Spanish captains are Juan Corso and Pedro de Castro.

on Cuba, intending to attack Santiago de Cuba, but soon abandon the attempt.

A large buccaneer force, whose captains include Sharp, Coxon, Cook, Harris, Allison, and Sawkins, march into the Isthmus of Darien with Native American allies and sack Santa Maria. The buccaneers continue onward to the South Sea (Pacific) coast where they engage and defeat a small force of Spanish armadillas near [New] Panama, then capture a great Spanish ship, which they make their flagship. William Dampier is among these buccaneers.

The Sieur de Grammont attacks Guanaja, Cuba, but is met with stiff resistance, and must be extricated by Captain de Graff.

In June, buccaneers and flibustiers under Captains Grammont, Wright, and Paine sack La Guaira.

During the summer, Grammont cruises the north Cuban coast, hoping to capture prizes heading to or from Havana.

In December, the South Sea buccaneers plunder La Serena. Also this year, the Flota de Nueva España arrives at Veracruz and returns to Spain the following year.

The first edition of Alexandre Exquemelin’s The Buccaneers of America is published, in Dutch. This is the first of many editions in several languages.

1679 In February, flibustiers under Captain Bréha land

In June, flibustiers under the command of Captain Bréha attack Spanish treasure salvors at the wreck of the Maravillas. In August, buccaneers under the command of Captain Sawkins sack Santa Marta again. In September, buccaneers under the command of Captains Coxon, Essex, Sharp and probably others capture five hundred chests of indigo and other valuable goods in the Gulf of Honduras. In December, buccaneers rendezvous at Jamaica for an attack on Portobello. Also this year, Captain Edmund Cook seizes a Spanish bark loaded with cacao, in reprisal for the Spanish theft of his trading vessel. Captain Cornelius Essex in the Great Dolphin plunders the plantation of Major Jenks at Saint James Parish in Jamaica. He and his crew are captured. Two are sentenced to hang. Captain Peter Harris captures a Dutch ship of 28 guns in the south keys of Cuba. Captain Johnson of the Royal Navy captures Captain Sawkins, the buccaneer. Sawkins is soon released.

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The South Sea buccaneers make numerous raids south along the Spanish Pacific coastline.

1681 In February, the South Sea buccaneers, having

so far survived low rations, Spanish defenses, and serious disagreements among themselves, are defeated at Arica. Captain Sharp assumes command and leads a successful retreat. Early in the year Captain John Coxon makes a small raid at Matanzas on the Florida coast, capturing a few Native Americans. In May, two great new Armada de Barlovento ships—the Capitana and Almiranta of the fleet—set sail from Cadiz for Veracruz: both are Dutch-built. In June, buccaneers raid deeply into Costa Rica. In November, Captain Sharp and his buccaneers sail around Cape Horn and return to the Atlantic after raiding the South Sea. The Sieur de Grammont sacks Cumana, but loses all when his ship founders near Petit Goave.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

Nicolas Van Horn, soon destined to become a famous flibustier, purchases the Mary and Martha, a former hired ship of the English navy, at London, and renames her the Saint Nicolas.

In November, Spanish authorities seize slaves at Santo Domingo from Captain Van Horn, in reprisal for pirate attacks. Making his own reprisal, Van Horn turns flibustier, assuming he had not already intended to do so.

Also this year, the Armada de Tierra Firme arrives at Portobello and returns in 1683. The fleet loses a galleon, three ships, and a patache.

Also this year, Captain Coxon is sent by Lynch to the Bay of Honduras to bring away the English logwood cutters.

The Flota de Nueva España arrives at Veracruz. Sir Henry Morgan leads militia and volunteers against the pirate Evertson and his crew, and kills or captures them. Sir Thomas Lynch is appointed Governor of Jamaica. Carib Indians (Kalinago) attack Antigua and Barbuda. William Dampier returns to the Caribbean over land via Darien, along with others who have abandoned the South Sea expedition. He will soon sail with Captains Wright and Yankey, who will soon sack Rió de la Hacha. Late in the year and into 1682, buccaneers and flibustiers make small raids along the Florida coast.

1682 In February, five flibustier ships, including those commanded by Captains Grammont and de Graff, capture the Candelaria, a subsidy ship for Saint Augustine, at the upper Florida Keys.

Flibustiers raid Apalachee and La Chua, Florida. In July, Captain de Graff captures the Francesa from the Spanish, commanded by Manuel Delgado. She is a ship of the Armada de Barlovento and is loaded with money and goods for Santo Domingo. The capture causes a financial crisis on the island. In August, Captain Foccard (or Tocard), a flibustier, sacks Tampico, Mexico.

John Donovan (Order #14647379)

Captain Sharp is arrested in England and tried for piracies against the Spanish in the South Sea. He is acquitted.

1683 Grammont and other captains blockade Cuba, largely unsuccessfully, from late 1682 until early 1683. In February, Captains Van Horn, de Graff, and others capture two empty Honduran urcas. Van Horn has ignored de Graff ’s suggested strategy, beginning a simmering enmity between the two flibustier captains. In March, Captains Bréha, Markham, Paine, Conway, Wooley, and Cornelis attack Saint Augustine, but are successfully ambushed by Spanish defenders. The attackers raid the coast instead. In May, Spanish privateers from Havana attack Charlestown, South Carolina. Flibustiers under the command of Grammont, de Graff, and Van Horn brutally sack Veracruz. Near the end of the raid, de Graff and Van Horn have a falling out, and de Graff wounds Van Horn in a duel. Van Horn dies soon afterward. During the spring and summer, Captain Cook, a buccaneer, seizes a flibustier vessel in reprisal for an earlier affront, then captures two more vessels and sails to Virginia where he refits and sets sail for the South Sea. During the summer, Captain Bréha captures the Nuestra Señora de Regla after a bloody fight.

Expanded Timeline

26

In August, the Armada de Barlovento captures six flibustier vessels, including Captain Bréha’s prize.

Hender Molesworth becomes Governor of Jamaica.

Captain Carlisle of the Royal Navy burns the ship of the notorious pirate Hamlin, who attacks ships of all nations, at Saint Thomas where he has been hiding out.

The Armada de Tierra Firme arrives at Portobello and returns to Spain in 1686.

In December, Captains Andresson, de Graff, Michel, Yankey, Lesage, and Bréha blockade Cartagena and defeat converted Spanish Assiento (slave) ships sent against them. The flibustiers turn two of them into pirate ships. Also this year, the Armada de Tierra Firme arrives at Portobello. The Flota de Nueva España arrives at Veracruz and returns at the end of the year or the beginning of the next. Captain Juan Corso, a Spanish guarda costa and pirate, is active, often using Santiago de Cuba as a base.

1684 In January, Spanish privateers sack New Providence Island in the Bahamas in reprisal for the attack on Saint Augustine by buccaneers. In February, Captain Cook and his buccaneers enter the South Sea via the Strait of Magellan. Other buccaneers will also enter the South Sea this year. Among their number is William Dampier. In the spring, Spain declares war on France. The war lasts only until August. In the spring and summer, the Sieur de Bernanos and flibustier Captains Grogniet, Bréha, Vigneron, and Petit cruise along Brazil and the Gulf of Paria. In June, Captain Harris (the nephew) crosses the Isthmus of Darien and by accident links up with other South Sea buccaneers. In October, buccaneer captains Swan, Harris, and Davis, who connected in the previous month, attack Paita in the South Sea. Also this year, Captain de Graff and other flibustiers blockade Cuba. Captains Brouage and Michel capture two Dutch vessels in the service of Spain. Buccaneers capture the Plantanera, a subsidy ship for Saint Augustine, at the Keys. Spanish captain Miguel Ramon, sent to seek the pirates, attacks the buccaneers, is defeated, captured, tortured, and set ashore on one of the Keys. A storm disperses a combined buccaneer fleet of eleven vessels before it can attack Saint Augustine. A few raid small Spanish missions on the Georgia coast instead. Captain de Graff and his consorts cruise along the Cuban coast, then to Central America where they link up with Captain Rose. Many flibustiers desert de Graff, preferring to cross over into the South Sea. Among them is Raveneau de Lussan.

John Donovan (Order #14647379)

Buccaneers sack Tampico, Mexico.

The Azogues de Nueva España arrive at Veracruz and return to Spain the following year.

1685 In January, a large party of flibustiers crosses the Isthmus of Darien into the South Sea. De Graff parts company with them just before they do.

Spanish privateers from Biscay (Vizcaya) are active in the Caribbean, operating out of ports such as Santo Domingo and Havana. In April, South Sea flibustiers blockade Panama. In June, a Spanish naval force engages the South Sea flibustiers. The sea thieves have no choice but to retreat. In July, Captains Grammont and de Graff lead the sack of Campeche. The flibustiers occupy the city for sixty days. Only a few English captains are among the attackers: one of them is Bartholomew Sharp. In August, the Armada de Barlovento sets out in pursuit of the flibustiers who are sacking Campeche. In September, the Armada de Barlovento captures some flibustiers as they sail from Veracruz. Captain Bréha is among the captured. He is hanged at Veracruz. Also in September, Captain de Graff, commanding the Neptune, engages the Capitana and Almirante of the armada in an epic battle, fights them to a draw, and escapes. Also this year, the pirate Banister makes a daring escape from Port Royal, fired upon by the port's forts as he does. Captain Dechesne’s ship is captured on the coast of Jamaica, but he escapes to join Banister. Spanish privateers Juan Corso and Pedro de Castro search the Gulf Coast for La Salle’s colony, its existence revealed by the interrogation of captured flibustiers. Captain Sharp obtains a dubious English commission to pursue “pirates and Indians.” Sailing to Bermuda to sell his cargo of slaves captured at Campeche, he helps the local governor put down a rebellion. Soon afterward, he is arrested by Captain Saint Lo of the English Navy and carried to Nevis to be tried for piracy. He will be acquitted of piracy for a second time. Spanish privateer and pirate Juan Corso sacks New Providence.

1686 South Sea flibustiers and buccaneers continue their raids on the Spanish.

In March and April, Captain de Graff raids Valladolid.

27

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

In April, South Sea pirates under the command of Captains Grogniet and Townley sack Granada. In April and May, a scout vessel sent by the Sieur de Grammont prior to raiding Saint Augustine is shipwrecked at Matanzas on the Florida coast. The scout vessel’s crew defends itself for several days before most are captured or killed. The attack on the city is abandoned. In July, two English men-of-war destroy the pirate Banister’s ship while it careens at Samana Bay. Banister escapes with French flibustiers, who later this year head into the South Sea via the Strait of Magellan. Banister, however, parts company with them as soon as he can. In August, Spanish raiders from Saint Augustine destroy the Scottish colony of Port Royal in South Carolina, then plunder the outskirts of Charlestown. In November, France and England agree to suppress their buccaneers and flibustiers. The heyday of buccaneering is at an end. The pirate hunting Vizcayan squadron arrives in the Caribbean. Also this year, the Azogues de Nueva España arrive at Veracruz, and return to Spain in 1688. Captain Yankey captures a Spanish ship with a cargo worth fifty thousand pieces of eight. Captain de Graff ’s Neptune wrecks on a reef near Cartagena. Captain Swan and his crew cross the Pacific. William Dampier is with them.

Spanish or Corsican privateer Blas Miguel, whose brother was killed in the Vizcayan action against de Graff, sacks Petit Goave, but is forced by a counterattack to retreat into the town’s fort, where he and his surviving men are captured, tried, and put to death. The Duke of Albemarle becomes Governor of Jamaica.

1688 King James II of England is overthrown in the

“Glorious Revolution” and is replaced by William of Orange of the Netherlands, now William III, and his English wife Mary. Europe prepares for war. The Nine Years War, known as King William’s War in the English colonies in America, begins. In simple terms, it pits France against the Netherlands (whose William of Orange is now King of England), Great Britain, Spain, and the Holy Roman Empire. Many buccaneers and flibustiers become legitimate privateers. A fair number of English buccaneers join the French because the plunder is likely to be greater, while others turn pirate on the African coast and in the East Indies, in particular in the Red Sea. In August, Sir Henry Morgan dies. At his funeral he is given a twenty-two gun salute, so great is the regard for him. Captain Jean Pinel, a French flibustier destined to become famous, attempts to raid the Dutch colony of Saba but fails when one French vessel fires on another by accident, alerting the Dutch.

Charlestown, South Carolina inhabitants plan a reprisal against Saint Augustine, to be joined by flibustiers commanded by Captains Yankey and Jacob, but the new governor quashes the plan.

In December, the flibustiers who had consorted with Banister at Samana Bay attack Acaponeta, Mexico, in the South Sea. Their red flag of no quarter is distinctive: upon it is a skull and crossbones, the only known instance of late–seventeenth–century buccaneers and flibustiers flying the symbol.

an English man-of-war in sight of Port Royal, Jamaica.

Also this year, the Armada de Tierra Firme arrives at Portobello and returns to Spain the following year.

1687 In February, the pirate Banister is hanged from

In March, Governor du Cussy of Saint-Domingue orders all flibustiers to quit attacking the ships and towns of Spain. In April, South Sea flibustiers sack Guayaquil. Also this year, the Azogues de Nueva España arrive at Veracruz and return to Spain the following year. The Flota de Nueva España arrives at Veracruz and returns to Spain the following year. The flibustier Le Picard is active in the South Sea. The pirate hunting Vizcayan squadron attacks de Graff but is defeated. Captain Phips, later to become governor of Massachusetts, recovers great riches from a Spanish wreck on the Abrojos reef.

John Donovan (Order #14647379)

The Azogues de Nueva España arrive at Veracruz and return to Spain the following year.

1689 France formally declares war against the Netherlands.

The French sack the Dutch colony at Saint Eustatius. In April, Jean Ducasse, soon to be governor of SaintDomingue, attacks the French colony at Surinam but is repulsed. In July the French under Ducasse capture Saint Christopher’s from the English. Captain Sharp has gone entirely legitimate, leading a company of buccaneers and volunteers under General Codrington against the French in the Leeward Islands.

Expanded Timeline

28

The Flota de Nueva España arrives at Veracruz and will return to Spain the following year.

1693 The “Acaponeta” flibustiers finally return to the

In December, former flibustier, now French officer, Laurens de Graff raids the north coast of Jamaica.

In April, a large English naval and land force is repulsed at Martinique.

1690 In January, English privateer Thomas Hewetson sacks Marie-Galant. William Kidd is one of his privateer captains, commanding the Blessed William.

In February, Hewetson and his privateers engage Ducasse’s force at Saint Martin in a bid to evacuate the English. Ducasse eventually stands off. Some of Hewetson’s privateers object to the purely military operation—there is no plunder. One of them, the crew of the Blessed William, deserts the enterprise while Captain William Kidd is ashore. An English force recaptures Saint Christopher’s Island from the French. Captain Jean Pinel serves valiantly in defense of the island. Losing his estate, he becomes a full time privateer against the English and Dutch. Captain Pierre Lambert, another French flibustier, almost captures the English commander, Governor Codrington. Pinel and Lambert will become two of the most famous flibustiers during King William’s War and later, Queen Anne’s War. Captain Strong, an English privateer, is commissioned to find a sunken galleon, trade with the Spanish, and attack the French in the South Sea. His voyage fails. The French under Monsieur de Cussy, composed of one thousand men, half settlers, half flibustiers, sack Santiago de los Caballeros. A Spanish force destroys the logwood encampment at Laguna de Términos. The Armada de Tierra-Firme arrives in the Caribbean and will return to Spain the following year.

1691 Captain Allison, a French flibustier, seizes an

English ship, the Good Hope, at Madeira while raking salt.

Caribbean from the South Sea.

1694 Captain Jean Pinel captures two richly-laden

English merchantmen near Barbados, one of twelve guns, one of eighteen. French priest Jean-Baptiste Labat arrives in the Caribbean in January. He will become famous for chronicling West Indian life, including that of boucaniers, flibustiers, slaves, and Caribs (Kalinago). He will also take an active role in defending French colonies from English attack, at one point even taking command of a shore battery. In June, Governor Ducasse leads an attack on Jamaica. Laurens de Graff leads a large raiding party ashore. In September, a Jamaican force makes a small reprisal against the French on Saint-Domingue.

1695 The English land a large force on Saint-Domingue and sack Port-de-Paix. Further operations are hindered by disagreements between the English and their Spanish allies. Laurens de Graff is later criticized by Ducasse for failing to provide an adequate defense. The Flota de Nueva España arrives at Veracruz. It will not return to Spain until 1697. The Armada de Tierra-Firme arrives in the Caribbean. It will not return to Spain until 1698. In the Red Sea, pirate Henry Avery (or Every) captures the Gunsway, a rich ship of the “Great Mogul.” This and similar acts of piracy force the English government into action.

1696 Captain William Kidd, commissioned to hunt

Red Sea pirates, sets sail from England. His voyage will be a miserable failure.

An English force under General Codrington and Admiral Wright attempt but fail to capture Guadeloupe from the French. In most operations like this, buccaneers are also participants.

John Beare is a former buccaneer who had absconded as a renegade to the Spanish at Havana in order to escape English justice and serve as a Spanish pirate hunter, now serves the French. He leads a French naval flotilla to La Guaira where it captures a large Spanish ship.

of Port Royal. However, the earthquake has little to do with the demise of buccaneering, for it has been suppressed for almost a decade. The seaport will continue to support Jamaican privateering and naval operations for many years to come.

A French privateer force sails into the South Sea to raid the Spanish, but is largely unsuccessful.

1692 An earthquake strikes Jamaica, destroying much

French flibustiers sack Santa Marta. The Flota de Nueva España arrives at Veracruz. It will return to Spain the following year.

John Donovan (Order #14647379)

1697 French corsaires under the command of the Baron

de Pointis, augmented by colonial militias as well as flibustiers under the command of Jean Ducasse, sack Cartagena de Indies. The expedition is in fact a military one: the corsaires are actually French seamen and soldiers operating in a private capacity and using French men-of-war on loan from the navy.

29 The Treaty of Ryswick is signed to end the Nine Years' War: peace is declared, at least for a few years.

1698 The Scottish Company sails to Darien to establish

a colony, with Captain Allison as pilot. The Company relies heavily on former buccaneer Lionel Wafer’s “secret report.” The Flota de Nueva España arrives at Veracruz. It will not return to Spain until 1701. The Flota de Honduras arrives at the Gulf of Honduras. It will return to the Spain the following year.

1699 The Flota de Nueva España arrives at Veracruz. It will not return to Spain until 1702.

John Donovan (Order #14647379)

John Donovan (Order #14647379)

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

3

THE SPANISH pain! Land of romance and Inquisition! The countries of New Spain, New Granada, and Peru—along with the adjacent islands—make up Spain in the New World. This is the land which will be known collectively as the Spanish Main of fact and fiction, of romance and reality. It is a grand empire, more diverse and colorful than any of the other European nations in the Americas. In fact, most of European-settled America is controlled by Spain, giving the Iberian kingdom great wealth from the silver, gold, and goods found here. But the Spanish crown has squandered its American wealth and the Spanish empire is in decline. It cannot afford to defend its New World colonies as well as it must. Ashore, it relies on fortifications. This includes Spanish regulars in the larger towns and some small outposts along with local militias, which are often

S

John Donovan (Order #14647379)

augmented by Native Americans. At sea, it relies on a small fleet known as the Armada de Barlovento. But the Armada cannot be everywhere at once. Guarda Costas (privately commissioned coast guards) provide local sea patrols, corsarios (privateers) occasionally provide additional naval strength, and armadillas—locally armed vessels—are sent out on specific occasions. But all three of these seafaring folk are often as piratical as the buccaneers they defend against. Spanish defenses are typically weak; only the great treasure fleets and the grandest of cities remain well-protected.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

33

3.1 Spanish Factions ◊ SPANISH MILITIA 1621-1713 Spanish militia augment Spanish regulars—and typically outnumber them. The militia are composed primarily of three sorts: infantry and cavalry milicianos modelled on Spanish regulars; lanceros made up of hunters and workers; and Native American auxiliaries. The infantry are armed primarily with mosquetes, which are heavy matchlock muskets used with a rest; arcabuses, which are light matchlock muskets used without a stand; and often with escopetas, which are flintlock muskets used for hunting. Many carry cup-hilted rapiers or broadswords as well. Conventional cavalry are armed with flintlock carbines, pistols, and cup-hilted broadswords. Lanceros are armed with lances and machetes; mounted lanceros often use a “hocksing iron” (a lance with a crescent-shaped blade for hamstringing wild cattle) instead. Milicianos Indios are armed with bow and arrow. The milicianos’ greatest shortcoming is often too few veterans and firearms. Milicianos of all types are ethnically diverse, although often commanded by Spanish peninsulares and criollos. Milicianos include blooded veterans, merchant amateurs, and haughty hidalgos as well as bold workers, slaves, and Native Americans. All have one thing in common: they are fiercely proud.

FORCE SPECIAL RULES

FORCE OPTIONS

»» This Force may deploy a single Unit with the Hidden, Elusive, or Skirmishers Special Rules following the Lay in Wait rules in the Scenarios section of the Blood & Plunder rule book (p. 144).

Cinquentaine: Caballeria Lancero units become Core units in this Force, and at least two of the units in this force must be Caballeria Lancero units. This Force's commander must also be mounted.

CORE UNITS

SUPPORT UNITS

• Milicianos or Hostigadores • Lanceros or Milicianos Piqueros • Caballeria

• Milicianos Artilleros or Marineros • Caballeria Lancero • Soldados or European Soldiers (Unaligned) • Milicianos Indios

COMMAND OPTIONS Any Spanish Militia Commander, Mateo Alonso de Huidobro, Cristobal Arnaldo de Issasi, Gaspar de Oviedo, Fancisco de Peralta, Andrés de Ochoa y Zárate, Francisco de Fuentes de Galarza, or Manuel Rivero de Pardal

Guerilla Fighters: This force may include Milicianos Indios as Core units and may deploy up to half of its units using the Lay in Wait rule, but only if the force contains no Artillery on field carriages and no Mounted units. La Florida: Soldados, Warrior Archers (Native Americans), and Young Warriors (Native Americans) become Core Units and Warrior Musketeers, Warriors, and Caballeria Lancero are Support units.

ALLIED FACTIONS

ARMY SCALE ONLY

• Southeastern Woodland Tribes • Caribbean Natives • Tercios • Guarda Costas • Armada de Barlovento • Caribs

◊ GUARDA COSTAS 1621 - 1713 Guarda Costas are Spanish privateers commissioned for local coastal defense against smugglers and pirates—but often enough, they are considered as outright pirates by the English, French, and Dutch. Guarda Costas seize the hulls and arrest the crews of any foreign vessel found with frutas de las Indias—anything that might have been produced on the Spanish Main—aboard. They are a mixed lot of Spanish and Portuguese peninsulares, Spanish criollos, Levanters, Italians, Corsicans, Native Americans, Africans, and mixed races, and are known to be as brutal as any buccaneer or flibustier. Likewise, their captains are as swashbuckling as any buccaneer or flibustier. Too often, though, the hidalgo pride and valor of Guarda Costa captains and crews fail to defeat the fury and tactics of their greedy enemies.

FORCE SPECIAL RULES »» This Force adds +2 when determining the attacker in a scenario. »» All units in this Force with the Drilled Special Rule have the Sailors Special Rule instead. »» All Trained and Veteran units in this Force ignore the Poorly Equipped Special Rule.

CORE UNITS

SUPPORT UNITS

• Marineros • Milicianos

• Lanceros or Marineros Piqueros • Milicianos Indios • Zeelieden (Dutch) • European Sailors (Unaligned)

John Donovan (Order #14647379)

COMMAND OPTIONS

Any Guarda Costa Commander, Don Francisco, Philip Fitzgerald, Francisco de Peralta, , Juan Corso, Manuel Rivero de Pardal, or Jan Erasmus Reyning (Dutch)

ALLIED FACTIONS

ARMY SCALE ONLY

• Spanish Corsairs • Caribbean Natives • Spanish Militia • Armada de Barlovento

The Spanish

34

◊ SPANISH CORSAIRS 1621-1713 Spanish Caribbean corsarios, or Corsairs, are far outnumbered by their English and French buccaneering nemeses. They have, however, produced a handful of captains who are almost as notorious as those of their enemies. And like those of their foes, their privateering commissions were sometimes legitimate, sometimes mere pretense, and sometimes nonexistent. In this last case, the corsairs are nothing more than pirates. They prefer to prey on “enemy” shipping, primarily small merchantmen, smugglers, turtle sloops, and fishermen, rather than on pirates who would put up a fight. On occasion, they attacked enemy plantations, and even towns. The most famous raid is that on Petit Goave in 1687. Initially successful, the Spanish attackers were routed in a counter-attack after extending themselves too far afield. The surviving crew were hanged; the two captains were broken on the wheel. Like the Guarda Costas, the Corsairs commissioned in the Caribbean had highly interracial crews. This was unlike the Spanish Corsairs commissioned in Spain, who were mostly “Biscayers”—Basques from Vizcaínos in Spain, that is—or Flemings from Spanish-held Ostend. Of the Basque Corsairs, the best-known were those of the Armada de Vizcaínos sent in 1685 to cruise for pirates. It was one of this Armada’s officers, Blas Miguel, who attacked Petit Goave in revenge for the death of his brother at the hands of Laurens de Graff. Spanish Caribbean corsairs, if less well-known, are easily as cruel as their buccaneer and flibustier counterparts, with their Biscayan brethren not far behind.

FORCE SPECIAL RULES »» All ships and boats in this Force move 1" more when moving with Sweeps. »» All units in this Force may re-roll a failed Throw Grapple Test once per turn. »» This Force adds a +2 to its roll to determine attacker in a scenario. »» Units in the Force ignore the effects of the Poorly Equipped Special Rule.

CORE UNITS

SUPPORT UNITS

• Corsarios • Marineros

• Marineros Piqueros • Enter Ploeg (Dutch) • Zeelieden (Dutch) • Kapers (Dutch) • European Sailors (Unaligned)

COMMAND OPTIONS Any Corsairs Commander, Blas Miguel, Juan Corso, Jan Erasmus Reyning (Dutch) or Manuel Rivero de Pardal

ALLIED FACTIONS • Guarda Costas • Spanish Militia

ARMY SCALE ONLY

• Ostend Privateers

◊ ARMADA DE BARLOVENTO 1642-1647 & 1665 -1713 Established in 1642, the Armada de Barlovento lasts but a few years until reestablished in 1665. Based at Veracruz, Mexico, it serves as the Spanish naval squadron in the Caribbean. It escorted treasure fleets from Veracruz and Havana through the Straits of Florida followed by a grand tour and show of force through the Caribbean. When able, it also chased pirates and smugglers. All too often the small fleet of half a dozen or so ships, whose two flagships ranged from 500 to 700 tons and 40 to 56 guns, was mired in Spanish colonial red tape, pride, and arrogance. This sometimes left the ships in poor repair and only marginally effective. A fair number of the Armada ships are Dutch-built (in fact, a third of Spanish ships were Dutch-built), and the Armada is known to use “hired ships” for lesser tasks, such as the transport of various “situados,” or payrolls. This is arguably a mistake, given that buccaneers and flibustiers captured these vessels and their many thousands of pieces-of-eight on several occasions. The Armada’s heyday is the late seventeenth century into the very early eighteenth, but its effectiveness is mixed at best. Henry Morgan largely destroyed it at Maracaibo in 1669; it failed to stop the flibustier sack of Veracruz in 1683; Laurens de Graff defeats its two flagships in single combat in 1685 after the sack of Campeche. It does have a few minor successes, the most significant of them being the capture of more than one hundred smugglers and pirates during a retaliatory cruise after the sack of Veracruz. Crews of Armada de Barlovento ships consist of roughly half marineros (seamen) and half infantería (soldiers). The seamen, if not also the soldiers, often include men of many nations. The aforementioned, and quite famous, Laurens de Graff serves for three years as a gunner in the Armada, for example.

John Donovan (Order #14647379)

FORCE SPECIAL RULES »» This Force adds +4 when determining the attacker in a scenario. »» All Veteran units in this Force gain the Expert Sailors and Expert Artillery Crew Special Rules. »» Soldados in this force gain the Support: Marineros Special Rule.

CORE UNITS

SUPPORT UNITS

• Marineros • Marineros Piqueros • Soldados

• Milicianos • Enter Ploeg (Dutch) • Zeelieden (Dutch) • European Sailors (Unaligned)

COMMAND OPTIONS Any Armada Commander, Mateo Perez de Garay, Francisco de Peralta, or Andrés Ochoa y Zarate

FORCE OPTIONS Naval Landing Force: If this Force does not include any size 2 or larger ships, Soldados lose the Support: Marineros Special Rule. Naval Gunners: Soldados in this force may carry only Standard Melee Weapons and exchange Expertly Drilled for Artillery Crew. This Force may contain units of standard Soldados and units with this upgrade. Use Gun Crew models to represent Soldados with this option.

ALLIED FACTIONS

ARMY SCALE ONLY

• Tercios • Spanish Militia

35

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

◊ TERCIOS 1621-1713 In theory, Spanish regulars of the tercios were the backbone of Spanish New World defenses. In reality, they were largely outnumbered by the various Spanish militia. Recruits were often hard to come by, for most Spanish soldiers preferred to serve in Europe—but Spanish red tape required that the tercios be manned by Penisulares. That is, by Spaniards born in Spain, not the New World. Even so, empty spaces in the ranks were often filled by locals. Worse, recruits shipped to one Spanish post, especially if veterans, might be unlawfully hijacked by local authorities prior to their final destination and sent to a different post. Such was the case at times with Saint Augustine, Florida, for example. And when a far-flung outpost might finally receive Spanish regulars, many might be untrained and physically unfit for duty. In most cases though, the infantry tercios were well-armed with mosquetes and cup-hilt rapiers or broadswords, and were well-disciplined, assuming the recruits were up to the task. Due to the nature of warfare in the Americas, the tercios seldom—if ever—formed in line of battle with piqueros (pikemen) protecting infantry as they would in Europe. They instead adopted tactics appropriate to the environment. Their major weakness was in numbers: there were simply too few of them to adequately defend Spanish New World colonies. Had their numbers been far greater, it is unlikely that buccaneer attacks would have prevailed so often.

FORCE SPECIAL RULES »» All Matchlock Musket armed units in this Force may exchange them for Heavy Matchlock Muskets or Carbines at no cost. »» Veteran and Trained units in this Force ignore the effects of the Poorly Equipped Special Rule and gain the Ruthless Special Rule. »» This force may not include a ship size 2 or larger.

CORE UNITS

SUPPORT UNITS

• Soldados • Caballeria • Milicianos or Hostigadores

• Milicianos Artilleros • Lanceros or European Pikemen (Unaligned) • Caballeria Lancero • Milicianos Indios

COMMAND OPTIONS Any Tercio Commander, Gaspar de Oviedo, Andrés de Ochoa y Zárate, or Francisco de Fuentes de Galarza

ALLIED FACTIONS • Spanish Militia • Caribbean Natives • Armada de Barlovento

ARMY SCALE ONLY

• North American Natives • Caribs

◊ OSTEND PRIVATEERS 1674-1713 Fearing large-scale misbehavior, it was not until 1674, and only after years of lobbying, that the Spanish Crown finally authorized European privateers to sail to the Caribbean. Many are “Biscayers” from Vizcaínos. The rest are Ostend privateers—“Ostenders”— whose crews are primarily “Flanderkins”—Flemings—from Flanders (the Spanish-held Low Countries), and surely include some Spaniards aboard as well. Ostend captains are largely Flemish and, like their Vizcaínos counterparts, they usually prove the fears of the Spanish Crown to be valid. Sent to attack smugglers, interloping traders, and pirates, they attack legitimate shipping as well, regarding this as nothing more than moral—if not entirely lawful—reprisal against buccaneer and flibustier depredations. They typically sail Dutch or Flemish-built frigates flying the Spanish Cross of Burgundy as an ensign and jack, and sometimes at the main or foremast head along with small tricolor vanes of yellow, white, and red horizontal stripes at the other masts. They are far more interested in profit than patriotism or true purpose, a practical confusion most privateer captains of the era understand well. English and French authorities complain of them often but to little avail, given the behavior of buccaneers and flibustiers. For any privateer, revenge is as good an excuse for profit as any other.

John Donovan (Order #14647379)

FORCE SPECIAL RULES »» All units in this Force gain the Ruthless Special Rule. »» This Force adds a +2 to its roll to determine attacker in a scenario. »» Units in the Force ignore the effects of the Poorly Equipped Special Rule.

CORE UNITS

SUPPORT UNITS

• Zeelieden (Dutch) • Corsarios • Kapers (Dutch) • European Sailors (Unaligned)

• Enter Ploeg (Dutch) • Marineros • Marineros Piqueros

COMMAND OPTIONS Any Dutch Sea Commander or Spanish Corsair Commander.

ALLIED FACTIONS

ARMY SCALE ONLY

• Spanish Corsairs

The Spanish

36

◊ LOS CORSARIOS DE PARDAL 1668-1671 This is the personal force of Rivero de Pardal, who must be chosen as its Commander.

FORCE SPECIAL RULES

CORE UNITS

SUPPORT UNITS

»» Once per game during Pardal’s unit's activation, Pardal may spend a Command Point to issue a challenge to one enemy unit. Pardal’s unit receives a -1 bonus to any Resolve Tests triggered by the challenged unit for the rest of the game. If Pardal’s unit destroys the enemy unit, the enemy force gains a Strike Point. If Pardal’s unit is destroyed by the challenged unit, Pardal’s force gains a Strike Point.

• Milicianos • Marineros

• Marineros Piqueros

»» This Force adds a +3 to its roll to determine attacker in a scenario.

COMMAND OPTIONS Manuel Rivero de Pardal - if this commander is the General of this force in an Army Scale game, any Guarda Costas or Corsair Commander must lead non-allied Companies in this force.

ALLIED FACTIONS • Guarda Costas

ARMY SCALE ONLY

• Spanish Militia

◊ JUAN CORSO’S CORSAIRS 1680-1685 This is the personal force of Juan Corso, who must be chosen as its Commander.

FORCE SPECIAL RULES

CORE UNITS

SUPPORT UNITS

»» When a ship in this Force moves under Sweeps, the ship may move an additional 1” each time it moves.

• Corsarios or Hostigadores • Marineros • European Sailors (Unaligned)

• Piqueros Marineros or Lanceros • Milicianos Indios

»» If this Force is the attacker in a scenario, it may choose to have the Night (Limited Visibility) Scenarios rules in effect, or may add a piece of Island or Shoal terrain no larger than 10”x10”, if appropriate. »» This Force gains +3 to it’s dice roll when determining the attacker in a scenario. »» All units with any musket as a Main Weapon in this Force gain the Marksmen Special Rule. »» All units in this Force ignore the effects of the Poorly Equipped Special Rule and gain the Ruthless Special Rule.

John Donovan (Order #14647379)

COMMAND OPTIONS Juan Corso - if this commander is the General of this force in an Army Scale game, any Guarda Costas or Corsair Commander must lead non-allied Companies in this force.

ALLIED FACTIONS

ARMY SCALE ONLY

• Guarda Costas • Corsarios • Spanish Militia

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3.2 Spanish Commanders

STANDARD COMMANDERS ARMADA COMMANDER

UNTESTED

EXPERIENCED

May lead Armada de Barlovento Force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 4” Command Points: 1 Special Rules: Ruthless and Broadside!

SEASONED

May lead Armada de Barlovento Force Main Weapons: Brace of Pistols and Standard Melee Weapon

May lead Armada de Barlovento Force

Command Range: 8” Command Points: 2

Command Range: 12” Command Points: 2

Special Rules: Ruthless, Inspiring, and Broadside!

Main Weapons: Brace of Pistols and Standard Melee Weapon

Special Rules: Ruthless, Inspiring, Commodore, and Broadside!

TERCIO COMMANDER

UNTESTED

EXPERIENCED

May lead Tercios Force Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 8" Command Points: 1 Special Rules: Ruthless

May lead Tercios Force Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 12” Command Points: 2 Special Rules: Ruthless and Inspiring Options: Add a Horse for

SEASONED May lead Tercios Force Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 16” Command Points: 2 Special Rules: Ruthless, Inspiring, High Standing, and Swordsmen

.

CORSAIRS COMMANDER

UNTESTED May lead Spanish Corsairs Force Main Weapons: Pistol and Standard Melee Weapon Command Range: 4" Command Points: 1 Special Rules: Ruthless

John Donovan (Order #14647379)

EXPERIENCED

SEASONED

May lead Spanish Corsairs Force Main Weapons: Pistol and Standard Melee Weapon

May lead Spanish Corsairs Force Main Weapons: Pistol and Standard Melee Weapon

Command Range: 8” Command Points: 2

Command Range: 12” Command Points: 2

Special Rules: Lead by Example, Commodore, and Ruthless

Special Rules: Lead by Example, Commodore, Ruthless, and Broadside!

The Spanish

38

SPANISH MILITIA COMMANDER

UNTESTED

EXPERIENCED

May lead any Spanish Caribbean Militia Force Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 8” Command Points: 1 Special Rules: Ruthless

SEASONED

May lead any Spanish Caribbean Militia Force Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon

May lead any Spanish Caribbean Militia Force

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: Ruthless and Inspiring Options: Add a Horse for

Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon

Special Rules: Ruthless, Inspiring, High-Standing, and Well-Equipped

.

GUARDA COSTA COMMANDER

UNTESTED

EXPERIENCED

May lead any Guarda Costa Force

May lead any Guarda Costa Force

Main Weapons: Pistol and Standard Melee Weapon

Main Weapons: Pistol and Standard Melee Weapon

Command Range: 4" Command Points: 1

Command Range: 8” Command Points: 2

Special Rules: Ruthless

Special Rules: Ruthless, Broadside!, and Inspiring

John Donovan (Order #14647379)

SEASONED

May lead any Guarda Costa Force Main Weapons: Pistol and Standard Melee Weapon Command Range: 12” Command Points: 2 Special Rules: Ruthless, Broadside!, Inspiring, and Commodore

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HISTORIC COMMANDERS ◊ MATEO PEREZ DE GARAY

◊ GASPAR DE OVIEDO

There is without doubt no man better suited to command the great Honduran urca (fluyt), which sails separately of the Spanish treasure fleets with the wealth of Honduras and Guatemala. The Honduran urca, referred to at times by the English as the “hulke,” is a common target of buccaneers and flibustiers because it sails accompanied only by a smaller patache. Every captain of the Honduras urca knows his ship is likely to be assaulted, but none are ever as prepared and able as Perez de Garay of the San Pablo. The ship is of 477 merchant tons, larger than any buccaneer or flibustier vessel. Indeed, the Spanish refer to her as the “Gran” San Pablo. In 1676, three flibustier vessels attack the San Pablo and her patache, the Nuestra Señora de Agua Santa y San Francisco Sales, after failing to successfully steal the cargo before it was loaded. One of the flibustier ships is commanded by the famous Bernard Le Moigne, another by the famous John Bennett. Even so, Captain Perez de Garay is not intimidated. He leads his crew stoutly against the attackers, defeating them after a long and bloody battle. In the end, eighty flibustiers are dead, along with Captain Bennett. But the San Pablo is not to reach Cadiz without a second great trial; in the Mediterranean she is attacked by a flotilla of Barbary corsairs. Once more, Captain Perez de Garay commands a crushing victory over his enemy. In the course of a single cruise, he thwarts significant attacks by the two greatest factions of sea-rovers of the era. His crew believes that Santa Rosa de Lima had something to do with the victories, for aboard the San Pablo are one thousand pieces of eight to buy stained glass for her namesake church.

Buccaneers attack Arica in 1681, the point of embarkation for the silver of Potosí, the greatest source of the valuable metal in the world. The attackers hope not only to make themselves rich on a cruise with too few victories and even less profit, but to revenge themselves for an earlier defeat at the town. On the great hill overlooking Arica, the local governor urges on his soldiers. But it is Don Gaspar de Oviedo, Alfarez Real de Arica, who is really in command. As buccaneers attack barricades in the town, he assaults the enemy from the fort. As buccaneers rally to besiege the fort, he attacks them from the town. Not even the buccaneer trick of forcing prisoners to march ahead of them works: the defenders opened a sally port and most of the prisoners ran into the fort. As buccaneers overrun barricades and take prisoners, Oviedo leads his men through side streets to attack from the flanks. Soon twenty or more buccaneers lay dead, including their captain and both quartermasters. There are almost as many wounded buccaneers. Panicking, the sea thieves beseech their former captain, the famous Bartholomew Sharp, to lead them in retreat, and so he does—but only barely, for Don Gaspar, having interrogated buccaneer prisoners, knows that they intend to signal their ship into port via two columns of smoke. He orders two fires lit, and only by accident does the buccaneer crew learn of the trick and avoid being sunk by the fort. Twice now Don Gaspar and his soldiers and militia—white, Native American, black, and mixed races, many chewing coca leaves for strength and endurance—have defeated the fearsome buccaneers.

May lead Armada de Barlovento Force

May lead Tercio or Spanish Militia Forces

Main Weapons: Pistol and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Very Inspiring, Expert Broadside!, Sailing Master, and Tough Ship: San Pablo: If this Force includes a Galleon or Fluyt, it gains the Heavily Built ship trait. If this ship takes no damage from an attack, lucky hits from that attack are ignored.

John Donovan (Order #14647379)

Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Very Inspiring, Mobile, and Subordinate Options: Add a Horse for

.

The Spanish

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◊ FRANCISCO DE PERALTA

◊ ANDRÉS DE OCHOA Y ZÁRATE

In 1680, more than two hundred buccaneers in canoes and piraguas approach Panama with the intention to sack the city as Henry Morgan had. To greet them are three hastily outfitted Spanish barks as armadillas, one of them commanded by Captain Don Francisco de Peralta, an Andalusian. The famous buccaneer, Richard Sawkins, leads the attack against Peralta and his seventy-five Africans, probably pardo militiamen. The fight is the bloodiest of them all, at close range, both sides giving and receiving “death unto each other” as fast as they can load and fire. Peralta and his men repeatedly beat back the buccaneers, even after the defeat of the other two Spanish barks. But soon a jar of powder explodes on deck, burning many of Peralta’s crew. Several leap into the sea to drown the flames—and Peralta, his hands badly burned, not only jumps in under fire and rescues several of his men, but continues the fight once back aboard. He and his crew fight on until more powder explodes, killing and wounding even more of them. Near the end of the three hour battle, only twenty-five of Peralta’s men are still alive, and only eight can still bear arms. Perhaps had the powder on his deck not exploded, Peralta and his men would have stopped one of the greatest South Sea buccaneer expeditions in its tracks. Peralta and his men have no choice but to surrender. For their valor, they are treated honorably by their captors.

Admiral Ochoa commands the Armada de Barlovento from 1680 until his death in 1685. His successes are limited by a combination of bad fortune and, at the end, ill health due to his age. He begins his command in 1680 with the usual duties of escorting the treasure fleet to Havana and through the Strait of Florida, then separating from the treasure fleet and sailing to the windward islands and making a show of force through the Caribbean. But in spite of his best efforts, his fleet captures no pirates this year. In 1682 he is promoted to an additional command, that of the fortress of San Juan de Ulúa at Veracruz. In 1683 he leads a successful sweep of buccaneers and flibustiers, capturing more than one hundred of them. Unfortunately, he is absent during the sack of Veracruz by pirates that same year, and unable to defend against the attack by land or sea. In 1685, learning that a flibustier expedition under Laurens de Graff had attacked Campeche, he sets sail and meets the legendary flibustier as he is sailing away with his hold full of booty. Unfortunately, Admiral Ochoa and his two greatest ships, each twice the size of de Graff ’s Neptune, are no match for the famed sea rover. After a long day of fighting, the admiral falls ill, is given his last rites, and dies soon afterward. The armada, now under new command, retreats, leaving de Graff to escape.

May lead Armada de Barlovento, Guarda Costas, or Spanish Militia Forces

May lead Armada de Barlovento, Tercios, or Spanish Militia Forces

Main Weapons: Pistol and Standard Melee Weapon

Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon

Command Range: 12” Command Points: 2

Command Range: 12” Command Points: 3

Special Rules: Determination,Very Inspiring, Broadside!, and Resilient

Special Rules: Inspiring, Commodore, Broadside!, and Feeble



John Donovan (Order #14647379)

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◊ DON FRANCISCO

◊ FRANCISCO DE FUENTES DE GALARZA

Capitán Francisco de Fuentes has served honorably and ably for decades in the garrison at Saint Augustine and in outlying areas. He appears to have begun his career circa 1670 as an adjutant in the company of Capitán Antonio de Argüelles. In 1679, with fewer than one hundred soldiers and Native Americans, he leads a valiant defense of Santa Catalina Island against more than three hundred Yamassee warriors. In 1680 he leads a raid against the Sapelo Island Spanish mission, now occupied by Yamassee warriors allied with the English. He and his soldiers destroy it entirely, denying it to further use by the enemy. That same year he is appointed to command the new Saint Augustine fort, the Castillo de San Marcos. Built of cocina stone, it replaced the old wooden fort that had failed to defend the city against attack by Robert Searle in 1668. In 1682 de Fuentes holds the Lieutenancy of the Apalachee missions on the Florida panhandle, guarding it against pirates from the south and English-allied tribes from the north. In 1683 he leads 50 soldiers in two piraguas against a flibustier scouting force under the command of Nicolas Brigaut, lieutenant to the famous Sieur de Grammont who was preparing to attack Saint Augustine. The flibustiers are destroyed almost to a man. In 1702, while holding the Lieutenancy of the Guale province, he marshals local defenses against a large English raiding force from Charleston, South Carolina, but is unable to do much more than save church ornaments and flee to safety with his family to a nearby swamp, due to the panic that sets in among his soldiers. When word of his defeat reaches Saint Augustine, a messenger is sent to de Fuentes, ordering him to engage in guerrilla warfare against the English.

May lead Tercio or Spanish Militia Forces

Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 16” Command Points: 2

The experiment at peace in the Spanish Main was shortlived. By as early as April 1669 Spanish governors in the Caribbean have begun re-issuing commissions against the English. Following a brief attempt at salvaging peace in the wake of Morgan’s Panama expedition, all efforts are abandoned at the outbreak of the Franco-Spanish War in 1673. Of the corsairs active throughout this period, Captain Don Francisco is among the longest tenured and most accomplished. He is one of the chief agitators during the supposed times of peace in the late 1660s and early 1670s, infamously claiming the Amity of Bristol, which was well-laden with goods. He resumes his sea-roving in 1673, taking English and French prizes with impunity and probably well beyond his legal right. On one occasion, the commander of a ship which Captain Don Francisco had recently captured, looted, and scuttled, demands to see Francisco’s commission, to which he replies “my flag is my commission” before releasing his captives by longboat into the sea.

May lead any Guarda Costa Force

Main Weapons: Pistol and Standard Melee Weapon Command Range: 12” Command Points: 2

Special Rules: Determination, Commodore, Broadside!, and Tough

◊ CRISTOBAL ARNALDO DE ISSASI Cristobal Arnaldo de Isassi spent years mastering the art of guerilla fighting while resisting English occupation in Jamaica. Having gained a reputation for his unique skill set, he has once again been called upon to lead an inferior contingent of Spanish Militiamen against the invasion force of Commodore Myngs at Santiago de Cuba in 1662.

Special Rules: Inspiring, Elusive, Resilient, and Guerilla Commander Options: Add a Horse for

.

May lead any Spanish Caribbean Militia or Tercios Force

Main Weapons: Pistol or Matchlock Musket and Standard Melee Weapon Command Range: 12” Command Points: 2

Special Rules: Ruthless, Guerrilla Commander, Elusive, and Scouts

John Donovan (Order #14647379)

The Spanish

42

◊ BLAS MIGUEL

◊ PHILIP FITZGERALD

Blas Miguel, also called Bras Miguel or Biogio Michele, is a Corsican corsair who sails under the Cross of Burgundy. He first appears on the historical record as a mercenary in the employ of the Armada de Vizcainos. In 1687, the armada was sent to the Caribbean and clashed with the legendary captain Laurens de Graff. The flibustier earned a masterful victory over his Spanish foes, killing Miguel’s brother in the process. Probably feeling bound by his Corsican code of honor, Miguel has forsaken his duty to the already fragile truce between France and Spain and sets out to raze the flibustier stronghold of Petit Goave in retribution for his brother’s blood. His plan is to arrive in stealth and take the fortress swiftly, but the sentinels are too quick and sound the alarm. The counter-attack comes quickly and in force, finding the pillaging raiders in disarray. When the fog of war has lifted, the French reclaim the fort. Miguel must be distraught to learn that de Graff, after whom he sought revenge, wasn’t even there. A brief trial will be held and Miguel, having no papers, is doomed to be broken on the wheel by court sentence.

Captain Phillip Fitzgerald is an Irish Catholic who captures the religious and national tensions of the period perhaps as well as any one man could. After his crew falls victim to a betrayal by the English crown, he defects to his Catholic cousins in Havana, taking a Guarda Costa commission in 1672. His ambitions in the Caribbean are best expressed by the testimony of Matthew Fox, which is related thus in an official statement: “Captain Fitzgerald, an Irish Papist … used him and his countrymen barbarously, giving no reason but that his countrymen are ill-used by the English twenty-four years ago, and he should never be satisfied with English blood, but could drink it as freely as water when he was adry.” His purpose is to exact retribution through terror, using a variety of tactics to reach this end. On one occasion, before El Morro castle in Havana, he converts his masts into gallows and displays his victims to the English captors who are laboring in the fortification. By 1674, he incenses the English so greatly that even Spain agreed his crusade should be brought to an end. The Queen has stripped his commission and ordered his arrest, though there is no evidence ha has yet been apprehended.

May lead Guarda Costas or Spanish Corsairs Forces

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 12” Command Points: 2 Special Rules: Hard Chargers, Commodore, Impulsive, and Tough

May lead any Guarda Costa Force Main Weapons: Pistol and Standard Melee Weapon Command Range: 8” Command Points: 2 Special Rules: Ruthless, Vendetta: English, Broadside!, Commodore, and Inspiring

◊ MATEO ALONSO DE HUIDOBRO The garrison commander of Veracruz, Mateo Alonso de Huidobro, is a capable tactician both on land and at sea. Since he is known for his naval competence, the Mexican viceroy often charges him and his militia to apprehend local interlopers. One such occasion is on August 14, 1673, where he displays his versatility at Laguna de Términos. Being made aware of two pirate vessels which had taken refuge in the lagoon, de Huidobro assaults their on-shore camp, quickly routs the rogues to their ships, and proceeds to make chase. The smaller brigantines initially elude his frigate through the coastal shoals, but are eventually intercepted and easily overcome by de Huidobro’s militia.

John Donovan (Order #14647379)

May lead any Spanish Caribbean Militia or Tercios Force Main Weapons: Pistol and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Ruthless, Sailors, Broadside!, and Commodore

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L E G E N DA R Y S PA N I S H C O M M A N D E R period that “these petty pirates were the most brutal of their kind, a Spaniard named Juan Corso being the worst of them.” He was the face, so to speak, of this new breed of Spanish corsair, who lurked in shallow drafted vessels in coastal hunting grounds. Their hallmark was ruthlessness, to which Corso added daring and guile, and he wielded these qualities with deadly efficiency. Juan Corso’s career can be understood in three parts, of which the first two he spent patrolling the coasts near the southern Yucatan and Laguna de Términos for poachers of logwood and other frutas de las Indias. He was given his first command in 1679, serving with a Guarda Costa commission under Don Felipe de la Barrera y Villegas, a captain of some renown who made a name for himself clashing with pirates in defense of the Campeche coasts. The aim of the expedition was to exact retribution against the Logwood Cutters—mostly out-of-work buccaneers— who, aside from illegally harvesting the goods of New Spain, often sacked villages and robbed ships. Barrera’s tactics were swift and relentless, handling the interlopers with shrewdness and contempt. The effectiveness of this approach was not lost on Corso, whose tactics throughout his career would be very reminiscent of what he saw in the campaign against the loggers.

◊ JUAN CORSO ‘Mind the shallows of the Windward Isles and the Cuban shores, for as surely as they abound with turtles and all manner of spoils from the deep so do they, in equal portion, conceal the piraguas of those murderous corsairs, who lay in wait behind mangroves and billowing waves, chief among them being that villainous dog Juan Corso, whose lust for barbarism and unspeakable cruelties shall not be satisfied until he has made prize every foreign vessel which casts net or gaff into Spanish seas.’ There can be little doubt that such warnings were often on the lips of the English and French mariners of the New World. Piracy and privateering was on the rise in the post-Morgan Spanish Caribbean, and if ever there was a Spanish rover deserving of the fear and contempt of the nations of the New World, it was Juan Corso. This, at the least, was the opinion of Sir Thomas Lynch, governor of Jamaica who, amidst the ceaseless complaints and petitions he issued to the governors of Cuba said, “what [is of greatest concern] is the issue of commissions to such pirates and thieves as Juan Corso. They are strong desperate rogues, who… rob and murder all they can master.” J. W. Fortescue also, in concurrence with this notion, said in his summary of the

John Donovan (Order #14647379)

Shortly after May of 1680 he parted with Barrera and entered into a partnership with another of Barrera’s captains, Pedro de Castro, with whom Corso apparently developed a close relationship. The duo enjoyed much success. They emulated what they had learned from Barrera with great efficiency, always leveraging every situation to gain the maximum advantage. In combat they descended on their prey suddenly, from the cover of shores or the veil of night, being sure to strike when their target was most vulnerable. In the capture of their greatest prize, Nuestra Señora del Honhón, a parley was perceived to be the best course; they blockaded the lagoon where the ship had anchored and secured the surrender of the 36-gun man-of war without firing a shot. For roughly two years Corso and de Castro prowled the coasts of New Spain, in which time they, starting with two piraguas, accrued a small flotilla complete with two frigates. In 1682, for unknown reasons, Corso parted with de Castro as well. It was during this period, operating out of Saint Jago de Cuba, where he gained the notoriety for which he would be remembered. He was considered a pirate by every nation, in all regards, and every crime he committed multiplied his infamy. In fact, the outrage of the French was so well known it was said that “Juan Corso, who by landing on the coast of Hispaniola and carrying away many

The Spanish prisoners… caused the French Government to grant commissions of war, and it is to be feared that on the privateers' return they will destroy Saint Jago de Cuba, where Corso shelters himself.” He was, however, regarded as a privateer of good reputation by his own government, and there is some evidence to suggest that he was operating in the interests of his country.

44 secret French settlement at the mouth of the Mississippi. Unfortunately, though they mastered all manner of foe at sea, they were not able to master the storms that met them in the Gulf. Only eleven men survived the journey, two of which were able to confirm that Corso had not.

For one, it would be difficult to explain the malice with which Corso conducted himself except as the behavior of a man gripped by passion. It was recorded on two occasions that he “tied the [captains’] hands behind [them] and hoisted [them] up with ropes, and struck [them] several times,” seemingly for no other reason than for the pleasure of doing so. On another, he “cut off a man's head because he was sick and could not row so strongly as he expected.” This behavior was common place for Corso, who, according to Thomas Lynch, committed “barbarities like these… daily.” Furthermore, by the testimony of his own threats, he appeared jealous for the possessions of Spain. Two survivors of the sloop, Providence, which Corso had seized for turtle fishing in Spanish waters, reported “that [Corso] declared he would have killed every man in her or any other vessel that he found turtling.” This being as it may, it was clear that whatever motivations he had, be it national fervor, religious zeal, or indignation over his majesty’s turtles, avarice can be added to them. It was common practice for Guarda Costas to seize vessels containing goods that may have belonged to Spain, even if there was an equal chance they originated in another country’s territory. Corso was no exception, but he took it much further. He was reported to have captured vessels outside his jurisdiction, and then “torture the men to make them confess that they were [poaching].” While operating out of Cuba, he persisted in the same tactics that won him success in the earlier days of his career, preferring the piragua for its swiftness under oar and its shallow draft. His crew was well equipped and proficient with their arms; they would often bring a vessel to strike with the discharge of a single concentrated volley. And, although he usually preyed upon weaker vessels, Corso was a bold commander who welcomed a real engagement. So, when the pirate hunter Captain Stanley confronted him in the HMS Bonito, Corso embraced the challenge. The Bonito, with a cannon in the bow and the capacity to hold 40 more men than Corso’s piragua, was a superior vessel. He nevertheless fought her. For several hours they exchanged blows before he yielded to better judgement and retreated into the mangroves. Corso’s career ended abruptly in what would have been its fourth act. He once again partnered with his old friend, Pedro de Castro, in a joint venture to find and sack a

John Donovan (Order #14647379)

May lead Juan Corso's Corsairs, Spanish Corsairs, or Guarda Costas Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Ruthless, Elan, Vendetta: English, French, and Dutch, Surprisal at Sea, Commodore, and Resilient

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L E G E N DA R Y S PA N I S H C O M M A N D E R called the “vaporing captain” by his English rivals, and it is likely that his conceit was not exaggerated. He often spoke of such exploits as burning a fishing village to the ground as though they were major military victories, worthy of the annals of history. Between scouring the waves for victims and celebrating his triumphs at ports, he even found time to write an epic poem in his own honor, claiming in it that “the [people] all tremble . . . at my name.” The most notable instance of his vainglory is undoubtedly the famous challenge he nailed to a tree on the Jamaican coasts, in which he wrote, “I come to seek General Morgan . . . I crave he would come out upon the coast and seek me, that he might see the valour of the Spaniards.” This incensed the Jamaicans to no end, and they were quick to counter his egoism with disparagements. In one such account, a certain Edward Stanton, in reporting his eagerness to meet Rivero de Pardal at sea, stated, “[it is said] he is afraid of the very shadow of a ship.” The historical record, as a result, sometimes portrays Rivero de Pardal to be a sort of “Don Quixote” character, but in truth he appeared to exhibit the prudence and composure of a very capable commander.

◊ MANUEL RIVERO DE PARDAL While it is difficult to call him a romantic, as he was not far enough removed from the Middle Ages to refer to his notions of chivalry as sentimental, Manuel Rivero de Pardal was certainly cut from that sort of cloth. There is no question that he sought personal glory, as did most every sea rover of his time, but unlike those other sea rovers, Pardal was also moved by a notion that his quest was noble and his cause pure. He seemed to be passionately and genuinely motivated by an ideal: that the English were encroaching on divinely appointed territory. For him, the Anglo conquest of Jamaica was an intolerable heresy and his indignation on this matter would prove to be a source of inspiration for the Spanish inhabitants of the New World. When no other Spanish captain would take a commission against the English, Rivero de Pardal managed to fill his 14-gun light frigate, San Pedro y La Fama, with 70 to 80 willing volunteers. His success would eventually inspire other captains as well, and culminate in a resurgence of Iberian privateers on the Spanish Main. As passionate as he was, it may just as easily be said that it was megalomania that caused him to believe he was worthy of such lofty ambitions. He was known as a braggart, being

John Donovan (Order #14647379)

Evidence of his competence can be cited in the account of his bout with Captain Bart. It was February 1670 and Rivero de Pardal was returning from his first expedition when he learned that the renowned buccaneer was in Spanish waters. Upon locating Speidryke’s vessel, he hoisted English colors and drew near to hail, positioning himself carefully so that the smaller sloop would have no avenue of escape. Then, when Rivero de Pardal perceived the moment was right, he bellowed across the waves, “Defend yourself, dog, I come as punishment for heretics!” which he followed with a broadside. The ensuing battle is often cited to sing the praises of Speidryke’s glorious last stand, in which his crew of 18 killed or wounded 36 from Rivero de Pardal’s brimming vessel. What is perhaps even more impressive, however, is that Pardal managed to maintain the morale of his inexperienced crew while suffering such devastating losses and go on to win the day. This kind of resolve was uncommon among the inhabitants of the New World, and the following account of his engagement with John Morris of the Dolphin suggests that Pardal’s leadership was the variable that had brought them victory. In October of the same year, a storm forced Pardal’s San Pedro y La Fama into a bay at the east end of Cuba, where he happened upon the Dolphin and its 60 men, who likewise were seeking refuge. Being delighted at this opportunity, Pardal made preparations for an early morning engagement, as the sun had already begun to set. It was Morris, however, who took the initiative and engaged La Fama before first

The Spanish

46

light struck, boarding her on the first attempt. Seeing that his stunned crew began to waver, Pardal stepped to the fore in an effort to preserve the vigor of his men. Unfortunately, death found him that day when he was rewarded for his gallantry wih a musket ball to the neck. With the source of

their valor being vanquished, Pardal’s men did not find the same courage that earned them victory against Speidryike. The Spaniards all scrambled overboard, leaving San Pedro y La Fama as an English prize.

May lead any Spanish Caribbean Militia, Guarda Costa, Spanish Corsairs, or Los Cosarios de Pardal Force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 20” Command Points: 3 Special Rules: Very Inspiring, Broadside!, High Standing, Ruthless, Sailors, and Well-Equipped

John Donovan (Order #14647379)

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3.3 Spanish Units

Model: Militia Cavalry

Model: Milicianos

CABALLERIA

HOSTIGADORES

The Spanish have the greatest concentration of cavalry units of all of the European powers in the New World. Many of these Spanish cavalry units are made up of professional soldiers.

These militia troops specialize in scouting and hit and run tactics. Often made up of mixed races, Spanish Hostigadores sometimes put up resistance movements for years. Such is the case in Jamaica where they are a constant nuisance to the English.





Experience Level: Trained

Equipment: Horses Main Weapons: Brace of Pistols and Standard Melee Weapons

Fight: 6/6



Shoot: 7/8



Resolve: 6

Special Rules: Quick (only while mounted), Ruthless, and Skirmishers



Experience Level: Trained

Main Weapons: Matchlock Muskets and Standard Melee Weapons

Fight: 6/7

Shoot: 7/6 Resolve: 6 Special Rules: Skirmishers, Ruthless, and Poorly Equipped UNIT OPTIONS

UNIT OPTIONS

»» Unit may be upgraded to Veteran for 1 point per model.

»» Unit may be upgraded to Veteran for 1 point per model.

»» Unit may exchange Matchlock Muskets for Matchlock Carbines and gain the Scouts Special Rule at no cost.

»» Unit may be downgraded to Inexperienced for -1 point per model. »» Unit may add Firelock Carbines to all models for 4 points (not per model). »» Unit may add Armor to all its models for 2 points (not per model).

John Donovan (Order #14647379)

The Spanish

48

Model: European Musketeers

Model: Gun Crew

MILICIANOS ARTILLEROS

SOLDADOS

The Spanish have many cannons with which to repel foreign invasion. Unfortunately, they are often in disrepair and loaded with poor quality gunpowder.

The Spanish soldiers (Soldados) are well-trained and wellarmed. Their heavy matchlocks are known to outshoot even the infamous fusil boucanier. Unfortunately, there are simply not enough of these crack troops available to defend Spain’s vast New World empire from the depredations of the Buccaneers and other foreign interlopers.



Experience Level: Inexperienced Main Weapons: Standard Melee Weapon Fight: 7/7

Shoot: -/7



Experience Level: Trained

Resolve: 6

Main Weapons: Matchlock Muskets and Standard Melee Weapon

Special Rules: Artillery Crew, Field Gun, Poorly Equipped, and Ruthless

Shoot: 6/7

UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model.

Fight: 5/6 Resolve: 5

Special Rules: Expertly Drilled and Ruthless UNIT OPTIONS

»» Unit may be upgraded to Veteran for 1 point per model. »» Unit may be downgraded to Inexperienced for -1 point per model for Heavy Matchlock Muskets at no cost. »» 1 out of 8 may carry Stinkpots or Firepots for 2 points per model or Grenadoes for 4 points per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

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CABALLERIA LANCERO

MILICIANOS PIQUEROS

Not all Lanceros fight on foot. Many fight on horseback to great effect. These cavalrymen are often able to fight effectively despite often lacking any firearms.

Due to poor financing of her New World defenses, Spain's militia are often armed with lances. Unfortunately, not all lance-armed Spaniards are as skilled with said lance as the infamous Lanceros.



Experience Level: Trained

Equipment: Horses Main Weapons: Lances and Standard Melee Weapon

Fight: 5/7



Shoot: 7/7



Resolve: 6

Special Rules: Quick (Only while mounted), Ruthless, and Skirmishers UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Brace of Pistols for 1 point per model. »» Unit may add Firelock Carbines for 4 points (not per model).

John Donovan (Order #14647379)



Experience Level: Inexperienced

Main Weapons: Lances and Standard Melee Weapon

Fight: 6/7



Shoot: -/8



Resolve: 6

Special Rules:

Ruthless, Drilled Pikemen, and Support: Milicianos or Soldados

UNIT OPTIONS »» Unit may exchange Lances for Pikes at no cost.

The Spanish

50

MILICIANOS

LANCEROS

Spanish militiamen make up the bulk of Spain’s colonial troops. Usually armed with arquebuses, these troops are often poorly trained and inexperienced.

These Spanish Lancers are elite fighters who adapted the use of European pole-arms to their dense Caribbean environment. Masters of ambushing and stealth, these guerilla units move swiftly through any terrain and are notoriously skilled in melee.



Experience Level: Inexperienced

Main Weapons: Matchlock Muskets and Standard Melee Weapon Fight: 6/6 Shoot: 7/8 Resolve: 6 Special Rules: Drilled, Ruthless, and Poorly Equipped UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model. »» Unit may exchange the Drilled Special Rule for the Elusive Special Rule. »» Unit may exchange Matchlock Muskets for Heavy Matchlock Muskets at no cost.

John Donovan (Order #14647379)



Experience Level: Trained



Main Weapons: Lances

Fight: 5/7 Shoot: -/6 Resolve: 5 Special Rules: Skirmishers, Ruthless, Elusive, and Scouts UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model.

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MILICIANOS INDIOS

MARINEROS

Christianized Natives often fight with the Spanish as auxiliaries. They are adept with bows and arrows and masters of jungle fighting.

Spanish Sailors are excellent seamen, and those from the Bay of Biscay are thought of as especially skilled and brave. Equipped with pistols, they are known to be deadly in a brawl.



Experience Level: Trained

Main Weapons: Bows and Standard Melee Weapon Sidearms: None Fight: 5/8 Shoot: 6/6 Resolve: 6 Special Rules: Quick, Skirmisher, Elusive, and Scouts UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model.



Experience Level: Trained

Main Weapons: Pistols and Standard Melee Weapon Sidearms: None Fight: 5/7 Shoot: 7/7 Resolve: 5 Special Rules: Ruthless, Artillery Crew, Poorly Equipped, and Sailors UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Pistols for Blunderbusses at no cost. »» 1 out of 8 models may add Stinkpots or Firepots for 2 points per model or may add Grenadoes for 4 points per model. »» Unit may exchange Pistols for Firelock Muskets for 4 points (not per model). »» Entire unit may downgrade to only Standard Melee Weapons for -1 point per model. This option may not be taken if the unit is Inexperienced or Veteran.

John Donovan (Order #14647379)

The Spanish

52

Model: Lanceros

Model: Milicianos

MARINEROS PIQUEROS

CORSARIOS

The half-pike or lance is a common weapon aboard ships of the seventeenth century. These experienced sailors use them to great effect to repulse enemy boarding parties as well as to break through defenses when boarding enemy ships themselves.

These Spanish raiders are armed with well-made Spanish muskets and vast knowledge of seamanship and ship-toship combat tactics. They are among the most elite Spanish troops to be found in the New World.





Experience Level: Trained

Main Weapons: Lances and Standard Melee Weapon Sidearms: None Fight: 5/7 Shoot: -/6 Resolve: 5 Special Rules: Ruthless, Artillery Crew, and Sailors UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model.



Experience Level: Trained

Main Weapons: Matchlock Muskets and Standard Melee Weapon Sidearms: None Fight: 5/6 Shoot: 6/7 Resolve: 5 Special Rules: Ruthless, Sailors, and Swordmen UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may exchange Matchlock Muskets for Firelock Muskets at no cost. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

John Donovan (Order #14647379)

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

4

THE ENGLISH n many ways England has revealed itself in the Caribbean to be what Spain has long called it: a nation of pirates! For years, England was limited to a handful of small colonies in the Antilles and Barbados with its sugar, molasses, and rum. But with the capture of Jamaica from Spain—of doubtful lawfulness, but what can Spain do?— England has unleashed its rovers on its hated Inquisitorial enemy. “No peace beyond the

I

John Donovan (Order #14647379)

line” is the justification, along with pretenses of reprisals against Spanish piracies, which are often in reprisal for piracies by English buccaneers. But England is not only a nation of sea dogs; it is also a nation of merchant traders, and it is by merchantry and trade that they come to rule. As trade with Spain becomes paramount, the buccaneers are slowly suppressed and begin marauding into the South Sea—the Pacific Ocean, that is—coasts of the Spanish Main. Many Englishmen in the Caribbean are opposed to the suppression of the buccaneers, for they are the bulwark of defense at sea against enemy attack.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

55

4.1 English Factions

◊ ENGLISH CARIBBEAN MILITIA

◊ ENGLISH BUCCANEERS

The English Caribbean militias are the backbone of English defense in the New World. They are modeled as much, or more, on the English army as they are on the English trainband (loosely trained local militia) soldiers, for there are few English regulars to be found in the Americas, and then often only during wartime. The militia are generally well-armed: the infantry primarily with flintlock muskets, especially after the late 1670s, and the cavalry with carbines, pistols, and broadswords. Many of the militias have red uniforms modeled after the English redcoats. Wealthy planters are often the officers, with local tradesmen, indentured servants, and other working men—including slaves at times—serving in the ranks. Some cavalry units, as in England, are composed of gentlemen. Most of the English militia take pride in their service. They muster regularly, and in times of war are often called to arms. In Jamaica, much of the militia ranks are formed of buccaneers— but these rovers are often away at sea.

FORCE SPECIAL RULES

So famous are the English buccaneers that they hardly need explanation! Composed primarily of men from the British Islands and English New World colonies, they may also include men of other nations in their ranks. They are a broad spectrum in origin: mariners, former Cromwellian soldiers, former indentured servants, small planters disenchanted with the soil, tradesmen looking for a purportedly easier way to earn a living, common and uncommon adventurers, fishermen, turtlers, logwood cutters, smugglers, and even some former slaves are among their ranks. They are loyal to England, but only to a point: forbid them their Spanish prey, and they are as likely to serve the French as they are to accept amnesty from the English crown. They are commonly armed with a flintlock musket (often the fusil boucanier), a cartouche box with thirty cartridges, a pistol or two, and a cutlass. They are proud of their martial abilities at sea and ashore, and consider themselves “true buccaneers and soldiers”—and also as privateers so that they may pretend they are never pirates.

»» This Force may re-roll any of its failed Fatigue and Rally Test results during the game’s first turn.

»» This Force adds +2 when determining the attacker in a scenario.

1627-1713

CORE UNITS • English Militia • Militia Cavalry

• Freebooters

SUPPORT UNITS • Militia Pikemen • Militia Artillery Crew or Sea Dogs • African Warriors (Unaligned)

• Veteran Freebooters • Musketeers

COMMAND OPTIONS Any English Militia Commander, Colonel Edward Morgan, Sir Thomas Whetstone, or Henry Morgan

FORCE OPTIONS Jamaican Militia: This Force may take Musketeers and Sea Dogs as a Core unit if they are armed with Muskets, but may not field Militia Cavalry.

ALLIED FACTIONS

ARMY SCALE ONLY

• Caribs • English Buccaneers • English Royal Navy • English Expeditionary Forces

John Donovan (Order #14647379)

1655-1697

FORCE SPECIAL RULES »» Once per game, this Force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point.

CORE UNITS • Freebooters • Forlorn Hope • Kapers (Dutch)

• Veteran Freebooters • Sea Dogs

• English Militia • Enter Ploeg (Dutch) • Boucaniers (French) • Warrior Musketeers (Native Americans)

• Zeelieden (Dutch) • Flibustiers (French) • Engagés (French)

SUPPORT UNITS

COMMAND OPTIONS Any English Buccaneer Commander, Barnard Speidryke, Robert Searle, John Morris, Samuel Moseley, Thomas Hewetson, Diego the Mulatto, Henry Morgan, or Jan Erasmus Reyning

ALLIED FACTIONS

ARMY SCALE ONLY

• Darien • French Buccaneers • Brethren of the Coast • Logwood Cutters • Chasseurs

The English

56

◊ ENGLISH PIRATE HUNTERS

◊ ENGLISH ROYAL NAVY

English pirate hunters in the Caribbean and North America are of two sorts: those of the Royal Navy and those locally commissioned either to cruise against a specific pirate, or to cruise with a more general purpose of seeking any and all pirates. The latter sort is our concern. These are the local ships, captains, and crews sent out after pirates when the too-few frigates and sloops of the Royal navy are spread too thinly. When commissioned against a short-term specific pirate prey, these English pirate-hunting crews are usually composed of volunteer seamen and militia. They may be commanded by a sea captain, a militia commander, or even by a former buccaneer such as Sir Henry Morgan. Sometimes, however, commissions are issued to veteran privateers, and, dangerously, also to buccaneers and their crews. Sir William Stapleton, Governor of the Leeward Islands, is particularly prone to commissioning dubious members of buccaneer crews. One might as well say that his commissions go to, for all practical purposes, active buccaneers to seek out “pirates and Indians.” Perhaps the most notorious of these is Bartholomew Sharp. He actually does serve his government well in his official capacity by helping to put down a popular rebellion at Bermuda. That he is soon after arrested for piracy—and acquitted of the crime for the second time!—is another matter.

The small station ships of the Royal Navy in the Caribbean and North American colonies—typically fifth and sixth rates, with a sloop in addition at times—usually serve admirably in their missions of pirate hunting, local diplomacy, occasional convoy, and petty naval warfare. This is in spite of often being undermanned, poorly provisioned, underfunded, with crews often stricken by disease, and with captains who often do their best to line their pockets via illicit gains. Rarely, if ever, do the vessels of the Royal Navy shirk their duty in battle. They will follow a pirate to a small island, capture him, and, following orders, hang him in sight of Port Royal. In order to destroy a pirate, his ship, and his shore batteries, they are willing to expend nearly all their powder, and lose men killed in action. They will gladly slip into a protected harbor and burn a pirate ship, then escape the hundreds of guns from a Spanish fort when ordered by the local governor to anchor under that very artillery. In times of war, larger men-of-war may briefly be found in the Americas. To understand the Royal Navy, and especially its captains and crews, one must understand its mission: to close violently with the enemy and kill or capture him.

1681-1688

FORCE SPECIAL RULES »» All Trained and Veteran units in This Force gain the Hard Chargers Special Rule. »» This Force adds a +2 to its roll to determine the attacker in a scenario.

CORE UNITS • English Militia • Sea Dogs

SUPPORT UNITS • Freebooters • Veteran Freebooters • Enter Ploeg (Dutch)

• Militia Pikemen • Zeelieden (Dutch) • Kapers (Dutch)

COMMAND OPTIONS Any English Pirate Hunter Commander, John Morris, Thomas Spragge, Henry Morgan, or Charles Carlile

ALLIED FACTIONS

ARMY SCALE ONLY

• English Royal Navy • English Buccaneers • English Caribbean Militia

John Donovan (Order #14647379)

1652-1713

FORCE SPECIAL RULES »» This Force adds +4 when determining the attacker in a scenario. »» All Sea Dog and English Militia units in This Force gain the Tough Special Rule.

CORE UNITS • Sea Dogs

SUPPORT UNITS • Musketeers • Zeelieden (Dutch)

• English Militia • Enter Ploeg (Dutch)

COMMAND OPTIONS Any English Navy Commander, Charles Carlile, or Thomas Spragge

FORCE OPTIONS Naval Landing force: If This Force does not include any size 2 or larger ships, it may include Musketeers as Core units.

ALLIED FACTIONS

ARMY SCALE ONLY

• English Buccaneers • English Caribbean Militia • English Pirate Hunters

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

◊ NORTH AMERICAN ENGLISH MILITIA 1620-1713 Less “regular” in many ways than their counterparts in Jamaica and Barbados, the North American colonial English militias reflect their colonies as much as, and perhaps more than, their English homeland. They are responsible for offensive warfare as well as defense against Native Americans, Dutch, French, Spanish and sometimes even combined forces. They may augment pirate hunters and are often employed in expeditionary forces. These militiamen are even responsible at times for defending against local insurrection and rebellion—assuming, of course, that the militias themselves are not on the rebellious side. Their effectiveness is typically in proportion to the strength of their enemies and experience against them. Militias more regularly called upon to fight are clearly more capable than those who do little more than drill only when required and who are seldom forced to face an enemy. The men who man these militias typically range from planters to tradesmen to woodsmen, and hail from the upper, middle, and working classes. North American English militia arms are fairly similar throughout the colonies. Typical arms of the infantry, for example, include a “sanguined” fusil (a flintlock musket with a browned barrel to prevent rust) with a barrel no shorter than three feet, a cartouche box or collar of bandoliers holding at least a dozen cartridges, a sword or hatchet, a powder horn, a dozen flints, a worm and priming wire, and a snapsack. Even so, requirements range from decade to decade and colony to colony: one colony may require six cartridges, another a dozen, another two or three dozen. Few, if any, of these militias have formal uniforms. In times of war or emergency, independent companies often arise to augment the regular militia force.

FORCE SPECIAL RULES »» This Force may re-roll any of its failed Fatigue and Rally Test results during the game’s first turn.

CORE UNITS

SUPPORT UNITS

• English Militia • Militia Pikemen

• Indian Fighters • Militia Cavalry • Militia Artillery Crew or Sea Dogs • Militie (Dutch) • Boslopers (Dutch)

COMMAND OPTIONS Any English Militia Commander, Benjamin Church, or Samuel Moseley

FORCE OPTIONS Ranging Party: This Force may include Indian Fighters and Militia Cavalry as Core units if it does not include any Militia Pikemen, Sea Dogs, or Militia Artillery Crew. Troop of Horse: This Force may take Militia Cavalry as a Core unit if it includes at least two units of Militia Cavalry and its Commander is mounted. Privateers: This Force may include Sea Dogs as Core units if it does not include any Boslopers, Militia Cavalry, or Militia Artillery Crew.

ALLIED FACTIONS • Northeastern Woodland Tribes • Southeastern Woodland Tribes

ARMY SCALE ONLY

• Iroquois • Scottish Militia

◊ ENGLISH EXPEDITIONARY FORCES 1652-1713 America in the seventeenth century is an eclectic, yet strangely fluid combination of environments and peoples that range from jungles to deserts and from Native Americans to Africans to Europeans and a variety of those—and other—mixed ethnicities. In times of war, expeditionary forces reflect this unique world of conflict and competition, cobbling together a contrasting mixture of units to get the job done. An expeditionary force may be composed of any combination of the following, depending on time and place: naval men-of-war and their crews, regular army troops, militia, Native American auxiliaries, privateer vessels and their crews, and even buccaneer and flibustier vessels and their crews. Privateers, buccaneers, and flibustiers may fight on sea or land. The addition of allied forces—for example, a combined “army” of English and Spanish—makes management of such diversity in battle even more difficult. Soldiers may stand their ground and fight a conventional action while buccaneers may choose to go where there is more profit to be had. An English company might want to capture and pillage a castle while a Spanish company might prefer to pillage the countryside. And the enemy, of course, has its own ideas. It will take a capable commander, equally versed in courage, tactics, and diplomacy, to lead such a force well.

John Donovan (Order #14647379)

FORCE SPECIAL RULES »» This Force adds a +2 to its roll to determine attacker in a scenario. »» This Force may not include a ship size 2 or larger. »» This Force may include 1 Support unit for every Core unit.

CORE UNITS • Musketeers

SUPPORT UNITS • English Militia • Freebooters • Militia Artillery Crew or Sea Dogs

• Militia Pikemen • Militia Cavalry

COMMAND OPTIONS Any English Army Commander, or Thomas Hewetson

ALLIED FACTIONS • English Caribbean Militia • English North American Militia • French Buccaneers • Northeastern Woodland Tribes • Southeastern Woodland Tribes

ARMY SCALE ONLY

• English Buccaneers • Scottish Militia • Caribs • Iroquois

The English

58

◊ MORGAN’S BUCCANEERS

◊ KIDD’S PRIVATEERS

This is the personal force of Henry Morgan, who must be chosen as its Commander.

This is the personal force of William Kidd, who must be chosen as its Commander.

FORCE SPECIAL RULES

FORCE SPECIAL RULES

»» This Force adds +3 when determining the attacker in a scenario.

»» If this Force fails a Strike Test, the controlling player may add a Fatigue Point to each unit in the force to pass the Test instead (this may cause units to become Shaken).

1667-1671

»» Once per game, this Force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point. »» Once per turn, this Force’s controller may replace a revealed Activation Card with another card from their hand. This card replaces the original and determines initiative and actions for that activation.

CORE UNITS

SUPPORT UNITS

• Freebooters • Veteran Freebooters • English Militia • Forlorn Hope • Kapers (Dutch)

• Sea Dogs • English Militia • Zeelieden (Dutch) • Enter Ploeg (Dutch) • Flibustiers (French) • Boucaniers (French)

COMMAND OPTIONS Henry Morgan - if this commander is the General of This Force in an Army Scale game, any English Buccaneer Commander must lead non-allied Companies in This Force.

FORCE OPTIONS Panama Invasion Force: All Freebooter and Forlorn Hope units in this Force may exchange the Fast Reload Special Rule for the Drilled Special Rule.

ALLIED FACTIONS • Darien • Brethren of the Coast • Chasseurs

John Donovan (Order #14647379)

ARMY SCALE ONLY

• French Buccaneers • Logwood Cutters • English Buccaneers

1689-1699

»» A single ship in this Force gains the Heavily Built Trait. »» This Force gains +2 to it’s dice roll when determining the attacker in a scenario.

CORE UNITS

SUPPORT UNITS

• Flibustiers (French) • Freebooters • Sea Dogs • Marins (French)

• Forlorn Hope • Veteran Freebooters

COMMAND OPTIONS William Kidd - if this commander is the General of This Force in an Army Scale game, any English Buccaneer Commander must lead non-allied Companies in This Force.

ALLIED FACTIONS

ARMY SCALE ONLY

• Brethren of the Coast • English Buccaneers • English Royal Navy

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

59

4.2 English Commanders

STANDARD COMMANDERS ENGLISH NAVY COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead English Royal Navy or English Pirate Hunters

May lead English Royal Navy or English Pirate Hunters

May lead English Royal Navy or English Pirate Hunters

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Command Range: 4” Command Points: 1

Command Range: 8” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: Broadside!

Special Rules: Inspiring and Broadside!

Special Rules: Inspiring, Commodore, Broadside!, and Expert Sailors

ENGLISH ARMY COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead English Expeditionary Force

May lead English Expeditionary Force

May lead English Expeditionary Force

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapons Command Range: 8" Command Points: 1

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapons

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Special Rules: None

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: Inspiring and High Standing

Special Rules: Very Inspiring and High Standing

Options: Add a Horse for

.

ENGLISH MILITIA COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead any English Caribbean or North American Militia

May lead any English Caribbean or North American Militia

May lead any English Caribbean or North American Militia

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Command Range: 8” Command Points: 1

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: None

Special Rules: Inspiring

Special Rules: Inspiring, Expertly Drilled, and High Standing

Options: Add a Horse for John Donovan (Order #14647379)

The English

60

ENGLISH BUCCANEER COMMANDER

UNTESTED

EXPERIENCED

May lead any English Buccaneer or Brethren of the Coast Force

May lead any English Buccaneer or Brethren of the Coast Force

Main Weapons: Brace of Pistols and Standard Melee Weapons

Main Weapons: Brace of Pistols and Standard Melee Weapons

Command Range: 4" Command Points: 1

Command Range: 8” Command Points: 2

Special Rules: None

Special Rules: Lead by Example

John Donovan (Order #14647379)

SEASONED

May lead any English Buccaneer or Brethren of the Coast Force Main Weapons: Brace of Pistols and Standard Melee Weapons Command Range: 16” Command Points: 2 Special Rules: Lead by Example, Commodore, and Broadside!

61

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

HISTORIC COMMANDERS ◊ COLONEL EDWARD MORGAN

Lieutenant Governor of Jamaica and uncle of Sir Henry Morgan, Colonel Edward Morgan is an energetic leader who possesses an imposing character by which he commands loyalty and obedience from his men. He is a battle-hardened veteran of the Thirty Years War and the English Civil War who is known to urge his forces to victory through sheer force of will. In light of the impending Anglo-Dutch conflict, he has been charged by Governor Modyford in February 1665 to seize Dutch possessions in the Caribbean. In the first conflict of the expedition, Morgan achieves a swift victory over the garrison of Saint Eustatius with a ferocious assault, but shall ultimately succumb to exhaustion and die during the invasion.

May lead any English Caribbean Militia Force Main Weapons: Pistol and Standard Melee Weapon Command Range: 12” Command Points: 2 Special Rules: Motivated, Heat Stroke, Inspiring, and Expertly Drilled Motivated: When this commander uses a Command Point to give a unit an action, this commander’s unit may take a point of Fatigue to give that unit an additional action. Heat Stroke: If this model’s unit becomes Shaken, roll a d10. If the result is 6+, this commander is removed as a Casualty.

◊ SIR THOMAS WHETSTONE Sir Thomas Whetstone is the Royalist nephew of Oliver Cromwell, whose allegiance has shifted recently with the changing political tide. His family ties to the former Lord Protector make him an unwelcome presence in the king’s court and he is eventually forced to start a new life in Jamaica. He proves to be incredibly resourceful. Before long he acquires a vessel, which is mostly crewed by Natives, and engages in the lucrative business of robbing the Spanish. In October 1662 he is discovered by Christopher Myngs, who sees the value in Whetstone’s knowledge of the region, and employs his service as a captain on his expedition. By 1663, it seems that Whetstone has found his place in the new world, his ship being listed as one of the “private ships of war belonging to Jamaica.”

May lead any English Caribbean Militia force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Broadside!, Sailors, and Inspiring Unorthodox Force: A Force led by this commander may take Sea Dogs, (Native American) Warriors, (Native American) Warrior Musketeers, and (Spanish) Milicianos Indios as Core units.

◊ BENJAMIN CHURCH Major Benjamin Church has proven to be one of the most effective commanders in Colonial North America. During King Philip’s War, he is able to bring many of the tribes fighting against the English over to English side. The Native American groups he lived among before the conflict had a great respect for him, as he had toward them. His turning of those tribes to the English side is a major blow to King Philip’s (Metacom) war effort. His company of “Praying Indians” and New England Militia was responsible for the demise of King Philip, which effectively ended that conflict. Church also leads many an expedition into the North to fight the French and Indians (primarily Wabanaki) during King William’s War. Church will eventually be rightly credited as the original American Ranger. Church employs a mix of European and Native American tactics along with careful planning and intelligence gathering. This proves to be very successful in the frontier fighting he is often tasked to engage in.

John Donovan (Order #14647379)

May lead English North American Militia Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Very Inspiring, Mobile, and Superior Intelligence Unorthodox Force: This Force may include Indian Fighters, (Native American) Warriors, and (Native American) Warrior Musketeers as Core Units.

The English

62

◊ BARNARD SPEIDRYKE

◊ ROBERT SEARLE

Affectionately known in Jamaica as “Captain Bart,” Barnard Speidryke is a renowned Dutch buccaneer who sails under the English Flag. He is fated to be killed in a confrontation with Manuel Rivero de Pardal, but not before his humble crew of eighteen slays thirty-six of Pardal’s men. The outrage at his death will be the catalyst of a chain of events which will eventually lead to Morgan’s Panama Expedition.

Robert Searle is a well-known Buccaneer and troublemaker who is spared from his rash and defiant character by his tactical brilliance. He has been twice arrested for continually claiming Spanish prizes after his letter of marque had been recalled, but was released on each occasion when the need arose for his superior military capabilities. One of these arrests was in response to his famous sacking of Saint Augustine in May 1668. The illicit raid earned him the ire of Governor Modyford of Jamaica, but also won him fame for his shrewd tactics in capturing the city. He was released from his incarceration on this occasion to join Henry Morgan on his Panama expedition, where Searle's imprudence would finally catch up with him. Being charged by Morgan to quarantine the port of Panama, he chose instead to enjoy the booze and women he had recently procured, allowing the 400-ton Santísima Trinidad to escape with the riches of the city.

May lead any English Buccaneer force Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (only if armed with a Buccaneer Gun) Command Range: 12” Command Points: 2 Special Rules: Lead by Example, Very Inspiring, and Expert Broadside! Expert Broadside: All Artillery fired during this commander’s activation may be fired simultaneously. Additionally, if a 1 is rolled for any Critical Hit or Lucky Hit that is scored during a Broadside, it may be re-rolled.

May lead any English Buccaneer Force Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (only if armed with a Buccaneer gun) Command Range: 12” Command Points: 2 Special Rules: Lead by Example, Aggressive Commander, Brawlers, and Broadside! Aggressive Commander: All friendly units within this Commander’s Command Range gain the Hard Chargers Special Rule.

◊ THOMAS SPRAGGE Captain Thomas Spragge commanded the HMS Drake, a sixth rate, operating from Port Royal, Jamaica in the mid-1680s. In 1686, along with the HMS Francis, he had orders to find and bring to heel the pirate Joseph Banister who had been spotted careening at Samana Bay, Santo Domingo. The two ships expended nearly all their powder against the pirates, destroying Banister’s Golden Fleece but leaving the small French ship largely untouched. Banister escaped with the French and soon parted company, while the French eventually made it to the South Sea and are best known today for flying a red flag of no quarter bearing a skull and crossbones. Receiving intelligence that Banister was on the Mosquito Coast, Spragge captured Banister and a few of his crew and, following orders from the governor of Jamaica, hanged the pirates from yardarms as the ship sailed within sight of Port Royal. In 1687 he sailed to Veracruz and received nearly one hundred accused, mostly English, pirates and honest seamen and returned them to Jamaica. In the same year he and Captain George Lenham, commanding the sloop HMS Ruby, were sent to search the Bahamas for the pirate Thomas Woolery. They failed to find him, but did destroy a

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small pirate settlement and fort at Eleuthera Island in the Bahamas, and were later accused of plundering some of the New Providence settlers, many of whom were former or active piratical rogues. In 1689, during King William’s War, he was dispatched to discourage attacks by French flibustiers commanded by the famous former flibustier and now French naval officer Laurens de Graff. But the cruise had little effect on the French, and the HMS Drake had seen her best years. She was soon condemned as unfit for service.

May lead English Royal Navy and English Pirate Hunters Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Very Inspiring, High Standing, Commodore, and Expert Broadside!

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◊ THOMAS HEWETSON

◊ CHARLES CARLILE

Captain, sometimes Colonel, Thomas Hewetson of Ireland and Barbados is a military adventurer in the Caribbean during King Williams’s War. In 1688, he is commissioned to command four merchant “letter of marque” ships for trade and privateering in the West Indies and in Chile (and probably to raid the Spanish if this does not work out). But, like many South Sea adventurers, he is turned back by weather at the Strait of Magellan. He settled briefly at Tobago where he sells most of the ships and goods without the authority to do so. In 1689, he seeks and receives a privateering commission from the governor of Bermuda, and in 1690 one from the governor of Barbados. Soon attached to the expeditionary force organized by Governor Codrington of the Leeward islands, he commands four hundred men spread across three ships, including his reportedly 50-gun frigate, the Lion (many of the guns may have been swivels), and the buccaneer ship, Blessed William. With a deserved reputation for “Inhumane Cruelty” not only to the enemy but to his own men, Hewetson’s first victory against the French is a small raid on a few sugar plantations on Mariegalante in December of 1689. In January, 1690, his flotilla exchanges desultory fire off Saint Martin with the French squadron commanded by Governor du Casse of SaintDomingue. In the end, the French sail away, and Codrington is able to relieve the English militia who had been trapped on the island. However, the buccaneers aboard the Blessed William do not relish conventional naval action and had tired of their captain, the soon-to-be-infamous William Kidd, and perhaps had tired of Colonel Hewetson too, so they desert and sail away while their captain is ashore. Hewetson continues to serve as an expeditionary privateer but inevitably engages the French enemy: he is accused of embezzling from prizes, of drinking the health of the deposed King James II, and of having swindled his investors in the 1688 South Sea adventure, for which last he is sued.

Formerly the lieutenant of the HMS Ruby in 1682, then very briefly the captain of the Deptford Ketch, Charles Carlile commands the HMS Francis, a sixth-rate of 16 small guns, in the Caribbean in 1683. Attached to the Governor of the Leeward Islands, Sir William Stapleton, Carlile’s primary mission is to hunt pirates and prevent—or retaliate against—attacks by Native American Caribs (Kalinago). His ship was not “well founded” when he arrived, so the governor augmented his naval crew with a dozen infantry, plus two seamen from the HMS Ruby. A “brave and discreet young commander,” Captain Carlisle is best known for tracking the infamous pirate, Jean Hamlyn, and his ship, La Trompeuse, of 32 great guns and six patereroes, to the island of Saint Thomas, a pirate nest under the control of rogue Danish governor Adolphe Esmit.

May lead English Expeditionary Force and English Buccaneers Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 16” Command Points: 2

John Donovan (Order #14647379)

May lead English Pirate Hunters Force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 2 Special Rules: Inspiring, Expert Broadside!, and Tough

Special Rules: Strict, Commodore, and Broadside! Options: May add a Horse for

The HMS Francis is fired upon by the pirate ship and the fort upon her entry into the harbor. Receiving no satisfactory answer from the governor as to why, and fearing an invitation from the governor was just a trick to capture him, Captain Carlile sends a boarding party against the pirate ship that night. After exchanging shots with the pirates, he burns her. An ember from the burning ship drifts across the air to the nearby hulk of a ship, setting it afire and burning it as well. The hulk, filled with cordage and other naval stores to support La Trompeuse, turns out to be the Santissima Trinidad, or Trinity, famous for having been captured by Bartholomew Sharp and the South Sea buccaneers at Panama— not to mention for having escaped with much of the riches of Panama during Henry Morgan’s sack of Panama a decade earlier. Governor Esmit complains of the attack to Captain Carlisle, but to no avail—the loss of La Trompeuse certainly hurt the governor’s financial prospects. The HMS Francis is lost in early 1684 due to damage from a hurricane that hits near Barbados, and with the ship shall perish her captain, “a brave hopeful young man.”

.

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◊ SAMUEL MOSELEY

◊ JOHN MORRIS

A buccaneer in the Caribbean during the 1660s, Samuel Moseley of Dorchester, Massachusetts is commissioned as a New England coast guard from 1673 to 1674 to protect against Dutch privateers. In 1675 he is commissioned to seek purported Dutch “pirates” who have been attacking English traders along the coast of Acadia. In fact, the Dutch are legitimate privateers, having been commissioned by Captain Hurriaen Aernouts to protect Acadia, which he has claimed for the Netherlands. Sailing in consort with a French privateer, Captain Moseley discovers three small vessels—two of them nothing more than shallops—and engages them. The fight is over quickly, and the “pirates” are variously condemned or pardoned. One of them is John Williams, who had once served under Captain Morris, the famous buccaneer who killed the pirate, Manuel Rivera de Pardal. But the story does not end here. With the advent of “King Philip’s War,” Moseley is commissioned to lead a company of volunteers, old soldiers, prisoners, and others against the Wampanoag leader. Often known as Moseley’s Privateers, the company, whose muster includes some of the aforementioned Dutch “pirates,” and its captain earn a reputation for both courage and cruelty.

Though you won’t find his name among such legends as Morgan or l’Olonnais, John Morris is their equal in everything but renown. He is one of the most respected and well-known Buccaneers to hail from Jamaica. It is Morris who defeats that notorious Spaniard, Manuel Rivero de Pardal, while being outgunned and outmanned. Of all the captains on the Panama expedition, he earns special favor with Sir Henry Morgan, always having his ear in council and being trusted to lead the center in the battle along with Laurens Prins. After the fallout of the expedition, which ushered in the anti-piracy government of Sir Thomas Lynch to Jamaica, Morris is spared from the gallows because of his prudence and good reputation. Sometime after parting with Morgan, he and his crew go on to catch Spanish prizes off the coasts of Cuba; Morris resists when his crew demands the capture of an English vessel which was believed to have 15,000 pieces of eight. His reluctance to turn all-out pirate earns him a mutiny and he finds himself marooned on Isla de Vaca. It is in this state in which he is apprehended by Lynch’s pirate hunters. Morris is condemned as a pirate, but rather than be put to death or imprisoned, he is pressed into the King’s service as a pirate hunter. As Lynch says, “[He is] a very stout fellow and good pilot, and will not turn pirate.” However, it seems Morris doesn’t have a taste for hunting down his old comrades and instead chooses to carry out the rest of his career in the more lucrative business of cutting logwood.

May lead English Buccaneers and North American English Militia Main Weapons: Brace of Pistols or Buccaneer Gun, and Standard Melee Weapon Sidearms: None or Pistol (only if armed with a Buccaneer gun) Command Range: 12” Command Points: 2 Special Rules: Lead by Example, Ruthless Commander, and Broadside! Unorthodox Force: If leading a Militia force, (Dutch) Kapers are Core units and Freebooters are Support units

May lead English Buccaneers, Logwood Cutters, or English Pirate Hunters Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Inspiring, Lead by Example, Broadside!, and Vast Experience Vast Experience: When this unit is activated, it may re-roll a single die on any Test taken during its activation, including any actions taken by a different unit using a Command Point.

John Donovan (Order #14647379)

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LEGENDARY ENGLISH COMMANDER

◊ WILLIAM KIDD William Kidd has been called the most famous pirate in American history. His very name inspires visions of thrilling voyages on the high seas, and excites in us the lure of buried treasure on distant shores. But, as one might expect from the father of the modern pirate myth, there are some difficulties in producing a reliable portrait of him. At the inception of his story, there existed contrary narratives which, although they were resolved in a court of law, left lingering questions to the world at large. Mystery and rumors bred romance and intrigue, which elevated the memory of him from cautionary tale to legend, the details of which are contested to the present day. To his most ardent defenders he was an honorable patriot; a brave soldier who, being subject to the conspiring of powerful men was, in his own words, “made… the Tool of their Ambition and Avarice.” To many others, he was a scheming opportunist, always seeking some advantage by which he might extort his fellow man. But during his time in the West Indies, before he launched for the East India campaign, it is generally agreed that he was a distinguished commander who proved time and again his value as a fighting man.

John Donovan (Order #14647379)

Kidd was born in Dundee, Scotland in the year 1654, but the first time history yields his name is in August, 1689, as captain of the Blessed William. The ship had been recently captured while moored at Basseterre and taken to Antigua to be fitted for an expedition under Admiral Hewetson. Kidd was probably appointed captain by Governor Codrington of Antigua; if matters had been handled democratically, as was customary among the buccaneers, it is unlikely the crew would have accepted the terms of their commission. They were used more as mercenaries than privateers, being deployed against men-of-war and as reinforcements for ground troops. Their most trying assignment was to provide relief to a regiment from Nevis, which had over-exerted itself on Saint Martin. Five French warships were sent with troops to envelope the regiment, and it was up to Kidd and Hewetson to prevent a landing. They engaged the ships in a fiercely contested battle of the line for over twenty-four hours, exchanging broadsides and volleys of small arms while struggling to keep the weather gage. Kidd and company handled themselves masterfully in the face of incredible odds, apparently getting the better of the engagement. According to one eye witness, “[their flagship] was much damaged by our shot and many men wounded. All of our ships were hit… though not a man was killed…” The French fleet was driven off early the next morning. During this time Kidd took part in other battles on Saint Martin and Mariegalante, both on land and at sea. On May 8 and 9 of 1701, while being tried for crimes of piracy and murder on the high seas, Kidd would call on many of his old comrades to testify to his character and conduct in these earlier days. He maintained that the proof of his innocence — the passes showing that the Quedah Merchant was a valid French prize — was being withheld from the court by the governor of New York, so these character witnesses were crucial in proving the value of his word. Each witness testified to his valor and integrity as a true soldier. They said of him that “he had the Applauses of the General there for his good Services” and “that Kidd behav'd himself very well in the Face of the Enemy.” Admiral Hewetson testified as well, adding that “he was very [s]erviceable in the We[s]t-Indies,” and that in his “[e]ngagements again[s]t the French” he “fought as well as any Man.” Hewetson also testified that Kidd had professed, “he would be [s]hot to Death before he would turn Pirate.” He was referring to Kidd’s statements on Feburary 2, 1690 when, in the midst of the West India campaign, his crew mutinied and made off with the Blessed William. This incident appears to have been precipitated by a crucial flaw in his

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leadership, which would continue to plague him throughout his career. Kidd had a fiery temper by which he exercised absolute authority over his ships; quite contrary to the egalitarian values of seventeenth century New World privateers. During October 1698 this deficit would prove instrumental in his undoing. While sailing near Malabar in the Adventure Galley, Kidd denied his men the capture of a Dutch East Indiamen; an illegal prize. William Moore was openly scornful of the captain, which provoked a confrontation between the two. Kidd called him a lousy dog, to which Moore replied “If I am a [lousy] Dog, you have made me [so]: you have brought me to ruin, and many more.” At this, “Captain Kidd took up a Bucket, bound with Iron Hoops, and [s]truck Moor on the Right Side of the Head.” There is some speculation as to whether or not the blow truly killed William Moore, but this point is moot. It is clear that “many more” were indeed outraged with the captain, as they would attest to his guilt during the trial of Moore’s murder. It is unclear how Kidd recovered from the loss of the Blessed William, but after a brief period of silence, Kidd emerges again on the record with the brigantine, Antigua, in New York just before 1691. He was an active and successful captain during his time here, and his help in resisting the Leisler Usurpation appears to have afforded him quite a bit of clout. For his services he was awarded £150 and was exempt from paying customs at New York Harbor. It is also likely that this helped him in achieving the title of gentleman. It was shorty after this time that he married the recently widowed Sarah Oort, which gave Kidd control over her late husband’s immense fortune. These may have been the best years of his life, but they would be short lived. He was sent to England in 1698, where he would be given command of the Adventure Galley and that fateful commission to hunt His Majesty’s enemies and all the pirates that cause mischief near the Arabian Sea. In 1698 King William declared an international manhunt when complaints from India and the East India Company flooded his courts about a pirate, a certain Captain Kidd, who had been wreaking havoc between Saint Mary’s Island and Calcutta. Kidd eventually captured the Quedah Merchant — possibly a legitimate prize — but he failed to surrender her to the Admiralty according to his commission. Kidd claimed that he had been operating under the duress of a mutinous crew, but with the legitimacy of the trial being dubious, and there being insufficient evidence on both sides, the truth may never be known. He was apprehended in New York in 1699 and convicted in London on May 9, 1701 for murder and piracy. On the twenty-third day of that month he was hanged at Execution Dock and strung up in a gibbet over the Thames.

John Donovan (Order #14647379)

May lead Kidd's Privateers, English Buccaneers, or Brethren of the Coast Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 20” Command Points: 3 Special Rules: Sailing Master, Strict, and Expert Broadside!

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LEGENDARY ENGLISH COMMANDER he had achieved his first command as a captain in Admiral Christopher Myngs’ Santiago expedition. Morgan learned much under the expert leadership of Myngs, and by 1668 he had accrued the wealth, fame, and experience to organize expeditions of his own. From here on, Morgan’s career would be characterized by the same irrational boldness and razor-sharp intellect which was possessed by Alexander, Napoleon, and the other great conquerors of history.

◊ HENRY MORGAN Henry Morgan was born to a Welsh family in the Old World, and had he remained there it is likely that his life would have been quite unremarkable. British society was a fixed structure with nearly impenetrable barriers, but the New World can be likened unto a primeval chaos, where a clever man with unbound ambitions could make for himself whatever life he chose. Henry Morgan was such a man. From obscurity he emerged as the most notorious commander in the Caribbean, whose name was undoubtedly uttered with curses and praises in the courts of kings. As the admiral of the Brethren of the Coast, he regularly frustrated Spanish defenses against impossible odds, plundering the wealth of New Spain as freely as the wind carried his vessels. Some Spaniards recognized him as coming in the spirit of El Drake, that dreaded pirate who, not too long before, ravaged the coasts of the Spanish Main. Morgan would in fact exceed Sir Francis Drake in many ways, becoming the greatest threat to Spanish hegemony in the new world. From the outset, it is clear that Morgan saw the way of war as his avenue to opportunity. He likely entered the forge of Caribbean life as a low-ranking officer in the Cromwell expedition. By the time he appears on the historical record,

John Donovan (Order #14647379)

His first major achievement, the sack of Portobello, captures perfectly the audaciousness of his vision. The siege itself was mostly ordinary in its execution; the most cunning — and controversial — innovation would have been the decision to approach El Castillo de Santiago behind a line of civilians and clergy. The boldness of the raid was the target itself. Portobello was a jewel in the crown of the Spanish Caribbean and a symbol of Spain’s dominance in the region. The city was thought to host a Garrison of 350 men who populated three impressive fortresses of over forty total guns. Additionally, an army of 800 from Panama could be mustered and set before the gates of the city within a week’s time, placing a very narrow timetable for a successful siege. No corsair dared to challenge it. That is, until July 11, 1668. A sea raid was impossible due to the strength of the strongholds so, under the cover of night, Morgan approached in canoes with about 500 Buccaneers. Though the fortifications were, in truth, undermanned, and the artillery in disrepair, the swiftness and precision with which he organized his offensive was truly impressive. By the end of the second day all three forts were flying the English standard, at the cost of only eighteen men. Morgan had a wit to match his pluck. The president of Panama, Agustin Bracamonte, would discover this in the course of the negotiations for Portobello’s ransom. Bracamonte initially refused to even consider Morgan’s proposal, as he was a “corsair” and therefore an “inferior person . . .” Morgan, ever anxious to achieve a noble station in life, was clearly offended. Nonetheless, keeping his composure, he responded as follows, “Although your letter does not deserve a reply, since you call me a corsair, nevertheless I write you these few lines to ask you to come quickly. We are waiting for you with great pleasure and we have powder and ball with which to receive you . . . And since I do not believe that you have sufficient men to fight with me tomorrow, I will order all the poor prisoners to be freed so that they may go to help you.” This was a bluff, but it was well placed; a price of 100,000 pesos was agreed upon for the return of the city. Bracamonte, being perplexed at how such a great city was taken, asked Morgan for a sample of the weapons used, imagining that they must have been of exceptional

The English quality. Morgan obliged the president, sending him an ordinary pistol with a message stating that there would be no need to send it back, as he would be in Panama the following year to claim it. His cunning translated to the battlefield as well. On April 26, 1669, Morgan found himself trapped in the bay of Maracaibo. Between him and the only exit to the sea was the Armada de Barlovento, and its flagship, Magdalena, laden with forty guns. Refusing surrender, Morgan sailed out to meet the fleet at sunrise, using to his advantage the cover of the morning mist. Morgan’s flagship sailed straight for the Magdalena, drawing heavy fire as she went. As soon as the vessels had locked with grapples, the Spaniards leaped onto Morgan’s ship in a frenzy, shocked to find only some planks dressed like men and some sailors in a canoe rowing

68 away furiously in the distance. Moments later the vessel exploded. In a most unpredictable move, Morgan converted his flagship into a fire ship, destroying in moments Spain’s strongest active vessel in the new world. In the confusion, Morgan overwhelmed the rest of the fleet and made his escape. Sir Henry Morgan’s greatest achievement was his triumph over Panama, but on this occasion his ambitions had taken him too far. The outrage in Madrid spilled over into London, and Morgan, along with Jamaica’s governor Thomas Modyford, were arrested and sent to England for trial. But by the time he arrived in London relations in Europe had deteriorated, as they often did, and Morgan was instead knighted and installed as the lieutenant governor of Jamaica, where he lived out the rest of his days.

May lead any English Caribbean Militia, English Buccaneer, Brethren of the Coast, English Pirate Hunters, or Morgan’s Buccaneers force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 20” Command Points: 3 Special Rules: Very Inspiring, Broadside!, Misfortune at Sea, God’s Blessing or the Devils’ Luck, and Lucky Misfortune at Sea: A force that this model is commanding may not spend Fortune Points to re-roll failed checks to Run Aground, attempt Repairs, change Sail Settings, or perform Advanced Maneuvers.

John Donovan (Order #14647379)

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4.3 English Units

Model: Militia Cavalry

MILITIA CAVALRY

MILITIA PIKEMEN

Cavalrymen are a common sight among the Colonies of the English New World. Usually equipped with a mix of firearms and sometimes armor, these troops are generally less experienced than their European counterparts but a significant threat to their opponents nonetheless.

True pikemen are almost non-existent in the New World. Militia commanders quickly realized that in the wilds of the Americas, the half pike is the better choice. Yet still, these weapons have dominated European battlefields for more than a century and are deemed insufficient for the style of warfare that has become dominant in the New World. Only the Spanish Lanceros have really made good use of them.



Experience Level: Inexperienced

Equipment: Horses Main Weapons: Brace of Pistols and Standard Melee Weapons

Sidearms: None



Fight: 6/7



Shoot: 7/8



Resolve: 5

Special Rules: Quick* and Hard Chargers* (*only while mounted) UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model. »» Unit may add Firelock Carbines for 4 points (not per model). »» Unit may add Armor to all its models for 2 points (not per model).

John Donovan (Order #14647379)



Experience Level: Inexperienced

Main Weapons: Lances and Standard Melee Weapons

Sidearms: None



Fight: 7/7



Shoot: -/8



Resolve: 5 Special Rules: Drilled Pikemen and Support: English Militia UNIT OPTIONS

»» Unit may exchange Lances for Pikes at no cost. »» Unit may add Armor to all its models for 2 points (not per model).

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Model: Gun Crew

Model: European Sailor Musketeers

MILITIA ARTILLERY CREW

INDIAN FIGHTERS

Artillery can be found almost anywhere Europeans create settlements in the Americas. The crews for these guns often consist of seamen serving ashore or militiamen trained in gunnery.

The formation of these early rangers is rightly credited to Benjamin Church. Church created a company of militia consisting of both European and “praying indians” and trained them to fight using a mix of European and Native American tactics during King Phillip’s War and later during both King William’s War and Queen Anne’s war.



Experience Level: Inexperienced Main Weapons: Standard Melee Weapon Sidearms: None Fight: 7/8

Shoot: -/7 Resolve: 5

Special Rules: Artillery Crew and Field Gun UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model.



Experience Level: Trained

Main Weapons: Firelock Muskets and Standard Melee Weapons

Sidearms: None



Fight: 6/6



Shoot: 6/7



Resolve: 5 Special Rules: Scouts, Elusive, and Tough UNIT OPTIONS

»» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Thrown Weapons to all its models for 3 points (not per model).

John Donovan (Order #14647379)

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Model: European Soldiers

MUSKETEERS

ENGLISH MILITIA

These highly disciplined soldiers are seldom in the New World for long. Usually deployed in small numbers, their presence is certainly to be noted in times of conflict.

English Militia are generally better equipped than their Spanish counterparts. Usually armed with muskets, these units were drilled in typical European tactics.

Experience Level: Trained Main Weapons: Matchlock Muskets and Standard Melee Weapon Sidearms: None Fight: 6/6 Shoot: 6/7 Resolve: 4 Special Rules: Expertly Drilled UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 8 may carry Stinkpots or Firepots for 2 points per model or Grenadoes for 4 points per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

John Donovan (Order #14647379)



Experience Level: Inexperienced

Main Weapons: Firelock Muskets and Standard Melee Weapon

Sidearms: None



Fight: 6/7



Shoot: 7/8



Resolve: 5



Special Rules: Drilled UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

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Model: Milices Des Caraïbes

FREEBOOTERS

VETERAN FREEBOOTERS

Freebooters are English New Worlders from all walks of life who mastered the musketry tactics of the old French boucaniers. They are skilled in all manners of combat, possessing notable proficiency with their muskets.

Among the English buccaneers of Port Royal are men of vast experience. Many of them take part in the Cromwell expedition and learn quickly how to adapt to the irregular style of warfare that leads to the success of so many famous buccaneer raids across the Spanish Main and Caribbean Islands. Armed with buccaneer guns, plug bayonets, pistols, and cutlasses as well as the expert ability to use every one of them, the Veteran Freebooters are among the toughest fighters in the New World.



Experience Level: Trained

Main Weapons: Buccaneer Guns and Standard Melee Weapons

Sidearms: Pistols



Fight: 6/6



Shoot: 6/7



Resolve: 5

Special Rules: Ball & Shot, Fast Reload, Sailors, and Marksmen UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

John Donovan (Order #14647379)



Experience Level: Veteran

Main Weapons: Buccaneer Guns, Plug Bayonets, and Standard Melee Weapons

Sidearms: Pistols



Fight: 6/6



Shoot: 6/6



Resolve: 5

Special Rules: Ball & Shot, Marksmen Fast Reload, and Sailors

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Model: Buccaneer Storming Party

SEA DOGS

FORLORN HOPE

English sailors are masters of seamanship. Life at sea made them rugged and surly men who were hard to match in a melee.

Forlorn Hope are sent ahead of Buccaneer raiding parties to foil ambushes and secure crucial strategic positions. They are typically equipped with muskets, pistols, and grenadoes, and are known for their fierce tenacity.



Experience Level: Trained

Main Weapons: Pistols and Standard Melee Weapons

Sidearms: None



Fight: 6/6



Shoot: 7/7



Resolve: 5

Special Rules: Brawlers, Expert Artillery Crew, and Sailors UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Pistols for Blunderbusses at no cost. »» 1 out of 8 models may add Stinkpots or Firepots for 2 points per model or may add Grenadoes for 4 points per model. »» Unit may exchange Pistols for Firelock Muskets for 4

points (not per model).

»» Entire unit may downgrade to only Standard Melee Weapons for -1 point per model. This option may not be taken if the unit is Inexperienced or Veteran.

John Donovan (Order #14647379)



Experience Level: Trained

Main Weapons: Buccaneer Guns, Brace of Pistols, Standard Melee Weapons, and Limited Explosives* (see below)

Sidearms: None



Fight: 6/6



Shoot: 6/7



Resolve: 4

Special Rules: Ball & Shot, Fast Reload, and Vanguard UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» *1 out of 4 models may add any Explosives at no cost.

John Donovan (Order #14647379)

John Donovan (Order #14647379)

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5

THE FRENCH rench sea rovers are the first to singe the Spanish beard in the New World and have no intention of letting up. Their adventurers show up on Tortuga, an island off the north coast of Hispaniola, early in the seventeenth century. French hunters of cattle and swine soon come to be known as boucaniers. They are quickly allied with French sea rovers, who are soon to be known as flibustiers. These allies begin with small forays against the Spanish, first using dugout canoes and piraguas, then larger vessels a bit later. Like the English, the French in the Caribbean and on Saint-Domingue have come to rely on the flibustiers and boucaniers for defense. Although France at times agrees to reign in its Caribbean sea rovers, seldom does it stop supporting their plundering, whether by outright commission or a “wink of the eye.”

F

John Donovan (Order #14647379)

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5.1 French Factions

◊ FRENCH CARIBBEAN MILITIA

◊ FRENCH BUCCANEERS

These troops range from well-equipped companies manned by former buccaneers, free blacks, or stout planters to poorly-equipped ones composed of indentured servants, poor workers, and — at times — slaves. French Caribbean militia defend against enemy attack in time of war and against Spanish raids in time of peace. Ideally, the militia is also composed of buccaneers themselves. But all too often they are absent, seeking Spanish plunder. The best militia companies are armed buccaneer-fashion, with long-barreled buccaneer guns, cartouche boxes, a cutlass or machete, a pistol or two, and, by the late seventeenth century, a plug bayonet. At the opposite end, some poor militia companies may have few firearms, with many of its barefoot militiamen armed only with half-pikes. Like most colonial militias, the French Caribbean militia has its victories and defeats. Companies of planters and former buccaneers counter-attack successfully against a Spanish raid on Petit Goave in 1687, but often perform poorly against Spanish and Anglo-Spanish expeditions during King William’s War. Many of their officers are former buccaneers and, occasionally, are active ones.

These adventurers are easily identified by their panache and silhouettes! They are unmistakable: the flibustiers with their plumes and sashes, their indigo-blue sackcloth coats, their monster-headed cutlasses, and fusils boucaniers; the boucaniers with their bloody clothes, rude pig hock shoes, and fusils boucaniers; and the marins with their sashes, neckcloths, and rolling gaits. Like their English counterparts, these Gallic buccaneers are men of many nations, races, and ethnicities — even if predominantly French. Many of them are Huguenots, not Catholics, but even the latter will rob a Spanish church, yet save a bit of its plunder to give to the poor and to the small churches of Saint-Domingue. A fair portion of their most famous captains are Dutch, many of whom are as fond of gasconades and fanfaronades as are the colorful French themselves. They are expert shots, most of them, and as comfortable boarding a ship in action as they are storming a Spanish castle ashore. Their favored tactic at sea is boarding, and it is much the same ashore: attack with musketry, run up under the enemy’s walls, lob grenades over the walls…then enter and let the close combat begin!

1635-1713

FORCE SPECIAL RULES »» Once per turn, a single unit in this Force that is not Mounted and is not Assigned may take a free Move Action at the end of its activation. This action may not be used to initiate or move away from a Melee Combat.

CORE UNITS • Miliciens • Boucaniers

• Milices des Caraïbes

SUPPORT UNITS • Milices à Cheval • Infanterie • Flibustiers

• Artillerie de Milice or Marins • Boucaniere • Engagés

COMMAND OPTIONS Any French Militia Commander, Jean Pinel, or Julien Lambert

FORCE OPTIONS Tortuga or Petit Goave Militia: If using this option, Flibustiers become Core units and Miliciens and Boucaniers become Support units. Troupe à Cheval: This Force may take Milices à Cheval as a Core unit if it includes at least two units of Milices à Cheval and its commander is mounted.

ALLIED FACTIONS

ARMY SCALE ONLY

• Caribs • Caribbean Tribes • Chasseurs • French Buccaneers • French Expiditionary Forces

John Donovan (Order #14647379)

1635-1713

FORCE SPECIAL RULES »» This Force adds +2 when determining the attacker in a scenario. »» Once per game, this Force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point.

CORE UNITS • Flibustiers • Marins

• Boucaniers • Engagés

SUPPORT UNITS • Les Enfants Perdus • Enter Ploeg (Dutch) • Freebooters (English) • African Warriors (Unaligned)

• Zeelieden (Dutch) • Kapers (Dutch) • Veteran Freebooters (English) • Warrior Musketeers (Native Americans)

COMMAND OPTIONS Any French Buccaneer Commander, Monbars the Exterminator, Alexandre Bras de Fer, Jean Pinel, Julien Lambert, Francois l'Olonnais, Le Sieur de Grammont, Laurens de Graff, or Diego the Mulatto

FORCE OPTIONS Grapeshot: All cannons in this Force may add Grapeshot (see Equipment in the Blood & Plunder rule book) for free, but may fire using only Grapeshot for the duration of the battle.

ALLIED FACTIONS

ARMY SCALE ONLY

• Caribbean Tribes • English Buccaneers • Brethren of the Coast • Logwood Cutters

The French

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◊ CHASSEURS

◊ FRENCH ROYAL NAVY

Chasseurs, or to use their true French Caribbean name, Boucaniers, are the famous French hunters of cattle and swine — cattle for hides and tallow, pigs for their flesh to be smoked into boucan — on Saint-Domingue and elsewhere in the French West Indies. These expert shots have long been associated with the French and English buccaneers, and in their early days often made their own short raids and ship attacks from canoes. Many buccaneers have served in their ranks, often as engages (indentured servants). Although there are at most a few hundred of these hunters, and seldom anywhere near this many serving with the buccaneers, their hunting and shooting ability is a significant addition to buccaneer fighting strength and capability. Whether by provisioning French buccaneer expeditions or adding accurate firepower to French crews, they are an integral part of Caribbean sea-roving. In fact, so famous are they that the English buccaneers adopted their name for their own. When hunting, the boucaniers usually live in small groups far afield with informal leadership; they are largely independent men. Facing Spanish attacks, especially by mounted lanceros known as the Cinquantaine (the “Fifty”), the boucaniers learned early on how to load and fire quickly—and more importantly, accurately. They know the value of keeping up a constant, accurate volume of shot in order to prevent Spanish attackers from breaking into their midst and engaging at close quarters.

The French Royal Navy, like its counterparts from neighboring European countries sailing about the Caribbean, is a significant presence during wartime, primarily as part of temporary fleet deployments to the region. French frigate captains will occasionally join with French buccaneers for raids against the Spanish or other enemy, but only in times of war. The Marquis de Maintenon, commanding the frigate La Sorcière, led seven to eight hundred flibustiers against Margarita and Trinidad in 1678, for example, but to little profit. French navy captains and crews are as capable and willing to fight as their English and Dutch counterparts. French frigates on station in the Caribbean are responsible for pirate hunting, occasional escort and convoy duty, and diplomacy. But real defense of the colonies lies with the French buccaneers and local militias. The French navy generally makes little impact in the Caribbean except as part of fleet actions in time of war. On occasion, French frigates are sent to various colonies on diplomatic missions, to ferry new governors, and to conduct surveys.

1635-1713

FORCE SPECIAL RULES »» This Force may not include a Ship that is size 2 or greater.

»» If a unit in this Force is activated with a ♠ or ♥, it gains the Tough Special Rule until the end of the turn. »» This Force subtracts 2 from its roll to determine attacker in a scenario.

CORE UNITS

SUPPORT UNITS

• Boucaniers • Engagés

• Milices des Caraïbes • Boucaniere • Miliciens

COMMAND OPTIONS Any French Chasseurs Commander, or Charles Tore

ALLIED FACTIONS

ARMY SCALE ONLY

• Caribbean Tribes • French Militia • French Buccaneers

John Donovan (Order #14647379)

1635-1713

FORCE SPECIAL RULES »» This Force adds +4 when determining the attacker in a scenario. »» All Trained and Veteran units in this Force gain the Brawlers Special Rule. »» Once per game, this Force may re-roll the result of a Critical or Lucky hit against an opposing ship’s Rigging.

CORE UNITS

SUPPORT UNITS

• Marins • Infanterie

• Miliciens des Caraïbes or Milice Canadienne • Zeelieden (Dutch) • Enter Ploeg (Dutch)

COMMAND OPTIONS Any French Navy Commander, Jean, Comte d’Estrées, Pierre Lemoyne d’Iberville, or Laurens de Graff

FORCE OPTIONS Naval Gunners: Infanterie in this force may carry only Standard Melee Weapons and exchange Expertly Drilled for Artillery Crew. This Force may contain units of standard Infanterie and units with this upgrade. Use Gun Crew models to represent Infanterie with this option.

ALLIED FACTIONS • Caribs • French Buccaneers • Canadian Militia

ARMY SCALE ONLY

• Caribbean Tribes • French Caribbean Militia • French Expiditionary Forces

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◊ CANADIAN MILITIA & FRENCH CANADIAN PRIVATEERS These redoubtable fighting men range from conventional militia to Coureurs de Bois (woods runners or woodsmen) famous for their frontier skills. The former are armed, equipped, and trained the same as most colonial militia. Their ability in combat depends much on how well-armed they are, how often they train, and on the experience and courage of their commanders. Although flintlock fusils are the preferred weapon for warfare in the New World, some matchlock muskets remain in militia inventories as well. Arguably the most effective of Canadian militia are the Coureurs de Bois. Skilled at hunting, stealth, long range travel afoot and by canoe, and irregular warfare, these woodsmen are often found allied with Native Americans. In fact, if there is a single characteristic that exemplifies Canadian militia Forces, it is the irregular combat conducted by the French and their Native American allies against the English to the south. The Coureurs de Bois are the Canadian equivalent of the Caribbean Boucaniers, and, if slightly less famous, are equally able at their trade and equally fierce in battle.

CANADIAN MILITIA 1627-1713

FRENCH CANADIAN PRIVATEERS 1686-1713

FORCE SPECIAL RULES

FORCE SPECIAL RULES

»» Once per turn, a single unit in this Force that is not Mounted and is not Assigned may take a free Move Action at the end of its activation. This action may not be used to initiate or move away from a Melee combat.

»» All Trained and Veteran units in this Force gain the Brawlers Special Rule.

CORE UNITS

SUPPORT UNITS

• Milice Canadienne or Miliciens • Coureur de Bois • Infanterie • Warrior Musketeers (Native Americans)

• Piquiers de Milice • Artillerie de Milice or Marins • Warriors (Native Americans) • Young Warriors (Native Americans)

COMMAND OPTIONS Any French Militia Commander, or Pierre Lemoyne d’Iberville

ALLIED FACTIONS

ARMY SCALE ONLY

• North American Tribes • Wabanaki • French Expiditionary Forces • French Canadian Privateers

John Donovan (Order #14647379)

»» Once per game, this Force may re-roll the result of a Critical or Lucky Hit against an opposing ship’s Rigging. »» This Force’s Commander gains the Broadside! Special Rule..

CORE UNITS

SUPPORT UNITS

• Marins • Milice Canadienne or Miliciens • Warrior Musketeers (Native Americans)

• Piquiers de Milice • Warriors (Native Americans) • Young Warriors (Native Americans)

COMMAND OPTIONS Any French Militia Commander, or Pierre Lemoyne d’Iberville

ALLIED FACTIONS

ARMY SCALE ONLY

• Northeastern Woodland Tribes • French Expiditionary Forces • French Canadian Militia

The French

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◊ FRENCH EXPEDITIONARY

◊ FLIBUSTIERS NAU (CIRCA)

1635-1713

FORCE SPECIAL RULES

In times of war, France often sends expeditionary Forces to the Caribbean. Invariably centered on a French fleet, the Forces may variously combine ships of the French navy, flibustier vessels, attached regular infantry, and local militia companies. The combination of French navy and French buccaneers is common: a large number of buccaneers accompanied the Comte d’Estrées and his fleet for an attack on Curaçao in 1678, for example. The fleet, due to its admiral’s relative lack of naval experience, ran aground near the Isle of Aves and the remaining buccaneers repaired their vessels to set sail with the Sieur de Grammont as their admiral and sacked Maracaibo. The most famous of French expeditionary Forces was commanded by the Baron de Pointis against Cartagena de Indias in 1697. Although powerful, the fleet was hardly a match made in sea-roving heaven. It was composed of French men-of-war, seamen, and soldiers on loan from the French crown as well as attached French buccaneers and militia. In particular, it showcased the difficulties of using combined Forces in the Caribbean. At the start, the buccaneers disagreed with the proposed shares and refused to sail. Promised a greater share, the rovers believed they were being cheated of their fair share after the sack of the rich city. When de Pointis and his fleet slipped away with most of the treasure by night, the buccaneers extorted even more plunder from the victims of the attack.

»» This Force adds +3 when determining the attacker in a scenario.

FORCES

1660-1667

»» Once per game, this Force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point. »» All units in this Force gain the Ruthless Special Rule.

»» This Force may not include a Ship size 2 or larger. »» This Force may include 1 Support unit for every Core unit.

CORE UNITS • Infanterie • Milices des Caraïbes or Milice Canadienne

ARMY SCALE ONLY

• French Buccaneers

◊ FLIBUSTIERS DE GRAFF 1676-1704

FORCE SPECIAL RULES »» Once per game, this Force’s controlling player may discard all all the Activation Cards in their hand and replace them with the same number of new cards without spending a Fortune Point. »» All units in the Force gain the Expert Gun Crew Special Rule. »» This Force gains +3 to it’s dice roll when determining the attacker in a scenario.

COMMAND OPTIONS Any French Army Commander, Jean Bernard Desjeans, or Pierre Lemoyne d’Iberville ARMY SCALE ONLY

• Wabanaki • Caribs • Caribbean Tribes • Canadian Militia • French Caribbean Militia • French Expiditionary Forces • French Royal Navy • French Canadian Privateers • Northeastern Woodland Tribes

John Donovan (Order #14647379)

• Marins • Boucaniers • Zeelieden (Dutch) • Enter Ploeg (Dutch)

ALLIED FACTIONS

• Artillerie de Milice • Marins • Coureur de Bois • Miliciens • Warriors (Native Americans)

ALLIED FACTIONS

• Flibustiers • Les Enfants Perdus • Engagés

Jean David Nau - if this commander is the General of this Force in an Army Scale game, any French Buccaneer Commander must lead non-allied Companies in this Force.

SUPPORT UNITS • Piquiers de Milice • Flibustiers • Milices à Cheval • Boucaniers • Warrior Musketeers (Native Americans) • Young Warriors (Native Americans)

SUPPORT UNITS

COMMAND OPTIONS

FORCE SPECIAL RULES »» This Force adds a +2 to its roll to determine attacker in a scenario.

CORE UNITS

CORE UNITS

SUPPORT UNITS

• Flibustiers • Boucaniers • Marins

• Les Enfants Perdus • Milices des Caraïbes • Enter Ploeg (Dutch) • Zeelieden (Dutch) • Engagés

COMMAND OPTIONS Laurens de Graff - if this commander is the General of this Force in an Army Scale game, any French Buccaneer Commander must lead non-allied Companies in this Force.

ALLIED FACTIONS

ARMY SCALE ONLY

• French Buccaneers • French Caribbean Militia • French Royal Navy

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5.2 French Commanders

STANDARD COMMANDERS FRENCH NAVY COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead French Royal Navy

May lead French Royal Navy

May lead French Royal Navy

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Command Range: 4” Command Points: 1

Command Range: 8” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: Broadside!

Special Rules: Inspiring and Broadside!

Special Rules: Inspiring, Commodore, Broadside!, and Elan

FRENCH ARMY COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead French Expeditionary Forces

May lead French Expeditionary Forces

May lead French Expeditionary Forces

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Command Range: 8" Command Points: 1

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: None

Special Rules: Inspiring

Special Rules: Inspiring and Elan

Options: Add a Horse for

.

CHASSEURS COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead Chasseurs

May lead Chasseurs

May lead Chasseurs

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Command Range: 8" Command Points: 1

Command Range: 12” Command Points: 2

Special Rules: None

Special Rules: Inspiring

John Donovan (Order #14647379)

Command Range: 16” Command Points: 2 Special Rules: Inspiring and Lead by Example

The French

82

FRENCH MILITIA COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead any French Caribbean or Canadian Militia or French Canadian Privateers Forces

May lead any French Caribbean or Canadian Militia or French Canadian Privateers Forces

May lead any French Caribbean or Canadian Militia or French Canadian Privateers Forces

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Command Range: 8” Command Points: 1

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: None

Special Rules: Inspiring

Special Rules: Inspiring and Elusive

Options: Add a Horse for

.

FRENCH BUCCANEER COMMANDER

UNTESTED

EXPERIENCED

May lead any French Buccaneer or Brethren of the Coast Forces

May lead any French Buccaneer or Brethren of the Coast Forces

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Sidearms: None or Pistol (Only if armed with a Buccaneer Gun)

Sidearms: None or Pistol (Only if armed with a Buccaneer Gun)

Command Range: 4" Command Points: 1

Command Range: 8” Command Points: 2

Special Rules: None

Special Rules: Lead by Example

John Donovan (Order #14647379)

SEASONED

May lead any French Buccaneer or Brethren of the Coast Forces Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 16” Command Points: 2 Special Rules: Lead by Example, Commodore, and Broadside!

83

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

HISTORIC COMMANDERS ◊ PIERRE LEMOYNE D’IBERVILLE Soldier, seaman, and explorer, Pierre Lemoyne d’Iberville is one of the earliest Canadian heroes of European descent. Born to a large family, many of whom would become soldiers, he turned to the sea as a boy rather than face an intended life in a priesthood. For a while, he serves aboard merchant seamen trading in skins and furs. In 1686, he commands part of a force of militia in the form of Coureurs de Bois traveling on foot and by canoe, and drives the English from three of their factories in Hudson’s Bay. Iberville is left in command, and in the following year goes to France to solicit more funding, temporarily escaping a paternity suit which would later be judged in favor of mother and child. Returning to Hudson’s Bay in 1687 while carrying boat loads of furs, he engages a small English expedition attempting to reclaim one of its factory forts from the French. He defeats a force five times his size and captures two English ships over a period of several days. With the advent of King William’s War, he operates variously as a privateer captain and as an expeditionary commander. Under the command of one of his brothers, he is an active participant in the massacre of 60 English settlers at Corlaer (Schenectady) in 1690. He captures Fort Churchill from the English later that same year.

In 1691, he is promoted to Capitaine de Frégatte, a naval rank. Alas for the French Canadians, the English would soon recapture Hudson’s Bay. Iberville would devote the rest of the war to ravaging the English in Newfoundland and attempting to recover the lost bay. He is considered largely merciless in his attempt to drive the English from Canada. In 1694, he recaptures Fort Nelson (and again in 1697), he eventually captures Fort York after two failed attempts. He also captures Fort Pemaquid in Maine in 1697. The same year, in command of the 44-gun, undermanned Pelican, he engages the three large ships of the English Hudson’s Bay merchant fleet, of 56, 36, and 32 guns. The hard battle lasts all day, until the Hampshire, the largest of the English, heels. Her lower gunports open, she takes on water and then sinks. Soon afterward, from 1698 to 1702, d'Iberville leads three separate expeditions to the Gulf Coast of North America to find and explore the Mississippi with the famous former flibustier, Laurens de Graff, as his pilot on the first. The expeditions, which include a few flibustiers and boucaniers, lead to the establishment of viable French settlements on the Gulf Coast. In 1706, he commands a French expedition against Nevis in the Caribbean and captures it from the English. He will die in Havana the same year, of yellow fever, as he prepares to lead an expedition against the Carolinas.

May lead French Expeditionary Force, French Royal Navy, French Canadian Privateers, or French Canadian Militia

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 12” Command Points: 3

Special Rules: Inspiring, Elan, Commodore, Broadside!, Cold Blooded, and Scouts

John Donovan (Order #14647379)

The French

84

◊ JEAN BERNARD DESJEANS In 1667, Jean Bernard Desjeans, the Baron de Pointis is a commander of one of the most famous privateering expeditions in history. There is little doubt that he is a pompous leader most tactically effective when backed by overwhelming force—and typically only after learning from mistakes derived from his own arrogance. With the French fleet largely bottled up in port by the English and Dutch navies, de Pointis receives permission to employ French men-of-war, seamen, and soldiers as privateers. The target, Cartagena de Indias, is one of the richest prizes in the Caribbean; the idea came from his cousin, the Comte d’Estrées who had much experience as an admiral in the Caribbean. The assault would be a plundering raid. There is no intention to hold territory, unlike in the English conquest of Jamaica more than forty years before. It would be a purely buccaneering attack. Arriving at Saint-Domingue with a fleet of seven ships of the line, three frigates, a number of support vessels, roughly 2,500 seamen, and 1,700 soldiers, he recruits roughly 600 to 700 flibustiers and 200 to 300 local militia. But there is a problem. He scorns the Caribbean canaille, better known as flibustiers and creole militia, and lets them know it. Tension

over the expedition’s articles, particularly in regard for the division of spoils, is evident almost immediately, for the flibustiers are accustomed to much larger shares. During the attack on the city, the flibustiers accuse de Pointis of using them as cannon fodder while de Pointis accuses them of cowardice. This was not an unlikely (if more false than true) statement given the flibustiers’ preference for fighting for profit over patriotism. The French force is victorious, but during the accounting of spoils the flibustiers claim they are being cheated. So angry are the flibustiers that they consider attacking the French privateer fleet. De Pointis mollifies them long enough to sneak away with his fleet during the night, leaving the defrauded flibustiers behind to extort more plunder from the hapless Spanish victims. De Pointis manages to avoid the English fleet searching for him—which several of the flibustier vessels soon would not—as he sails home to a hero’s welcome. To a small degree, Governor Jean-Baptiste du Casse of Saint-Domingue, who had commanded the flibustiers and local militia, avenges his men by suing de Pointis and his investors for more plunder—and winning. Even so, the flibustiers would see little, if any, of the award.

May lead French Expeditionary Force

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: High Standing and Careful Planning Mutual Hatred: This Commander cannot give Command points to Flibustiers, Les Enfants Perdus, and Boucaniers Unorthodox Force: this Force treats all Support units as Core units but may not include Milice Canadienne, Milices à Cheval, or Coureur de Bois Options: Add a Horse for

John Donovan (Order #14647379)

.

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

85

◊ JEAN, COMTE D’ESTRÉES

◊ MONBARS THE EXTERMINATOR

Nobleman, Jean, Comte d’Estrées, is the son of a Marshal of France under Louis XIII. Jean follows in his father’s footsteps and rises to the status of a French general by the time he is 33 years old. He is fiercely loyal to the French crown and fights and leads ably in several major engagements. It is not until he is in his forties, in 1668, that he becomes a naval officer. Some say he is recruited by Jean-Baptiste Colbert, French Minister of Finances, who is also an extraordinary promoter of the French navy. Others say he argued with the Minister of War and decided to change services. Admiral d’Estrées commands the French against the Dutch at the Battle of Solebay in 1672, but soon would make his name—and almost ruin it as well—in the Caribbean.

Monbars the Exterminator is the personification, perhaps even the manifestation, of the fear and awe inspired by the pirates of the Spanish Main. He is known to be terrible in appearance and methods, and is gripped by a fiery indignation toward the Iberians. As the story goes, Monbars is a gentleman turned rogue, whose hatred of the Spanish began while learning of their cruelties towards the Natives during his studies. Said hatred was realized when he witnessed his uncle’s death at the hands of a Spanish fleet. Although he is now infamous for his savagery in combat, his noble roots never left him. He is said to draw French, English, and Caribs alike under his command with his gentlemanly manner. And, like the “good gentleman” he is, he never kills in cold blood, as many other buccaneers are known to do. As for the exploits of The Exterminator, they are too grand and numerous to list in this present account. The legend of Monbars is so fantastic, in fact, that some historians of later centuries will suggest that he never existed at all. For all of his conquests, only Exquemelin claims to have seen him with his own eyes. It may be the case that the exploits of the many anonymous Brethren Captains marauding in the Caribbean have been incarnated in a single figure whose magnificence matches the collective dread they inspire. Whatever the case may be, Exquemelin’s accounts tell us that the stories are thought to be true. And for the Spaniard who had his anxious eyes set on the horizon, he is certainly very real.

In 1676, his fleet recaptures Cayenne from the Dutch who, under Jacob Binckes, had taken it from the French earlier in the year. In 1677, d’Estrées is defeated at sea and on land by the Dutch at Tobago. He returns later the same year, first capturing Gorée at Senegal en route, then taking Tobago back from the Dutch. In 1678, en route to capture Curaçao from the Dutch, much of his combined fleet of French men-of-war and flibustiers run aground near Aves Island. This is a disaster. The loss includes d’Estrées’s flagship, the Terrible, a first-rate of 70 guns. The shipwreck is blamed by many on d’Estrées’s lack of practical seamanship, and his penchant for taking nautical advice from advisors other than naval officers. In 1680, he returns to the Caribbean in a mostly peaceful show of force. In 1681, in spite of the Aves debacle, Louis XIV makes him a Marshal of France. He is named French viceroy of America in 1687. His idea to sack Cartagena is passed to his cousin, the Baron de Pointis (Desjeans), who actually carries out the raid in 1697.

May lead French Royal Navy Force

Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Very Inspiring, Commodore, and Broadside!

John Donovan (Order #14647379)



May lead Brethren of the Coast or French Buccaneers Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 12” Command Points: 2 Special Rules: Lead by Example, Ruthless, Broadside!, and Vendetta: Spanish

Unorthodox Force: A force lead by this commander may take Milicianos Indios (Spanish) and Warrior Musketeers (Native Americans) as Core Units.

The French

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◊ LE SIEUR DE GRAMMONT The Sieur de Grammont is as much a swashbuckling soldier as he is a colorful flibustier, and began his adventurous career at an early age by challenging one of his sister’s suitors to a duel and killing him. A Parisian by birth, he begins his military and naval life by volunteering as a cadet in the Régiment Royal des Vaisseaux. Here he learns the trade of the soldier, which would serve him well as a flibustier. He soon after shifts his martial interest to that of the sea. He appears in the Caribbean in the 1670s in command of a French privateer, and captures a rich Dutch merchantman. The lure of Caribbean sea-roving was great, and de Grammont joins the flibustiers at Saint-Domingue. By the time he has passed from soldier to corsaire to famous flibustier, he is 40 to 50 years old, gouty, black-haired, olive-skinned, and irreverent along with possessing a passion for wine, women, and dice. His crew love him as much as his enemies fear him. His first major victory is the sack of Maracaibo and environs in 1678 after having survived the loss of the French fleet under the Comte d’Estrées at Aves Island. (This is not the last time de Grammont would meet d’Estrées. In 1680 at Petit Goave, de Grammont wins a large sum of money from him at the dice game known as passe-dix or passage.) At the sacks of Veracruz in 1683 and of Campeche in 1685, it is de Grammont who provides the expertise in land warfare, including cannonading one of the Campeche fortifications from a field battery. In 1686, de Grammont withdraws from a planned attack on Saint Augustine, Florida after

his scouting vessel wrecks on the coast and most of its crew are killed by Spanish and allied Native American Forces. Regrouping, de Grammont and a small flotilla set sail to the Cape Verdes, most likely as a prelude to attacks on the African coast. De Grammont’s most famous ship is the Hardy of 40 to 50 guns, formerly the Saint Nicolas, the ship of the pompous Nicolas Van Horn who fought and lost a duel—and died as a consequence—with the famous Laurens de Graff. The Saint Nicolas was formerly the Mary and Martha, an English hired man-of-war. It is aboard this ship that de Grammont will be reported as lost with all hands near the Cape Verdes in late 1686.



May lead French Buccaneers

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 16” Command Points: 3

Special Rules: Very Inspiring, Elan, and Siege Expert Unorthodox Force: Flibustier units in this Force may add Horses for 4 points (not per model). While mounted, these units apply a +1 penalty to all Fight and Shoot saves. Options: Add a Horse for

.

◊ ALEXANDRE BRAS DE FER (“IRON ARM”) Captain Alexandre Bras de Fer is described as a handsome, vigorous commander. Sources say he is modest in victory, giving credit to his crew rather than himself. The charismatic commander generally favors sailing alone, preferring to put his trust in his men rather than the commander of a fleet. It is unlikely that he ever has trouble finding crew to fill his ship. Along with his winning personality, he possesses an uncanny knack for finding good fortune, even in the worst situations. It is in one such instance that Iron Arm’s ship, being caught in the midst of a lightning storm, is set ablaze, leaving him and his crew shipwrecked on a nearby island. Stranded and desperate for supplies, his men venture into the island where they happen upon a Spanish crew who had come ashore to make camp. Seizing the opportunity, they overcome the unsuspecting sailors and claim their ship along with its cargo.

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May lead French Buccaneers

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon

Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 8” Command Points: 2 Special Rules: Inspiring, Broadside!, Lucky, and Lead by Example

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◊ CHARLES TORÉ

◊ JEAN PINEL

Charles Toré is a boucanier leader in Saint-Domingue. More correctly, he is “sort of a chief ” of boucaniers, for these hunters are very independent and any leadership is informal at best. Toré established a famous boucan at l’Acul des Pins, 12 miles south of the Bay of Bayaha on the north coast, which the Spanish had long wanted to destroy. Boucaniers are always considered a threat by the Spanish on Hispaniola, and not just to their wild pigs, cattle, and horses, but to Spanish towns and villages as well. And Toré’s group, however informally it operates, is larger than most. It did not help that boucaniers often sail with French flibustiers, making them little more than pirates in Spanish eyes. Eventually, the Spanish decide to attack the boucan at l’Acul des Pins. This was almost certainly in part with La Cinquantaine, a company of mounted lanceros. But rather than raid the boucan, they bide their time and lay in ambush as the boucaniers and their engagés are crossing the Savane de Bayaha on their return from the harbor where they carried their hides for sale. The Spanish, who had never ventured before into this area, would attack in force. Toré and his boucanier followers would defend themselves valiantly and kill many of their enemies. Even so, the hunters will be far outnumbered and after a long and brave resistance, are fated to be slaughtered to a man.

Captain Pinel begins his Caribbean career in the slave trade in 1681, commanding a 200-ton ship as part of the French Senegal Company. In 1688, at the outbreak of the Nine Years’ War (1688-1697), he attempts to raid the Dutch colony of Saba. The raid fails when a flibustier barque attacks prematurely. In 1690, Captain Pinel commands militia at Saint Christopher’s and serves bravely during the successful English attack and acquisition of the island. Having lost his estate on the island due to the English victory, he and his family move to Martinique, where Captain Pinel takes to sea as a flibustier commander again; in part as a patriot, in part to hopefully recover a portion of his lost fortune. He initially commands a brigantine named La Volante, more commonly known as La Malouine, of six guns of four and six-pound shot. The vessel is reputed the best sailor ever seen in the Americas.

May lead Chasseurs

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun)

Captain Pinel and his family are able to return to their estate on Saint Christopher’s at the end of the war. By this time, the militia and flibustier commander has recovered his wealth and is one of the richest men on the island. He is also known for his charity and goodness of heart (at least to those who were not slaves). And by bad fortune, this would be his undoing. On January 14, 1700, he sets sail to take a poor family to settle at Pointe de Sable. A sentry on duty at the battery, not knowing Pinel’s vessel has permission to leave, opens fire with a cannon as an order to anchor. But the cannon is aimed at the brigantine, and its round shot strikes Captain Pinel in the belly and thigh. The valiant captain shall die soon after. The sentry will be tried and convicted of dereliction of duty, then sent to the gallows. His sergeant and officer will be dismissed from their duties.

Command Range: 16” Command Points: 3 Special Rules: Guerilla Commander, Inspiring, and Local Knowledge

May lead French Caribbean Militia or French Buccaneers

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 12” Command Points: 2

Special Rules: Lead by Example, Brawlers, and Broadside! Ship: La Volante: If this Force includes a Brigatine with no more than 6 Cannons, its Windward value becomes 0" and it adds 1" to each sail setting above 0' when sailing Large.

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◊ JULIEN LAMBERT Like many French Caribbean militia commanders of his era, Captain Julien Lambert is a flibustier primarily, but he commands militia Forces while ashore that include his own crew serving under him in this capacity when necessary. Flibustiers are often the backbone of French Caribbean defense ashore, and a strong component of French Caribbean defense at sea. During the Nine Years’ War, Captain Lambert serves valiantly throughout as a flibustier and militia captain against the English. During a raid near Basseterre on Saint Christopher’s, Lambert and his men almost capture the English commander, Governor Sir Christopher Codrington. This would-be success is inhibited by the alarm being given when Lambert’s force runs into another French force and they open fire on each other, each believing the other to be English. Lambert would later, between wars, reconcile jovially with Governor Codrington, who noted how much sleep Lambert’s alarming raids had caused him to lose. During the War of the Spanish Succession (1701-1714), Lambert serves as a captain of militia early in the war and remains well-known for his sense of honor. In 1703, he outfits and commands a flibustier barque of a mere six guns and 24 men. He captures numerous prizes, and makes numerous “descents”—shore attacks—against English islands for two years, plundering them of slaves and material goods. Captain Lambert will be buried on Martinique on February 3, 1705. He shall be mourned not only by the French, but also by many of the English who will have known him; never, they will say, had they known a man more brave, honest, and generous than he. French priest and close friend of Lambert, Father Jean-Baptiste Labat, shall often describe him as the bravest and happiest privateer captain known in the Americas in many years.

May lead French Caribbean Militia or French Buccaneers Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 16” Command Points: 2

Special Rules: Very Inspiring and Lead by Example Unorthodox Force: A Force lead by this commander may take Flibustiers as Core units.

John Donovan (Order #14647379)

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LEGENDARY FRENCH COMMANDER be arrested for debt. Quite the life for de Graff, and he was not yet even a flibustier! De Graff ’s duties as a gunner for the Armada de Barlovento sent him wherever he was needed most. In 1676, this need placed him aboard the Concordia, a Spanish frigate of 22 guns sent to reinforce the great Honduras urca, or treasure ship, invariably a target of buccaneers. And this time was no different. Before the Concordia could join the urca, she was captured by French buccaneers. The rest is history. The Dutch gunner joined his captors, and was almost immediately elected to command a small sloop. With that ship, he captured a small 12-gun Dutch merchantman, the Tijger (Tiger). He added 16 more guns to the Tiger and set sail in consort with a barque-longue. So powerful and worrisome was he now that Sir Henry Morgan dispatched an English fifth-rate (augmented with forty soldiers), the HMS Norwich, after him to no avail. De Graff was now the most powerful flibustier in the Caribbean.

◊ LAURENS DE GRAFF Laurens-Cornille Baldran, Sieur de Graff, as he would style himself at the height of his fame, was surely the most swashbuckling of all the buccaneers and flibustiers — and likewise the greatest ship-fighting captain among these adventurers as well. Born in Dordrecht in the Netherlands, he took to the sea and sea gunnery, and soon to Spanish service. His early cruises appear to have been mundane, at least from a sea roving point of view. The most significant event in his early years may have been his marriage in the Canary Islands to Petronilla de Guzman. But the marriage was destined to be an itinerant one, for Petronilla remained in the Canary Islands while her husband set sail to Veracruz, where he served for roughly three years as a gunner in the Armada de Barlovento, the Spanish naval squadron in the Caribbean. Dutch gunners were always in demand and, like their Spanish counterparts, were a dashing sort of seamen. Strictly speaking, de Graff would have required a special license and probably confirmation that he was Roman Catholic to have served Spain, but such sureties were easily had. The Spanish armadas and treasure fleets treated their gunners well; they could dress as richly as they pleased, bear arms ashore, and could not

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The following year, de Graff fought a bold gunnery duel in which the Dutchman battered his prey while keeping his distance and captured the Francesa of the Armada de Barlovento—with 120,000 pieces-of-eight aboard! Honoring the courage of his adversary, he put the wounded Spanish captain, whom he probably knew, ashore with a surgeon to attend him. Now commanding an even greater ship, the Françoise, de Graff joined a flibustier fleet and army as one of its three commanders at the brutal sack of Veracruz in 1683. It was here that he fought a duel with one of his co-commanders, Dutchman Nicolas Van Horn. It is the only confirmed duel between buccaneer or pirate captains of the Golden Age, and it was over quickly. De Graff, in as little as single stroke, cut Van Horn’s wrist and forehead as he was coming on guard. Van Horn later died, said by some as the result of gangrene from the wrist wound. In December of the same year, de Graff cruised off Cartagena de Indias with captains Michel and Yankey. The Spanish viceroy armed two Asiento slave ships and a bark and sent them after the pirates. It was a disaster. The flibustiers captured both the Asiento ships and converted them to their own use. Now de Graff had an even greater ship, which he named the Neptune. In 1685, he was one of the co-commanders at the sack of Campeche, and it was here that he secured his fame forever. The Armada de Barlovento received intelligence of the attack and set sail after the raiders, arriving just as the flibustiers were sailing away. De Graff found himself alone and trapped to leeward by the two greatest ships of

The French the Armada, one of 650 tons and 56 guns, the other of probably 550 tons and 52 guns. The Neptune, said to have been armed with as many as 50 guns, was probably armed only with no more than 36 great guns, with the rest swivels, for she was a mere 300 or so tons — too small to carry a greater armament. De Graff was outnumbered in tonnage, men, and weight of metal as much as four to one!

90 of the greatest Caribbean sea-rovers of the Golden Age, epitomizing all that we imagine these great captains were: a swashbuckling, larger than life, immensely successful, romantically-inclined, sea-fighting swordsman. Here, for once, fact matches — or even exceeds — fiction!

Yet he fought all day, cagily keeping his distance. At one point, he sailed between his adversaries and gave each a broadside, but they could not fire back without firing into each other. He was later carried below with a leg wound, but he quickly came back on deck to rally his men. At the end of the day all three ships were heavily battered. The Spanish flagship had fired more than 60 broadsides! But the next morning de Graff found his Neptune alone. The Spaniards had retreated. In single combat against the two greatest pirate hunters in the Caribbean, de Graff had emerged victorious. Tall, blond, and handsome with a handlebar mustache “in the Spanish style,” his fame was now such that when he went ashore he was often accompanied by trumpets and violins. Everyone knew who he was, and everyone wanted to sail with him — but only if, like all captains, he did not demand too many shares for his ship. To the French the great swashbuckling sea rover was Capitaine Laurent, and to the English, Captain Laurence. But to the Spanish he was Lorencillo, “Little Lawrence” in translation, an affectionate diminutive probably based on his not-so-diminutive height, much as with the name of Robin Hood’s companion, Little John. De Graff has occasionally been confused in both the past and present with a Spanish renegade pirate named Lorenzo Jacomé of the early 1650s, but they have little in common except the nickname Lorencillo. In 1686, de Graff gave up la flibuste for a more legitimate role as a French officer, first at Tortuga, then at Cap François in 1688, after being pardoned for his duel with Van Horn. It was here at “Le Cap” that he met his future wife, the twice-widowed, and thereby wealthy, Anne Dieu-le-Veut. He quickly petitioned for a divorce from his first wife and married Madame Dieu-le-Veut as soon as it was granted. With the advent of King William’s War, de Graff turned his attention to the English, successfully raiding the coast of Jamaica but finding himself later censured for failing to halt an Anglo-Spanish attack on Saint-Domingue. In 1698, he accompanied the famous Pierre LeMoyne d’Iberville as his pilot on the exploratory expedition to what is today known as Louisiana, Mississippi, and Alabama. The bold adventurer died on Saint-Domingue in 1704, tales to the contrary — that he died in Biloxi, Mississippi or Mobile, Alabama — notwithstanding, for French records are clear on the matter. Laurens de Graff was easily one

John Donovan (Order #14647379)

May lead Flibustiers de Graff, French Buccaneers, and French Royal Navy Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 20” Command Points: 3 Special Rules: Sailing Master, Swordsmen, Expert Broadside!, Very Inspiring, and Felicitous

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LEGENDARY FRENCH COMMANDER Hispaniola and spent some time there living among the Boucaniers. For unknown reasons he left that life, opting instead for a life of piracy. L'Olonnais excelled at violence, and he soon distinguished himself as a man of great capabilities. He was granted his first vessel by the governor of Tortuga, prudently trusting l’Olonnais to earn him great wealth. He enjoyed success in these early days, quickly gaining for himself that fearsome reputation for which he is remembered.

◊ JEAN DAVID NAU (A.K.A FRANCOIS L’OLONNAIS) “The fame of his cruelties . . . made him so well known through the Indies, that the Spaniards in his time would choose rather to die or sink fighting, than surrender, knowing they should have no mercy at his hands.” Thus was the reputation of Jean David Nau, more commonly know as François l’Olonnais, according to Exquemelin. This reputation of his is well earned, for, if the historical record can be trusted, he was almost certainly a sociopath. But as he exceeded all men in atrocities, he did so in intrepidness as well. He was an inspiring commander, always leading from the front and never showing fear in the face of death. As such, he had one of the most accomplished careers of any buccaneer captain in the seventeenth century. At the height of his fame he was the most sought after captain in Tortuga. In his final voyage he filled his vessels with over 700 volunteers, for it was widely understood that, while in l’Olonnais company, one was “safe . . . to the greatest dangers,” and riches would come easily. Only in the New World was a story such as his possible. L'Olonnais was shipped to the Caribbean under indentured servitude. Upon fulfilling his tenure, he traveled to

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Of resourcefulness, he had a steady supply, and his first great misfortune would give him occasion to show it. While at sea, l’Olonnais was overwhelmed by a storm which appeared near the coast of Campeche and utterly destroyed his ship. Many of his crew survived, but upon reaching the shore they were massacred by Spanish militiamen who were awaiting their arrival. L'Olonnais was wounded in the attack and had little hope of surviving with the militia approaching to survey the dead. Thinking quickly, he mingled the blood from his wound with some sand and smeared it on his face, then laid motionless among the dead. With his face being unrecognizable, he was left lying in the sand. Once his wound had healed he ventured into Campeche. Disguised as a Spaniard, he roamed the town for days, recruiting slaves and whatever outcasts he could before making his escape in two stolen canoes. Reports and celebration of the dreaded l’Olonnais and his supposed death spread quickly, so it must have come as quite a shock when a letter was received in Havana that he was spotted near Del los Cayos preparing to raid the village. A vessel of 10 guns and 90 men was dispatched to capture the pirate. Where others might have seen trouble, l’Olonnais saw opportunity. The vessel arrived at Del los Cayos in the early morning and just as the sun began to rise, the men boarded the ship from their canoes and engaged the Spaniards in a heated battle. In the end, it was François’s men who carried the day and he now had a ship to continue his depredations. What followed was the first account of his many atrocities. Some captains would have ransomed the prisoners, some may have killed them all quickly and sailed off, but l’Olonnais had them brought before him, one by one, and beheaded. The last of the Spaniards, after being promised quarter for information, was killed in kind when he was exhausted of all he knew. For l’Olonnais, however, this was moderate conduct. When prisoners were not forthcoming with information on ambushes or terrain or hidden riches, he was known to hack men to pieces and pull out their tongues before their comrades. On one occasion, when not even these methods sufficed, he was said to have cut open a man’s breast, ripped out his still-beating heart and to “bite and gnaw it with his teeth, like a ravenous wolf . . .”

The French He carried this same viciousness with him onto the battlefield and instilled it in the men who followed him. He was indeed a very capable leader, inspiring his men to overcome impossible odds. During the late spring of 1667, he found himself before the fortified city of Gibraltar, where much of the region’s wealth had been hidden. The stronghold was well supplied with artillery, and the garrison outnumbered the flibustiers. L'Olonnais, determined to claim his prize, delivered the following speech before leading this foolhardy assault: “We have good courage; we must either defend ourselves like good soldiers, or lose our lives with all the

92 riches we have got. Do as I shall do, who am your captain. At other times we have fought with fewer men than we have in our company at present, and yet we have overcome great numbers . . . the more they are, the more glory, and the more riches we shall gain.” It wouldn’t be l’Olonnais, of course, if he didn’t add the caveat, “but know ye, withal, that the first man who should show any fear, or the least apprehension thereof, I will pistol him with my own hands.” They took the fortress that day, and lost many of their number doing so, making the survivors all the richer.

May lead any French Buccaneer or Flibustier Nau Force Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Very Inspiring, Broadside!, Ruthless, God’s Blessing or the Devil’s Luck, and Terror

Terror: At the beginning of a battle, all enemy units must take a Resolve Test on one d10. If the test is failed, that unit gains one point of Fatigue.

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5.3 French Units

Model: European Soldiers

Model: Militia Cavalry

INFANTERIE

MILICE À CHEVAL

In the later half of the seventeenth century, the French send companies of professional soldiers to protect their American colonies. Originally consisting of the Carignan Saliéres regiment, eventually this unit is replaced by the Compagnies Franches de la Marine. Toward the end of the seventeenth century these soldiers can be found in most French New World Colonies, usually in small numbers.

Some French Caribbean colonies include companies of mounted troops. Most are inexperienced, but many become seasoned after many conflicts with the English, Dutch, and Spanish.



Experience Level: Trained

Main Weapons: Matchlock Musket and Standard Melee Weapon

Fight: 5/7



Shoot: 6/6



Resolve: 5

Special Rules: Expertly Drilled and Hard Chargers UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may be downgraded to Inexperienced for -1 point per model. »» 1 out of 8 may carry Stinkpots or Firepots for 2 points per model or Grenadoes for 4 points per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

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Experience Level: Inexperienced

Equipment: Horses Main Weapons: Brace of Pistols and Standard Melee Weapon

Fight: 6/7



Shoot: 6/8



Resolve: 6

Special Rules: Quick (only while mounted) and Skirmishers UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model. »» Unit may add Firelock Carbines for 4 points (not per model) »» A unit may add Armor to all its models for 2 points (not per model).

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Model: Gun Crew

MILICIENS ARTILLEURS

MILICES DES CARAÏBES

Artillery pieces and the men who operated them are found in most European colonies. In the case of the French, they are mostly used in fortifications.

These well-armed civilians and boucaniers have learned much from the success of the French Buccaneers. They are the primary defense forces of the French Caribbean.







Experience Level: Inexperienced Main Weapons: Standard Melee Weapon Fight: 7/7

Shoot: -/7 Resolve: 6 Special Rules: Artillery Crew and Field Gun UNIT OPTIONS

Experience Level: Inexperienced

Main Weapons: Buccaneer Gun, Standard Melee Weapon, and Plug Bayonet Sidearms: Pistols Fight: 7/7 Shoot: 6/7 Resolve: 6

Special Rules: Drilled

»» Unit may be upgraded to Trained for 1 point per model. UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model. »» Unit may exchange the Drilled Special Rule for the Elusive Special Rule.

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COUREUR DES BOIS

MILICE CANADIENNE

Made up primarily of fur traders and other hardy woodsmen, these French pioneers prove to be effective fighters and deadly accurate with their firelocks.

The hardy Frenchmen of Canada are among the toughest militiamen to be found on the American continent. Though not quite as well traveled as the Coureur de Bois, they are still rugged woodsmen who have adapted well to their new home.



Experience Level: Trained

Main Weapons: Firelock Musket and Standard Melee Weapon

Fight: 6/7



Shoot: 6/6



Resolve: 5

Special Rules: Scouts, Marksmen, and Elusive UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Thrown Weapons for 3 points (not per model).

John Donovan (Order #14647379)



Experience Level: Trained

Main Weapons: Firelock Musket and Standard Melee Weapon

Fight: 7/7

Shoot: 6/7 Resolve: 6 Special Rules: Scouts, Elusive, and Marksmen UNIT OPTIONS »» Unit may add Thrown Weapons for 3 points (not per model).

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BOUCANIÈRE

PIQUIERS MILCIENS

Wives of the Boucaniers, these Caribbean frontier women are known to be as skilled with their Buccaneer Guns as their husbands are. They carry on the hunting trade when their husbands are away raiding the Spanish.

Stores of pikes and especially half pikes are noted in the arsenals of most New World militias. Though with the exception of very early settlements, they see little to no use.



Experience Level: Inexperienced

Main Weapons: Buccaneer Gun and Standard Melee Weapon Fight: 7/7 Shoot: 5/6 Resolve: 6

Special Rules: Elusive UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model.

John Donovan (Order #14647379)



Experience Level: Inexperienced

Main Weapons: Lance and Standard Melee Weapon

Fight: 6/7

Shoot: -/8 Resolve: 6 Special Rules: Drilled Pikemen and Support: Miliciens or Milice Canadienne

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Model: Bucaneer Storming Party

BOUCANIERS

LES ENFANTS PERDUS

The Boucaniers are the predecessors of both French Flibustiers and English Freebooters. Known for their deadly accuracy, these hunters of mainly French origin come from the western end of Hispaniola and live a rough backwoods life. It wasn’t long before these enterprising woodsmen began attacking passing Spanish ships, usually from canoes and other small watercraft.

“The Lost Children” are an advanced raiding unit of the French buccaneer Forces. These fearless flibustiers earn their name because of the dangerous tasks they perform, like storming fortresses and ambushing superior enemy Forces with explosives.



Experience Level: Trained

Main Weapons: Buccaneer Gun and Standard Melee Weapon

Fight: 7/7



Shoot: 5/6



Resolve: 6

Special Rules: Ball & Shot, Fast Reload, Elusive, and Marksmen UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

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Experience Level: Trained

Main Weapons: Buccaneer Gun, Brace of Pistols Standard Melee Weapon, and Limited Explosives* (see below)

Fight: 5/8

Shoot: 6/8 Resolve: 4 Special Rules: Ball & Shot, Fast Reload, Vanguard, and Tough UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» *1 out of 4 models may add any Explosives at no cost.

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MARINS

FLIBUSTIERS

French sailors have great experience in naval combat from their many engagements in Europe, the Mediterranean, and the Americas. Usually armed with a fine French pistol, they are known to excel at boarding actions.

Flibustiers are second only to the Boucaniers in experience in raiding Spanish ships and settlements. Like most French fighting men of their time, they prefer to quickly move into close action where they can bring their braces of pistols to bear at point blank range.



Experience Level: Trained

Main Weapons: Pistol and Standard Melee Weapon Fight: 5/7 Shoot: 7/7 Resolve: 5

Special Rules: Sailors, Artillery Crew, and Hard Chargers UNIT OPTIONS

»» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Pistols for Blunderbusses at no cost. »» 1 out of 8 models may add Stinkpots or Firepots for 2 points per model or may add Grenadoes for 4 points per model. »» Unit may exchange Pistols for Buccaneer Guns for 4 points (not per model). »» Entire unit may downgrade to only Standard Melee Weapon for -1 point per model. This option may not be taken if the unit is Inexperienced or Veteran.

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Experience Level: Trained

Main Weapons: Buccaneer Gun, Brace of Pistols, and Standard Melee Weapon Fight: 5/7 Shoot: 6/7 Resolve: 5 Special Rules: Ball & Shot, Fast Reload, and Sailors UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

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Model: European Militia

Model: European Sailor Musketeers

Many French planters and other tradesmen are often pressed into service when needed. Especially when defending themselves from attack. These civilians are often equipped with poor quality weapons and it is reported that most did not even carry swords.

Engagés are indentured servants in the employ of Boucaniers and sometimes Flibustiers or Freebooters. As is often the case, those in servitude do not make the most willing participants in an engagement. However, these buccaneer retainers have learned some of the techniques of their masters and put down accurate musket fire when called to do so.

MILICIENS



Experience Level: Inexperienced

Main Weapons: Firelock Muskets and Standard Melee Weapon

Fight: 7/8



Shoot: 7/6



Resolve: 6 Special Rules: Elusive and Poorly Equipped UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model.

John Donovan (Order #14647379)

ENGAGÉS



Experience Level: Inexperienced

Main Weapons: Firelock Muskets and Standard Melee Weapon

Fight: 7/7



Shoot: 6/6



Resolve: 6

Special Rules: Ball & Shot, Timid, and Support: Boucaniers, Flibustiers, and Freebooters

John Donovan (Order #14647379)

John Donovan (Order #14647379)

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6

THE DUTCH he French are the first to singe the Spanish beard in the New World. The English, under Queen Elizabeth, were to set the beard aflame. But it is the Dutch in the early seventeenth century who truly scourge the whiskered Spaniard from head to toe. Few indeed hate the Spanish as do the Dutch, and with a vengeance do they follow in the spirit of their Sea Beggar forebearers. It is not, however, the Dutch navy that first batters Spain in the Americas, but private enterprise. Although set up for trade, the Dutch West India Company can hardly expect Spanish cooperation in the quest to intrude on the acquisition of the riches of the Americas. Much of the WIC is therefore composed of privateers—even privateer fleets— in the first half of the seventeenth century. And with a vengeance do they harry the Spaniard and seize his wealth, including a plate fleet, and simultaneously establish colonies on both continents. But wars do not last forever, and as the Dutch seize ground in the Caribbean, North America, Brazil, and Surinam, honest trade with the Spaniard takes over, and the fierce Dutch fighting captains who might have otherwise served the WIC as privateers now serve among the French and English buccaneers in the second half of the century. Only in time of war will some of them abandon their buccaneer brethren and serve the Dutch.

T

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6.1 Dutch Factions

◊ DUTCH PRIVATEERS 1623-1697

◊ DUTCH NAVY 1654-1697

In the second half of the seventeenth century, Dutch privateers in the Americas compete with English and French buccaneers for the best Dutch captains. Many would rather remain among the buccaneers even when their homeland is at war with the English or French. Others, such as the renowned Jan Erasmus Reyning, accept Dutch commissions in time of war and serve against their former brethren without hesitation. Given Dutch tolerance, it is not surprising that some Dutch privateers are commanded by captains of mixed race, the most famous being Diego the Mulatto, who first served the Dutch, then, decades later, among the French buccaneers. Dutch privateers, following a long tradition of quasi-naval sea service, are fierce, swashbuckling fighters who are proud of their heritage, often quick to anger and quarrel, and who possess superb skills in seamanship and gunnery.

In the first half of the century, it is the captains and admirals of the Dutch West India Company who prove the mettle of the Dutch fighting seaman in the Caribbean— Corneliszoon “Pie de Palo” or “Wooden Leg” Jol, Diego the Mulatto, and Hendrick “Lucifer” Jacobszoon, among many others. Whether officer or seaman, a man of the Dutch navy is a fighter known for close action with great guns, cutlasses, or, in tavern brawls, knives. By the second half of the century, though, it is the true Dutch navy that cruises the Caribbean in time of war. Their admirals are renowned for their fighting ability and tenacity. Jacob Binckes and Abraham Crijnsen (“Admiral Crimson”) among the most notable, these fleet commanders boldly attempt to expand Dutch possessions in the New World—with mixed success. Even the greatest among them, Michiel de Ruyter, makes two Caribbean cruises with similar results. Alas, as the period ends and the eighteenth century begins the Dutch navy is diminished, never to quite equal its seventeenth century heyday when it was a match for any navy in the world.

FORCE SPECIAL RULES »» All ships in this Force gain the Shallow Draft ship Trait. »» This Force adds +2 to its roll when determining the attacker in a scenario. »» This Force may choose one of the following options:

Zeelanders: When attacked by a unit that is 6” away or less, units in this Force may reroll a single failed Fatigue test die resulting from the attack.



West India Company: At the end of the turn, if this force has more Strike Points than it did at the end of the previous turn, remove 1 point of Fatigue from all non-Shaken units in this Force.

CORE UNITS

SUPPORT UNITS

• Zeelieden • Militie • Enter Ploeg • Jewish Militia (Unaligned) • Kapers • European Sailors (Unaligned)

COMMAND OPTIONS Any Dutch Sea Commander, Diego the Mulatto, Jan Erasmus Reyning, David Nassy, Abraham Crijnsen, or Piet Heyn

ALLIED FACTIONS

ARMY SCALE ONLY

• English Buccaneers • French Buccaneers • Dutch Navy • Dutch Caribbean Militia • Dutch North American Militia

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FORCE SPECIAL RULES »» All ships in this Force gain the Shallow Draft ship Trait. »» This Force adds +2 to its roll when determining the attacker in a scenario. »» This Force may choose one of the following options:

Zeelanders: When attacked by a unit that is 6” away or less, units in this Force may reroll a single failed Fatigue test die resulting from the attack.

Ships of Hoorn: All ships in this Force have the Heavily Built ship trait.

CORE UNITS

SUPPORT UNITS

• Zeelieden • Enter Ploeg • Soldaten • European Sailors (Unaligned)

• Kapers

COMMAND OPTIONS Any Dutch Sea Commander, Jan Erasmus Reyning, Jacob Binckes, Abraham Crijnsen, or Piet Heyn

ALLIED FACTIONS

ARMY SCALE ONLY

• Dutch Privateers • Dutch Caribbean Militia • Dutch North American Militia

The Dutch

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◊ DUTCH CARIBBEAN MILITIA 1634-1697 The Dutch militias in the Caribbean and South America are largely a product of the Dutch West India Company. They are organized and armed similarly to those of the English and French with a couple of exceptions. First, they are often augmented by small numbers of hired professional soldiers. Second, given the great Dutch tolerance for a variety of religious faiths, especially as compared to other European nations, Dutch militias tend to be much more diverse. In Brazil, Surinam, and the Caribbean, it is not uncommon to have large numbers of Jews serving in the militia, and at least some companies appear to have been entirely Jewish. Dutch militia companies are typically of two sorts, reflecting the practice in the Netherlands: the Burgher Guard composed of social elites, and the common militia. As is ever the case, the effectiveness of militias depends on equipment, training, and how often they are called to arms to fight rather than drill. In Brazil and Surinam, Dutch militia companies are prepared in time of war to engage European enemies, and are always prepared to defend against Native Americans protecting themselves from European encroachment. In the Caribbean, the Dutch militia companies seldom see action except in time of war, defending against raids and invasions, or augmenting Dutch expeditionary forces. Dutch militias are generally well-trained, and even merchants take great pride in their service. Long arms range from matchlock muskets and bandoliers with chargers to flintlock muskets and cartouche boxes, depending on the time and place, although the matchlock predominates through much of the century.

FORCE SPECIAL RULES »» This Force may choose one of the following options:

Zeelanders: When attacked by a unit that is 6” away or less, units in this Force may reroll a single failed Fatigue test die resulting from the attack.



West India Company: At the end of the turn, if this force has more Strike Points than it did at the end of the previous turn, remove 1 point of Fatigue from all non-Shaken units in this Force.

CORE UNITS

SUPPORT UNITS

• Militie • Militie Cavalerie • European Militia (Unaligned) • Militie Piekeniers • Kapers • Jewish Militia (Unaligned) • Militie Artillerie or Zeelieden • Boslopers • Soldaten

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COMMAND OPTIONS Any Dutch Militia Commander, Peter Stuyvesant, or David Nassy

FORCE OPTIONS Mounted Patrol: Militie Cavalerie units become Core units in this Force if it includes at least two units of Militie Cavalerie and its Commander is mounted. Jewish Militia: This Force may take Jewish Militia (Unaligned) as a Core unit if it includes at least two units of Jewish Militia (Unaligned) and includes no Militie Cavalerie.

ALLIED FACTIONS

ARMY SCALE ONLY

• South American Tribes • Caribs • Dutch Navy • Dutch Privateers

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◊ DUTCH NORTH AMERICAN

◊ HEYN’S COMMISSIEVAARDERS

Much like their brethren in South America, the Dutch militia in the New Netherlands are generally well-armed and well-trained. They divide their duties between defending against possible Native American retaliation or English invasion and making incursions against their Swedish neighbors. Dutch soldiery in New Netherland falls into three categories: hired professionals, the Burgher Guard (composed of local social elites), and the common militia. Most famously led by one-legged Governor Peter Stuyvesant, the New Netherland military companies see action over time in Kieft’s War and the Esopus Wars against Native Americans and in the capture of New Sweden in 1655. Throughout the period, matchlock muskets and bandoliers are the norm, although most local citizens prefer flintlocks. However, the local government fears that flintlocks, which are especially suited for woodland warfare, will fall into Native American hands. Many of the militia infantry probably wear morions in action, as is common among the Dutch infantry at the time.

This is the personal force of Piet Heyn, who must be chosen as its commander.

MILITIA 1624-1664 & 1673-1674

FORCE SPECIAL RULES »» At the end of the turn, if this Force has more Strike Points than it did at the end of the previous turn, remove 1 point of Fatigue from all non-Shaken units in this Force.

CORE UNITS

SUPPORT UNITS

• Militie • Soldaten or European Soldiers (Unaligned) • Boslopers

• Militie Piekeniers • Militie Artillerie or Zeelieden • Militie Cavalerie • Kapers • Warrior Musketeers (Native Americans)

COMMAND OPTIONS Any Dutch Militia Commander, Peter Stuyvesant, or Sven Svenson Skute

ALLIED FACTIONS • Northeastern Woodland Tribes • Dutch Privateers

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ARMY SCALE ONLY

• Iroqouis • Dutch Navy

1623-1629

FORCE SPECIAL RULES »» All Ships in this Force gain the Shallow Draft ship Trait. »» This Force adds +3 to its roll when determining the attacker in a scenario. »» When attacked by a unit that is 6” away or less, units in this Force may reroll a single failed Fatigue Test die resulting from the attack. »» All units in this Force may re-roll a failed Throw Grapple Test once per turn. »» All units in this Force gain the Tough Special Rule.

CORE UNITS

SUPPORT UNITS

• Zeelieden • Kapers

• European Sailors (Unaligned) • Soldaten • Enter Ploeg

COMMAND OPTIONS Piet Heyn - if this commander is the General of this Force in an Army Scale game, any Dutch Sea Commander must lead non-allied Companies in this Force.

FORCE OPTIONS Naval Landing Force: If this Force does not include any size 2 or larger ships, Soldaten become Core units.

ALLIED FACTIONS

ARMY SCALE ONLY

• Dutch Privateers • Dutch Caribbean Militia • Dutch North American Militia • Dutch Navy

The Dutch

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6.2 Dutch Commanders

STANDARD COMMANDERS DUTCH SEA COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead Dutch Privateers, Dutch Navy, or Ostend Privateers

May lead Dutch Privateers, Dutch Navy, or Ostend Privateers

May lead Dutch Privateers, Dutch Navy, or Ostend Privateers

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Command Range: 4” Command Points: 1

Command Range: 8” Command Points: 2

Command Range: 12” Command Points: 2

Special Rules: None

Special Rules: Strict and Broadside!

Special Rules: Strict, Broadside!, and Commodore

DUTCH MILITIA COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead Dutch Caribbean or Dutch North American Militia

May lead Dutch Caribbean or Dutch North American Militia

May lead Dutch Caribbean or Dutch North American Militia

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapons

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapons

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapons

Command Range: 8" Command Points: 1

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: None

Special Rules: Inspiring

Special Rules: Inspiring and Battle Hardened

Options: Add a Horse for

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.

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HISTORIC COMMANDERS ◊ DIEGO THE MULATTO

Diego was born to a white Spanish father and African mother in Cuba. He is known as Diego the Mulatto, Diego de los Reyes, Diego Martín, Diego de la Cruz, Diego Díaz, Diego le Métis, Lucifer, and, eventually, Diego Grillo. Some scholars assume that these are at least three different men, but they are just as likely all the same one. In his early years, Diego is brought to Campeche, Mexico. This is probably done by his godfather, the hidalgo Domingo Galván Romero. One day, in his late teens or early twenties, after receiving an insult from the hidalgo Domingo Rodríguez Calvo, Diego challenges him to a duel—but due to the color of his skin the duel is prohibited. Some say Diegoias whipped after the challenge. Some say it is the cause of the challenge. Furious, he takes to the sea for revenge. Given that he would one day be known as Lucifer, he may well first sail with the famous Dutch privateer, Hendrick Jacobszoon, who was popularly known as Lucifer. He certainly becomes the lieutenant of Cornelis Corneliszoon Jol, also known as “Pie de Palo” or “Peg Leg”, one of the most famous of all Dutch Caribbean privateers, or capers. Soon enough, Diego has his own ship, and gains a second too, whose crews were composed largely of white Dutchmen. It does not take long for Diego to make his name one of the most feared in the Caribbean. In 1633, he has his revenge: he and Captain Jol sacked Campeche. Sadly, his beloved godfather was killed in the attack while his enemy, Calvo, escaped. Unlike many feared privateers and pirates, Diego is known to treat his prisoners well and behave chivalrously toward women, including those among his prisoners. Thomas Gage, an English Catholic priest who later abandoned his Roman faith, was once aboard a Spanish ship captured by Diego. Gage’s account attests to Diego’s honor, and he wrote that Diego asked him to convey his love to his mother in Cuba. As the Dutch move from privateering to trade with the Spanish in the Caribbean, Diego is forced to seek his commissions from the English and French. In the 1640s he is associated with both English and Dutch privateers. He disappears from the written record in the 1650s, but reappears in the 1660s in the company of the ruthless l’Olonnais as well as the flibustier, Jan Lucas. He commands the small frigate of 10 guns, Saint Jean, at Panama. Diego refuses to seek a lawful trade after peace is established after the sack of Panama, and in 1673, having captured a Spanish ship from Havana, he is fated to be attacked by three Spanish ships sent in pursuit. Significantly outnumbered, Diego fights as long as he can. The Spaniards eventually board his bloody decks and capture him to have Diego hanged from a yardarm.



May lead Dutch Privateers, Brethren of the Coast, English Buccaneers, or French Buccaneers Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Very Inspiring, Broadside!, Commodore, Lead by Example, and Vendetta: Spanish

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The Dutch

108

◊ JAN ERASMUS REYNING

◊ PETER STUYVESANT

Born in Vlissingen in 1640, Reyning first went to sea with his father aboard a Dutch privateer in the early 1650s. He served as a young man in the Dutch navy during the Second Anglo-Dutch war and was reportedly captured more than once, but escaped each time. It is sometimes difficult to differentiate what is true in his history and what is not; much is authenticated in historical records, but much is also derived from Reyning’s swashbuckling biography written by David van der Sterre, a book that includes numerous exaggerations and apparent inventions.

Peter, or Pietrus, Stuyvesant was born in the Netherlands and served the Dutch Army in his youth. In the mid-1630s, he joins the Dutch West India Company (WIC) and sails to the Caribbean. In 1642 he is appointed Director—Governor, effectively—of the Dutch colony of Curaçao. He leads an attack on Saint Martin in 1644, which had been captured by the Spanish from the Dutch WIC in 1635. Stuyvesant lays siege to the small fort with a threegun shore battery. The Spanish defenders, although outnumbered, return fire gun-for-gun and also repel two Dutch militia attacks. Worse, a round shot from a Spanish cannon takes off the lower half of one of Stuyvesant’s legs, leading to his nicknames of Peg Leg Pete and Old Silver Nails (due to his silver-banded and studded wooden leg) in his later years. The landing of Spanish reinforcements from Puerto Rico puts an end to the siege, and the Dutch withdraw. Stuyvesant returns to the Netherlands to recover from his wound. In 1645 he is appointed Director-General of New Holland. His military functions there largely consist of building fortifications and variously making a show of force. But in 1655, he leads 700 men and seven vessels up the Delaware River and captures New Sweden. He is a stern, authoritarian leader who governs strictly according to his faith, much to the detriment of colonists who follow alternative spiritual paths. This is perhaps to be expected of the son of a Dutch Reformed Church clergyman. As such, he fails to muster any support to defend New Amsterdam against the arrival of an English fleet in 1664. He has no choice but to surrender the city. He returns to the Netherlands but is ill-received and blamed for the loss of New Holland. He soon afterward returns to New Amsterdam, later known as New York, and lives there until his death in 1672.

Reyning sails aboard a Dutch merchantman to Surinam in 1667, where he is captured by the French. Sent to the Caribbean as a prisoner, he escapes to Tortuga, indentures himself to a boucanier, and (after his time was up), becomes a buccaneer who sails under a Dutch captain with an English commission. He teams up with Jelles de Lecat, also known as Captain Yellows, and they raid the Spanish under an English commission. They also reportedly sail with Rock the Brazilian, with whom Reyning, again reportedly, fought and won a duel. Reyning apparently serves at the sack of Panama, although authenticated details of his service are sketchy; van der Sterre has him as a hero of the attack on the fort at Chagres (actually, van der Sterre has him as the hero of everything he was involved with). With the brief suppression of buccaneering after the sack of Panama, Reyning and de Lecat offer their swords and ships to the Spanish, and serve for a brief period as highly successful Guarda Costas attacking English logwood cutters and their vessels at Campeche. From 1673 until 1678, Reyning serves as an aggressive and successful Dutch privateer against the French and English. This includes a duration under the famous Dutch admiral, Jacob Binckes. Reyning is also present at the Franco-Dutch battles at Tobago. He returns to the Netherlands afterward, and with the outbreak of King William’s War is commissioned as a captain in the Dutch navy. He serves honorably and ably in this capacity until his death in 1697 when his ship is destined to be wrecked in a storm.

May lead Dutch North American or Caribbean Militia

Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 2

May lead Dutch Privateers, Dutch Navy, English Buccaneers, Spanish Corsairs or Guarda Costas Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 2 Special Rules: Inspiring, Broadside!, Commodore, and Elan Unorthodox Force: (English) Freebooters and (Dutch) Kapers may be taken as Core units in this Force.

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Special Rules: Strict and Tough

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◊ JACOB BINCKES Captain Jacob Binckes first makes his name as a Dutch naval commander during the Second Anglo-Dutch War. He is also present at the daring Dutch raid into the Medway in 1667, which destroys much of the English fleet at anchor there and sorely embarrasses the English crown and admiralty. In 1673, during the Third Anglo-Dutch War, in company with Captain Cornelis Evertsen de Jongste aka “Kees the Devil,” he recaptures New Amsterdam (New York) from the English (the Dutch having lost it in 1664 during the Director-Generalship of Peter Stuyvesant). The colony remains in Dutch hands until the following year. In 1677, commanding the man-of-war, Beschermer, and a small Dutch fleet, he defeats the French on land and sea under Admiral d’Estrées at Tobago. He is less fortunate when the French fleet returns the same year; his fleet is unprepared to oppose a French landing. Not only would he be

defeated, but the third shot from a French siege gun would land in the Dutch fort’s magazine, destroying it and killing as many as 250 Dutch defenders, including Binckes.

May lead Dutch Navy



Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Inspiring, Expert Broadside!, and Commodore

◊ ABRAHAM “ADMIRAL CRIMSON” CRIJNSEN Admiral Abraham Crijnsen, known as “Admiral Crimson” by the English, is a veteran Dutch fighting seaman who cruises successfully against Dutch enemies for decades. In the 1630s, he commands Dutch privateers, or capers, against the Spanish—in particular against Spanish-Flemish privateers from Dunkirk. He fights bravely during the Battle of the Downs in 1639, and just as bravely during the Second Anglo-Dutch War. This includes commanding the man-of-war, Zeelandia, during the famous Four Days’ Battle in 1666. Late in the same year, he is given command of a Dutch naval flotilla with orders to raid the English in the Caribbean and North America. He cuts a swath of destruction from south to north, first capturing Surinam from the English. From here he garrisons Tobago, re-captures Saint Eustatius, but is defeated, along with French allies, at Nevis. His Force still largely undamaged, he sails north to Virginia and the Chesapeake and attacks the English tobacco fleet as it prepares to sail. He captures

eleven rich merchantmen, burns the rest of the fleet, and returns home a hero. A year later he re-captures Surinam, the English having taken it back from the Dutch.



May lead Dutch Navy, or Dutch Privateers Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 3

Special Rules: Very Inspiring, Expert Broadside!, Commodore, and Sailing Master French Allies: This Commander’s faction may add French Royal Navy as an Allied Faction.

◊ DAVID NASSY David Cohen Nassy, born Christovão de Tavora, with the adopted name of Joseph Nuñes da Fonseca prior to Nassy, was originally the founder of a short-lived Jewish colony on Curaçao. But by 1654, he is the leader of roughly 80 Jewish colonists at Cayenne, South America. He brings numerous other Jews to the colony in 1659, where they remain until 1664 when the French reconquer it. Nassy is a Portuguese-Brazilian-Dutch Jew and many of his colonists are Jews from Brazil, Livorno (Italy), Portugal, and the Netherlands. From Cayenne, he and his colonists relocate to Surinam, which is presently in English hands but changes to Dutch in 1667 by treaty. He helps the Dutch colony grow significantly, and Surinam will remain in Dutch hands until 1675. Given the nature of the competition and conflict for the region, much of Nassy’s duties are necessarily military, and some historians have also associated his colony with privateering. As his Surinam colony expands, in particular into the eighteenth century, it most notably will come

John Donovan (Order #14647379)

into conflict with maroons. Nassy’s descendants are to be some of the most important Dutch military leaders in the colony in the eighteenth century.



May lead Dutch Caribbean Militia or Dutch Privateers Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 2

Special Rules: Inspiring and Guerilla Commander Unorthodox Force: This Force may take (Unaligned) Jewish Militia as a Core unit.

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LEGENDARY DUTCH COMMANDER skipper of a merchant vessel – had Heyn accompany him on his voyages throughout his boyhood, and as an adolescent he kept him in his employ. It was also in these early years that the Spanish Empire would earn his enduring enmity. At fifteen, he and his father were captured and enslaved on a Spanish galley. For four long years he worked the sweeps, until in 1596 he was released in a prisoner exchange. He would be captured twice more, losing upwards of 10 years of his life in such service. In 1607, at the age of thirty, Heyn would have his first chance at revenge. He was made first mate of a Dutch East India privateering vessel and wasted no time in proving his mettle. By the end of his first fiveyear tour he had already achieved national renown as a brilliant strategist and a relentless foe. For many years he would continue in this trade, capturing countless Spanish and Portuguese vessels and raiding their holdings with fabulous success. In 1621, he took a brief hiatus when he was elected alderman of Rotterdam, and accepted a West India Company commission just one year later.

◊ PIET HEYN Before the port of Delft stands the statue of a man with his left hand clasped firmly on hilt of his sword and the other extending a baton resolutely out to the sea. His expression is severe, as that of one who is unrelenting, and the statue’s plinth bares the inscription “Gold before silver but honor before all.” The man represented is Lieutenant Admiral Pieter Pieterszoon Heyn, commonly called Piet Heyn, but known also in his time as The Delftshaven Terror of the Deep. The engraving on the statue’s base was the code by which he lived, and he received the later epithet by following this code to its utmost consequence. He has been described by historians as fearless, dauntless, courageous, intrepid; the sort of man who tempted and bested death as often as a new challenge held the promise of it. By living in this manner, he forged for himself one of the most distinguished careers of any rover in the 17th century. His most famous triumph, the capture of the Spanish Treasure Fleet, was simply the exclamation mark to his long career, throughout which he conducted himself with equal brilliance and vigor. Before his famed exploits in the Spanish Main, Piet Heyn’s life had already been quite remarkable. He was born in Delftshaven in 1577 to a seafaring father. His father – the

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Heyn thrived under the WIC. His aggressive approach to privateering brought a spark to the young company that had been missing since its inception. Most WIC captains behaved primarily as entrepreneurs. Their revenues came from illicit trade and preying upon vulnerable vessels; to risk their lives and investments in an engagement in which the outcome was uncertain simply did not fit their thinking. Heyn, on the other hand, had the mind of a soldier. He sought honor in combat like a man possessed. It is likely for this reputation that the WIC first granted him a commission in 1622. In April of 1623, Heyn set sail form the Netherlands as vice-admiral of the fleet under the famous Sea Beggar Admiral Jacobus Willikens. The aim of the expedition was to conquer and retain the city of San Salvador. It was a significant port city and the seat of the Portuguese government in the new world; as such it was heavily fortified. The city boasted three impressive fortresses with the compliment of several off-shore batteries and a total combined garrison of three-thousand soldiers and militia. Some of Heyn’s most impressive exploits would occur before this city’s walls. The present expedition met with great success, the Portuguese garrison being ill prepared for an invasion of this magnitude. It was, however, the boldness of Heyn’s actions that exploited their weaknesses. While his actions here were notable, the extent of his valor would not be fully displayed until his second visit. Heyn returned to San Salvador on March 1627 to cause yet more mischief for the Portuguese. This time the odds were stacked against him. Unlike his previous foray, he

The Dutch found the city to be at full strength, it having been recaptured and resupplied by a joint Spanish-Portuguese fleet. Additionally, he only had nine ships, as his original purpose was to reinforce Admiral Witsen in his current venture. He learned too late that the Witsen expedition had failed, but refusing to go home empty handed, he returned to the Bay of All Saints, where he knew the annual Sugar Fleet would be preparing to ferry its cargo. His plan was simple enough: he and his two largest ships would draw fire from the forts and warships while the rest of his fleet seized the merchant vessels. By the end, the Dutch had taken all 22 ships in the bay, and Heyn himself had crippled or destroyed several the enemy’s vessels. To make sure his men and the spoils made it to safety, he stayed behind with his flagship to contest the batteries. By the time his fleet made it to safety, the planks were falling apart beneath his feet. When he was finally rescued, along with many of his men, he was bleeding profusely, having received a musket ball to his arm and large splinter in his thigh.

112 off the coasts of Dunkirk in a winning engagement against the Ostend Privateers. During his life, he amassed over twenty-million guilders in stolen Spanish and Portuguese goods and captured dozens upon dozens of vessels. In his two months as Lieutenant Admiral, he instituted reforms that would lay the foundation for the new Dutch navy that facilitated the great success it would achieve under the likes of Michiel de Ruyter and Marteen Tromp.

Although injured, Heyn was not done. He knew the Sugar Fleet was larger than twenty-two vessels, and after some tender questioning of his prisoners, he discovered their whereabouts. Upon learning of the Dutch fleet, they had fortified themselves in the Rio de la Plata with two improvised batteries and over 2000 soldiers on either side of the river. Heyn, being fully aware of what awaited him in la Plata, led his ships down the river; his valor not permitting him to depart while there were more prizes to be had. He sailed in straight past the defenses and landed storming parties on the river beds to seize the vessels, while the ships' crews continued a steady bombardment of the bulwarks. The Portuguese, having had ample time to prepare, put up a furious defense. By the time the action took place, Heyn had already been shot twice in the chest, but had refused the service of his surgeon on account that he had too much business for his blade to be troubled with it. Twice the Dutch were repulsed, but the relentless Heyn would not give up, and on their third attempt they breached the defenses and subdued their enemy. He returned victoriously to Amsterdam on October 1627, adding upwards of thirty vessels to the seven ships he originally departed with. On September 8, 1628, Heyn would accomplish what every rover longed for, but none other would ever acheive. By masterfully executing the administration of his fleet, Admiral Heyn effortlessly captured the annual Spanish Treasure fleet. The capture of the Treasure Fleet was so elementary, in fact, that Heyn was often vexed at the praise he received, believing that his triumphs at San Salvador were more significant. In 1629, the States-General appointed Heyn as Lieutenant Admiral of the entire Dutch navy. However, he only served two months in the position, as he was killed

John Donovan (Order #14647379)

May lead Dutch Navy, Dutch Privateers, or Heyn’s Commissievaarders Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 20” Command Points: 3 Special Rules: Very Inspiring, Broadside!, Commodore, Indomitable, Bold, and God’s Blessing or the Devil's Luck

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6.3 Dutch Units

ZEELIEDEN

KAPERS

Progeny of the North Sea and heirs of the Sea Beggars, the Dutch sailors of the seventeenth century are uniquely equipped to be masters of sea and sail. A great deal of romance is attached to mariners in the culture of the Netherlands; they are regarded as the champions of Dutch liberty and the promise of empire.

The term sailor and soldier are interchangeable for Dutch Privateers. Naval success for the Netherlands depends on every mariner being a master seaman and proficient in their martial skills. Even merchant sailors need to be ready to bear arms if their captain decides to turn privateer once he unloads his cargo.



Experience Level: Trained

Main Weapons: Pistol and Standard Melee Weapon



Experience Level: Trained



Fight: 6/6

Main Weapons: Firelock Musket and Standard Melee Weapon



Shoot: 7/7



Fight: 6/6



Shoot: 6/7



Resolve: 5

Special Rules: Expert Sailors, Expert Artillery Crew, and Hard Chargers UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Pistols for Blunderbusses at no cost. »» 1 out of 8 models may add Stinkpots or Firepots for 2 points per model or may add Grenadoes for 4 points per model. »» Unit may exchange Pistols for Firelock Muskets for 4 points (not per model). »» Entire unit may downgrade to only Standard Melee Weapons for -1 point per model. This option may not be taken if the unit is Inexperienced or Veteran.

John Donovan (Order #14647379)



Resolve: 5

Special Rules: Expert Sailors, Artillery Crew, and Brawlers UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Firelock Muskets for Blunderbusses at no cost.

The Dutch

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ENTER PLOEG

MILITIE

Victory in naval combat often rests on the most harrowing part of the engagement: a successful boarding action. Only the most battle tested crew are trusted to transgress the gunwales of an enemy vessel and claim a foothold. Amidst a hail of musket fire, the boarding party thrusts headlong into hostile territory, breaching bulkheads with boarding axes and clearing decks with grenadoes and blunderbusses; breaking enemy defenses and making way for the rest of their crew.

Enterprising settlers from the Netherlands make up just over half of the Dutch colonial militia. These citizens of the Republic fight shoulder to shoulder with the other national groups that augment their ranks, using traditional European tactics.



Experience Level: Veteran

Main Weapons: Brace of Pistols and Standard Melee Weapon

Fight: 5/6



Shoot: 6/7



Resolve: 4

Special Rules: Expert Sailors and Expert Artillery Crew UNIT OPTIONS »» 1 out of 4 models may add any Stinkpots or Firepots at no cost or Grenadoes for 4 points per model. »» 1 out of 4 models may add a Blunderbuss at no cost.

John Donovan (Order #14647379)



Experience Level: Inexperienced Main Weapons: Firelock Musket and Standard Melee Weapon Fight: 6/7 Shoot: 7/7 Resolve: 6 Special Rules: Drilled

UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model.

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Model: Militia Cavalry

MILITIE CAVALERIE

MILITIE PIEKENIERS

Like other major powers in the New World, Dutch militias exploit the advantages of mounted troops, especially in New Amsterdam and Curacao. Usually equipped with a mix of firearms and sometimes armor, these troops are generally less experienced than their European counterparts but pose a significant threat to their opponents nonetheless.

True pikemen are almost non-existent in the New World. Militia commanders quickly realize that in the wilds of the Americas, the half pike is the better choice. Although these weapons have dominated European battlefields for more than a century, they are deemed insufficient for the style of warfare that has become dominant in the New World. Only the Spanish Lanceros have really made good use of them.



Experience Level: Inexperienced



Equipment: Horses

Main Weapons: Brace of Pistols and Standard Melee Weapon

Fight: 5/7



Shoot: 7/8



Resolve: 6 Special Rules: Quick (only while mounted) UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model. »» Unit may add Firelock Carbines for 4 points (not per model).

»» Unit may add Armor to all its models for 2 points (not per model).

John Donovan (Order #14647379)



Experience Level: Inexperienced

Main Weapons: Lance and Standard Melee Weapon

Fight: 6/7



Shoot: -/8



Resolve: 6

Special Rules: Drilled Pikemen, Tough, and Support: Militie, Jewish Militia (Unaligned), or Soldaten UNIT OPTIONS »» Unit may exchange Lances for Pikes at no cost. »» Unit may add Armor to all its models for 2 points (not per model).

The Dutch

116

Model: Gun Crew

Model: European Soldiers

MILITIE ARTILLERIE

SOLDATEN

Artillery crews are found in every Dutch colony. In coastal towns, they are the first line of defense against seaborne invaders. On the offense, they are employed in sieges against enemy fortification.

Large numbers of professional soldiers are utilized with great success by the early WIC for land campaigns and amphibious assaults, especially in Brazil. Their numbers greatly diminish after the WIC restructured in the later part of the seventeenth century, though some still see action with the new Dutch Navy and in colonial garrisons.



Experience Level: Inexperienced Main Weapons: Standard Melee Weapon



Fight: 7/8



Shoot: -/7



Resolve: 5

Special Rules: Artillery Crew and Field Gun UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model.



Experience Level: Trained

Main Weapons: Matchlock Musket and Standard Melee Weapon

Fight: 5/6



Shoot: 6/7



Resolve: 5

Special Rules: Expertly Drilled and Brawlers UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 8 may carry Stinkpots or Firepots for 2 points per model or Grenadoes for 4 points per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

John Donovan (Order #14647379)

117

Model: Dutch Militia or European Sailor Musketeers

BOSLOPERS

Literally “forest runners,” boslopers (also boss-lopers or bossloopers) are the Dutch equivalent of the French Coureurs des Bois. Found in both New Netherland and in the Dutch colonies in Brazil and on the “Wild Coast” (Guiana), Boslopers are a combination of woodsmen, hunters, explorers, skin and fur traders, “Indian fighters,” scouts, and, if called for, irregular raiders. Foremost, though, they are woodsmen who trade in skins and furs. In New Amsterdam, boslopers trade with nearby Native American tribes, serve as irregular fighters, hunt for deer skins and various furs, and keep an eye on colonial European neighbors venturing into Native American lands.

Experience Level: Trained

Main Weapons: Firelock Musket and Standard Melee Weapon

Fight: 6/7



Shoot: 6/6



Resolve: 5

Special Rules: Scouts, Skirmishers, and Cunning UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» Unit may add Thrown Weapons to all its models for 3 points (not per model).

John Donovan (Order #14647379)

John Donovan (Order #14647379)

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

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THE

NATIVE AMERICANS f there is one phrase that might best epitomize Native Americans in the seventeenth century, it is “the beginning of the end”—the beginning of the end of freedom, of self-governance, and for some tribes, of existence. Many coastal tribes are being forced inland, are under a European yoke, or have disappeared entirely. As European expansion grows, so does the forced retreat of Native Americans. Even so, many Native American peoples stand their ground. In some instances they are aided by geography, in others by alliance with competing European nations. Often, both geography and alliance play a role. The colonial expansion of European powers is both hindered and abetted by Native Americans, inevitably to the detriment of these peoples. On a smaller scale, sea rovers—pirates and privateers—often benefit from alliance with various Native Americans, but also exploit many as slaves, and often enough find themselves on the receiving end of Native American weaponry.

I

John Donovan (Order #14647379)

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7.1 Native American Factions

ALL NATIVE AMERICAN FACTIONS HAVE THE FOLLOWING RULES: »» This force may not include size 2 or larger ships. »» If this force is the attacker in a scenario, it may deploy half of its units (round down) following the Lay in Wait scenario rule. »» Any ship included in this force gains the Paddles Trait. »» This force may not include Artillery.

◊ CARIBS (KALINAGO) 1635-1796

◊ DARIEN (CUNA) 1600-1800

William Dampier once described the Caribs of the Caribbean— the “Island Caribs”—as “a sort of Warlike Indians, delighting to rove on the Sea in Periagoes or large Canoes.” Master seafarers, the Caribs make long voyages for both trade and war in seagoing pirogues and bacassas, reserving canoes for local travel. These craft are often decorated with carved bas-relief at the stern—a monkey in one example—and occasionally with boucaned human limbs as trophies as well. Although the Caribs have a reputation as cannibals—the word cannibal is believed to be a transcription error for Caribal—the practice is largely ceremonial. In the Caribbean, the Caribs have managed to hold their own against European expansion. Early in the century they are often allied with the Spanish against the Dutch and English, later in the century with the French against the English. By the 1680s there are also a large number of “Black Caribs” or Garifuna on Saint Vincent Island, the product of shipwrecked, escaped, and captured slaves brought into the Carib community. On the northeast coasts of South America are the “Mainland Caribs” or Kalinago, whose culture is very similar to that of the Island Caribs. Although expert literally from early childhood in the bow and arrow, warrior Caribs are often also armed with European swords and flintlock muskets supplied by the French. Their raids are swift; they do not linger. Ambush and other tactical deceptions are their preferred way to make war.

Long known among Europeans as a dangerous Native American people on the perilous Isthmus of Darien (Isthmus of Panama)— the butcher buccaneer l'Olonnais died deservedly at their hands— the Darien forge an alliance with English buccaneers via John Gret, a Darien boy kidnapped by an English buccaneer and raised by the Miskito. Off and on for three decades, Darien-English alliances support raids on the Spanish at Santa Maria and treks across the Isthmus to the South Sea. The Darien are adept at coastal travel in canoes on both the Caribbean and South Sea coasts, and many of their people live on the San Blas Islands at the Isthmus. The Darien are courageous in warfare, and often implacable enemies of the Spanish, who have been unable to subjugate or convert them. By the end of the century many former buccaneers, particularly French, have settled on the Caribbean coast among the Darien. Described as athletic and as swift runners, the Darien arm for war with a bow and a quiver of arrows, a lance or two, and a Darien war club or a European machete or cutlass. “Surprizal”—attack by surprise, including from ambush—is their preferred tactic. Using the bow and arrow with great accuracy from “ambuscade,” the Darien close for the coup de grâce with lance or war club.

ADDITIONAL FORCE SPECIAL RULES »» All units in this force gain the Ruthless, Cunning, and The Sound of Thunder Special Rules. »» Bow armed units in this force may add the Poisoned Arrows Equipment to the entire unit for 3 points.

CORE UNITS

SUPPORT UNITS

• Warrior Archers • Young Warriors • African Warriors (Unaligned)

• Warrior Musketeers • Warriors

COMMAND OPTIONS Any Southern Tribes Commander, Captain Tabary, or Captain Peter

ALLIED FACTIONS

ARMY SCALE ONLY

• French Caribbean Militia • English Caribbean Militia • Spanish Militia

John Donovan (Order #14647379)

ADDITIONAL FORCE SPECIAL RULES »» All units in this force must add Bows and Thrown Weapons (and pay the point cost for doing so) if the option is available to them. »» All units in this Force gain the Hard Chargers Special Rule.

CORE UNITS

SUPPORT UNITS

• Warriors

• Young Warriors

COMMAND OPTIONS Any Southern Tribes Commander, Don Andreas, Don Pedro, or King Golden Cap

ALLIED FACTIONS

ARMY SCALE ONLY

• Scottish Militia • English Buccaneers • French Buccaneers • Brethren of the Coast • Spanish Militia

The Native Americans

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◊ GOLDEN ISLAND TRIBE 1680-1710 This is the personal force of King Golden Cap. This Character must be chosen as this force's commander.

ADDITIONAL FORCE SPECIAL RULES

COMMAND OPTIONS

»» All Native American units in this force must add Bows (and pay the point cost for doing so) if the option is available to them.

King Golden Cap - if this commander is the General of this force in an Army Scale game, Any Southern Tribes Commander must lead non-allied Companies in this force.

»» All Native American units in this force must replace Heavy Melee Weapons with Thrown Weapons if the option is available to them. All other units in this force add Thrown Weapons at no cost. »» All Native American units in this Force gain the Tough and Hard Chargers Special Rules

CORE UNITS

SUPPORT UNITS

• Warriors

• Young Warriors • Freebooters (English) • Flibustiers (French)

ALLIED FACTIONS

ARMY SCALE ONLY

• English Buccaneers • French Buccaneers • Brethren of the Coast

◊ CARIBBEAN AND SOUTH AMERICAN TRIBES All European settlements in the Americas interact, often violently, with Native Americans, no matter where on the continents the colonies are founded. Mariners, whether seeking wood and water or shipwrecked, often interact with tribes beyond areas settled by Europeans. In the Caribbean, English buccaneers have a long-standing alliance with the Miskito, dating to the first half of the century and the Providence Island Company. Inhabiting what is today known as the Mosquito Coast of Honduras and Nicaragua, the Miskito often provide “strikers” for buccaneer crews. The strikers provide sea turtle and manatee as provisions, and hunt ashore as well, along with fighting alongside buccaneers on their raids. Hundreds of tribes are in Brazil in amity and conflict with the Dutch and Portuguese. Some fight with the Dutch against the Portuguese, others vice versa. Often, members of the same tribes may fight against each other alongside opposing European factions. Many of the Native peoples in Brazil are adept at both European tactics as well as guerrilla warfare. Some Brazilian tribes ally with Bandeirantes on their colonial explorations and Native American slave raiding, while others obviously oppose them. Maroon colonies in Brazil come into conflict with Native Americans as well.

CARIBBEAN TRIBES 1630-1737

SOUTH AMERICAN TRIBES 1630-1800

ADDITIONAL FORCE SPECIAL RULES

ADDITIONAL FORCE SPECIAL RULES

»» Bow armed units in this force may add the Poisoned Arrows Equipment to the entire unit for 3 points.

»» Bow armed units in this force may add the Poisoned Arrows Equipment to the entire unit for 3 points.

»» All units in this force gain the Skirmishers, the Sound of Thunder, and Rain of Arrows Special Rules.

»» All units in this force gain the Elusive Special Rule.

CORE UNITS

SUPPORT UNITS

• Young Warriors • Warrior Archers • Warriors

• Warrior Musketeers • African Warriors (Unaligned)

COMMAND OPTIONS

Any Southern Tribes Commander, or King Oldman

ALLIED FACTIONS

ARMY SCALE ONLY

• French Caribbean Militia • English Caribbean Militia • Spanish Militia

John Donovan (Order #14647379)

CORE UNITS

SUPPORT UNITS

• Warrior Archers • Warrior Musketeers

• Young Warriors • Warriors • African Warriors (Unaligned)

COMMAND OPTIONS

Any Southern Tribes Commander, or Antonio Philipe Camarao

ALLIED FACTIONS

ARMY SCALE ONLY

• Portuguese Militia • Bandeirantes • Dutch Caribbean Militia

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◊ NORTHEASTERN WOODLAND TRIBES 1620-1783 Extensive English and French colonial settlement in the northeast of North America has brought instability, conflict, and disease to Native Americans in the region. Not only are Native Americans pitted against encroaching European settlements, but they are recruited into larger conflicts between the English and French. The Huron, for example, often ally with the French while their enemies of the Iroquois Confederacy ally with the English. Conflict is almost constant, with raids for prisoners and plunder common. As English colonies expand, so does the need to seize territory, resulting in the displacement of many Native Americans. Some of the defeated are sold into slavery, including Wampanoag warriors sold in Jamaica after their defeat during King Philip’s War in Massachusetts. But Native American warfare here is not conducted only ashore, but also at sea. Via canoes and captured European craft, many coastal tribes raid European fishing and merchant vessels in harbors and sometimes in coastal waters. Some Native Americans join French privateer crews, and on at least one occasion Native Americans capture English sloops and force their crews to serve aboard these now Native American men-of-war. Although the bow and arrow is the primary Native American weapon in the region, many tribes acquire flintlock muskets and become expert in their use, even to the point of being able to make many of their own repairs. Ambush and quick surprise raids and withdrawals are common tactics, but many of the Northeastern Woodland peoples also make large-scale long-range raids against both Native American and European enemies. Warfare between the English and French in the region will continue through the eighteenth century, engaging Native Americans as both allies and enemies.

ADDITIONAL FORCE SPECIAL RULES

COMMAND OPTIONS

»» Units in this force gain the Spry and War Cry Special Rules.

Any Northern Tribes Commander, or King Philip

»» Warrior Musketeers in this force gain the Support: Warriors Special Rule.

ALLIED FACTIONS

CORE UNITS

SUPPORT UNITS

• Warrior Musketeers • Warriors • Young Warriors

• Warrior Archers

ARMY SCALE ONLY

• French Canadian Militia • English North American Militia • Swedish Militia • Dutch North American Militia • Wabanaki • Iroqouis

◊ IROQUOIS 1620-1783

◊ WABANAKI 1620-1783

ADDITIONAL FORCE SPECIAL RULES

ADDITIONAL FORCE SPECIAL RULES

»» Units in this force gain the War Cry and Cunning Special Rules.

»» Units in this force gain the War Cry and Skirmishers Special Rules.

CORE UNITS

SUPPORT UNITS

• Warrior Musketeers • Warriors • Young Warriors

• Warrior Archers

COMMAND OPTIONS Any Northern Tribes Commander

ALLIED FACTIONS

ARMY SCALE ONLY

• English North American Militia • Dutch North American Militia • Northeastern Woodland Tribes

John Donovan (Order #14647379)

CORE UNITS

SUPPORT UNITS

•Warrior Musketeers • Warriors

• Warrior Archers • Young Warriors

COMMAND OPTIONS Any Northern Tribes Commander

ALLIED FACTIONS

ARMY SCALE ONLY

• French Canadian Militia • Northeastern Woodland Tribes

The Native Americans

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◊ SOUTHEASTERN WOODLAND TRIBES 1607-1814

Stretching from Virginia to Florida, from the Appalachian Mountains to much of the Gulf Coast, the Southeastern Woodland tribes are in constant contact with Europeans, many of them mariners and sea rovers. Trade and conflict predominate, and the English, Spanish, and French play off tribal animosities among each other. Many Native Americans are sold into slavery, including members of the Powhatan after Bacon’s Rebellion in Virginia. The English at South Carolina align with the Westo and Yamassee against the Spanish in Florida, seeking trade in deer hides and other skins, and Native American slaves as well. Likewise do the Spanish make alliances with Floridian tribes against the English. Buccaneers and other treasure hunters often seize Floridian Native Americans as divers to salvage Spanish wrecks. As English traders and Spanish and French explorers stretch inland, they interact with the great alliances of the region: the Cherokee, Creek, Choctaw, and Chickasaw. The French first explore the Mississippi River valley from the north, then establish a short-lived colony on the Gulf Coast, where local peoples are often hostile to all interlopers. As French interests expand along the Gulf Coast, and permanent colonies are founded from 1698 onward, European trade and conflict with and among the Southeastern tribes increases. The Spanish attempt to subjugate and “convert” Southeastern tribes; the French attempt to live among them; and the English simply push them out of the way when they can. No matter the manner of interaction, it spells eventual doom for the Southeastern peoples. Many fight back, armed with native bow and arrow, tomahawk, and when they can acquire them, flintlock muskets with which they are quite adept.

ADDITIONAL FORCE SPECIAL RULES »» All units in this force gain the Rain of Arrows and War Cry Special Rules.

CORE UNITS

SUPPORT UNITS

• Young Warriors • Warrior Archers • Warriors

• Warrior Musketeers

COMMAND OPTIONS Any Southern Tribes Commander or Matamaha

ALLIED FACTIONS

ARMY SCALE ONLY

• Spanish Militia • English North American Militia • Scottish Militia

John Donovan (Order #14647379)

◊ WESTO 1660-1680 ADDITIONAL FORCE SPECIAL RULES »» All units in this force gain the Ruthless and War Cry Special Rule.

CORE UNITS

SUPPORT UNITS

• Warrior Musketeers • Warrior Archers • Warriors

• Young Warriors

COMMAND OPTIONS Any Northern Tribes Commander

ALLIED FACTIONS

ARMY SCALE ONLY

•Spanish Militia • English North American Militia • Scottish Militia

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7.2 Native American Commanders STANDARD COMMANDERS

SOUTHERN TRIBES COMMANDER

UNTESTED May lead any Caribs, Darien, Black Caribs, Caribbean Tribes, and South American Tribes Factions Main Weapons: Standard Melee Weapon Command Range: 4” Command Points: 1 Special Rules: Great Warrior

EXPERIENCED

SEASONED

Main Weapons: Standard Melee Weapon

May lead any Caribs, Darien, Black Caribs, Caribbean Tribes, and South American Tribes Factions Main Weapons: Standard Melee Weapon

Command Range: 8” Command Points: 2

Command Range: 12” Command Points: 2

Special Rules: Great Warrior and Inspiring

Special Rules: Great Warrior, Inspiring, and Savvy

May lead any Caribs, Darien, Black Caribs, Caribbean Tribes, and South American Tribes Factions

NORTHERN TRIBES COMMANDER

UNTESTED May lead any NortheasternWoodland Tribes, Southeastern Woodland Tribes, Iroquois, or Wabanaki Factions Main Weapons: Standard Melee Weapon Command Range: 4" Command Points: 1 Special Rules: None

John Donovan (Order #14647379)

EXPERIENCED

May lead any Northeastern Woodland Tribes, Southeastern Woodland Tribes, Iroquois, or Wabanaki Factions Main Weapons: Standard Melee Weapon Command Range: 8" Command Points: 2

Special Rules: Inspiring

SEASONED May lead any Northeastern Woodland Tribes, Southeastern Woodland Tribes, Iroquois, or Wabanaki Factions Main Weapons: Standard Melee Weapon Command Range: 12" Command Points: 2

Special Rules: Battle Hardened, Inspiring, and Savvy

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HISTORIC COMMANDERS

◊ CAPTAIN TABARY Known to the English only as “Captain Tabary,” the Carib leader masterminds numerous successful attacks against English colonies in the Windward Islands in the early 1680s. He and his warriors often strike quickly by night from pirogues; kill, plunder, and burn; and then are away just as swiftly. Of particular note, Tabary leads the “massacres” at Barbuda and Montserrat. Armed variously with muskets, French swords, and bows with poisoned arrows as ammunition, he and his warriors use them to their best advantage. Notable details of fine planning include the fact that they attack at night and in the rain, which means their adversaries’ firearms are generally of little use. Captain Tabary is believed to have been killed in 1683, along with ten of his warriors, during the English counter-attacks—“Indian hunting”—led by Sir William Stapleton on Carib towns on Saint Vincent and Dominica. Given the Native

Americans’ tactics of shooting and moving, Sir William cannot not be quite sure: “seen and felt [believed] killed” is how he refers in his report to the enemy killed in action. Clearly, given the rain and their often misfiring muskets, the English did not want to get too close.

May lead Carib Factions

Main Weapons: Standard Melee Weapon and Pistol Command Range: 8” Command Points: 2

Special Rules: Great Warrior, Night Raider, and Inspiring

◊ CAPTAIN PETER Probably a lieutenant or co-leader of Captain Tabary, Captain Peter is one of the Carib commanders during the attack on the English at Barbuda in 1681. Roughly 240 to 300 Carib warriors in six pirogues land in the afternoon. This excursion will be his death: Captain Peter leads forty warriors toward an English house. According to English witnesses, the warriors pretend to come in friendship, then attack, although there is confusion in the accounts. There was a parlay followed by violence in which Captain Peter uses his axe to kill an Englishman wounded with a poisoned arrow, followed by more violence in which Captain Peter is shot in the hand, and in return shoots his assailant in the fingers, followed by another parlay, then by more violence as Captain Nathan Francis and his men come to the aid of the house. The English lose eight in the attack, including three boys murdered by knocking their heads against trees, and Captain Francis who is shot “with a brace of bullets” through the heart. Although Europeans often rail against

violence to women and children, they engage in it themselves against Native Americans. The Caribs who attack the house lose three warriors, including Captain Peter whose body they would leave behind. This is an unusual circumstance, as whenever possible the Carib carry their dead with them from the battlefield, as they do their other two dead. Captain Peter had at one time lived with “Colonel Morris” on Barbados, and speaks English well.

May lead Carib Factions Main Weapons: Standard Melee Weapon and Pistol Command Range: 8” Command Points: 2 Special Rules: Great Warrior and Delay Tactics

◊ DON ANDREAS Also known to English buccaneers as “Captain Andreas,” or sometimes “Don Andres,” the Darien chieftain is the father of the famous “King Golden Cap.” Don Andreas and his brother, Don Pedro, fight alongside English buccaneers in their forays across the Isthmus of Darien in 1680 to attack the Spanish gold mines at Santa Maria, and to enter the South Sea for attacks on Spanish towns and vessels. Don Andreas is ever-fond of Captain Davis and Captain Swan, whom he has accompanied across the Isthmus. He and some of his warriors have also met the first ships of the Scottish Darien Company upon arriving to find the short-lived colony in 1698, and providing assistance to the colonists. In his later years the Darien leader will often wear Spanish clothing and be described as having the “gravity” or gravitas of a Spaniard. He is described in 1698 as wearing a red coat and white breeches, and carrying a silver-headed cane, and soon afterward adds a gold-braided hat given him as a gift.

John Donovan (Order #14647379)

May lead Darien Factions Main Weapons: Standard Melee Weapon and Brace of Pistols Command Range: 12” Command Points: 3 Special Rules: Great Warrior, Vendetta: Spanish, and Very Inspiring

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◊ DON PEDRO Known to the English as Don Pedro, “King of the Indians,” the Darien chieftain is a brother to Don Andreas. With him he rules the north Darien coast from Golden Island to the Pinas River in the late seventeenth and early eighteenth centuries after the death of their father. As Darien chieftains often do, Don Pedro is known to “sign articles” with English and French buccaneers and privateers against the Spanish, and lead his warriors side-by-side with them. In 1702, for example, Don Pedro, armed with a musket and cutlass or hanger, charges with thirty of his warriors, armed each with two lances, two bows, and twenty arrows, in the vanguard alongside fifty privateers against the Spanish gold mines at Santa Maria, as he and his brother have done in 1681 with the buccaneers. Such alliances are not a given, however: Don Pedro refuses to send warriors if his people have been slighted, at least until apologies have been tendered. Don Pedro, when he was young, lived among the French on Martinique, and speaks French, Spanish, and some English, and is considered by the English privateers to be a sensible man. However, his hatred of the Spanish is such that he prefers

to give no quarter to them, including their priests, one of whom, when a musket shot did not kill him, Don Pedro’s musket butt did. Although buccaneers and privateers claim to be against such violence, they themselves are known to engage in it.

May lead Darien Factions

Main Weapons: Firelock Musket and Standard Melee Weapon Command Range: 12” Command Points: 2 Special Rules: Great Warrior, Inspiring, Vendetta: Spanish, Tough, and Multilingual

◊ KING OLDMAN He is known to the English as Oldman, the Miskito hereditary chief or “king” from circa 1650 until his death in 1687. It may have been his father who declared fealty to the King Charles I during the heyday of the Providence Island Company. Oldman himself reportedly traveled to England soon after the capture of Jamaica in 1655, and had an audience with King Charles II. Oldman’s people often serve buccaneers as “strikers” who help provision their ships with turtle and manatee, and serve alongside them in battle. The Miskito are known to range long coastal distances in their canoes and raid neighboring tribes. They are, according to the buccaneers who knew them well, brave warriors who had incredible accuracy with gun and bow—quite a compliment coming from men who are themselves known for their shooting skill.

May lead Caribbean Tribes Factions Main Weapons: Firelock Musket and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Great Warrior, Inspiring, and Buccaneer Tactics Unorthodox Force: This force may take Warrior Musketeers as Core units.

◊ ANTÓNIO FILIPE CAMARÃO Known as Poti (shrimp or prawn, for his people are known as shrimp fishermen) until his conversion to Christianity, António Camarão is a chief of the Potiguara people in Brazil and the highest ranking military leader of indigenous Brazilians against the Dutch in the 1630s and 1640s. He is formally granted the rank of captain and of the use of Dom with his name—Dom Filipe—by the Portuguese Crown in the 1630s. In 1637 he fights at the Battle of Porto Calvo and the Battle of Barra Grande his wife fights in the women’s company. At the Battle of Comandatuba he fights against the famous Maurice of Nassau. In 1645 he fights at the Battle of Casa Forte. He leads the Native American contingent under Francisco Barreto de Meneses at the First Battle of Guararapes in 1647. He is a gifted leader, not only able to bring together a variety of indigenous peoples to fight against the Dutch, but to lead them successfully in battle as well. Unfortunately, he eventually dies of an unspecified illness in 1649. John Donovan (Order #14647379)

May lead South American Tribes Factions Main Weapons: Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Great Warrior, Inspiring, and Tactician

The Native Americans ◊ KING PHILIP

Metacom, known as King Philip by the English, is the second son of Massasoit, the Wampanoag Sachem who had dealt peacefully with early English settlement of Massachusetts and Rhode Island (most famously with the Puritans at Plymouth). Metacom succeeds his father as Sachem of the Pokanoket tribe and Grand Sachem of the Wampanoag nation, but given English settlement and expansion in the region, conflict was inevitable. By the 1670s, the Wampanoag are forced to defend their territory. For a dozen years or more, English settlers fear an “uprising.” It comes in 1675 after the English hang three Wampanoag men. Leading an alliance of Wampanoag, Narraganset, Abenaki, Nipmuc, and Mohawk, Metacom is victorious at first. His common tactic is best described by an eyewitness: “[H]is custom... was, to creep, with his company, on their bellies, until they came as near as they could; and that as soon as the enemy discovered them they would cry out; and that was the word for his men to fire and fall on. Directed him, when the enemy should start, and take into the swamp, they should pursue with speed, every man shouting and making what noise they could; for he would give orders to his ambuscade to fire on any that should come silently.” These are common, highly effective tactics of Native Americans: attack from ambush or other surprise attack; lure the enemy into ambush; attack and withdraw quickly; withdraw or retreat into difficult territory and defend from cover. An outstanding military leader, Metacom is eventually defeated by a combination of food scarcity that leads the alliance to fall apart, increasing casualties, defeats by an enemy who adapt European tactics with those of Native Americans, and a betrayal which leads to his death in his final battle.

May lead Northeastern Woodland Tribes Factions Main Weapons: Firelock Musket and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Inspiring, Vendetta: English, and Expert Ambushers

John Donovan (Order #14647379)

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◊ MATAMAHA

Chief or Casique of one of the several Yamassee tribes, Matamaha leads roughly 60 of his warriors on a raid commanded by William Dunlop against Spanish properties in 1687. Armed by the Scots at Port Royal, South Carolina, and encouraged by them to raid other tribes and the Spanish for slaves, the Yamassee Under Matamaha retain their independence. For example, although Spaniards from Saint Augustine had recently killed or captured twenty Yamassee women, Matamaha refuses Dunlop’s request to “fight” the Spanish, for they had not attacked his own people, but other Yamassee. In fact, probably to maintain his own relationship with the Spanish at Saint Augustine, Matamaha may have sent a canoe ahead to warn them. Dunlop orders his expedition back to Carolina after Matamaha’s refusal to attack the Spanish. Matamaha would rob the Spanish, but not fight them unless his own people had been attacked first.

May lead Southeastern Woodland Tribes Factions Main Weapons: Firelock Musket and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Very Inspiring and Tough Unorthodox Force: This force may take Warrior Musketeers as Core units.

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LEGENDARY NATIVE AMERICAN COMMANDER Many of the Buccaneers who accompanied Sharp to the South Sea produced trustworthy accounts that survive today; the most notable of them being Basil Ringrose, William Dampier, and Bartholomew Sharp himself. Their accounts have the Buccaneers being first approached by the Cuna Indians in the San Blas Archipelago, where they were holding a council to decide the course of the expedition. It was not, however, Golden Cap who approached them there, but Don Andreas, whom they called Emperor. It is generally agreed that Emperor Andreas was the father of Golden Cap, but there is some conflict with this assertion. Golden Cap is in one source described as elderly which, with Andreas being in his early forties, would make this familial relation very unlikely, if true. Additionally, Sharp simply identified him as a “tributary,” or a vassal to the Emperor. Whatever the case may be, Andreas was dedicated to bringing the Buccaneers to the King’s aid. He dissuaded them from their original design to sack the city of Tocamora in a raid on the Spanish town of Santa Maria on Golden Island. The Buccaneers rendezvoused on the island on April 3, and were joined by the King shortly thereafter.

◊ KING GOLDEN CAP The legend of King Golden Cap likely began during the piracy trial of Captain Bartholomew Sharp. In 1680, Sharp and several other Buccaneer captains launched an expedition from the Gulf of Darien that took them across the Isthmus of Panama, down the pacific coast and through the straights of Magellan, plundering Spanish holdings wherever possible along the way. He must have stirred quite a bit of intrigue when, upon being asked to produce his commission, he responded that it had been granted by the sovereign king of Golden Island, who accompanied him all the way to the South Sea. Sharp’s acquittal secured the legitimacy of his claims, which in turn secured the legend of the Darien king. His story was often retold quite generously it would seem; lauding this great champion, who commanded an army of fifty thousand men and felled the Spanish wherever they might appear. When the Scots of New Edinburg made inquiry of the king to their translator—a Frenchman who had lived among the Darien for many years—he dismissed many of these stories as “mere fables.” Still, the evidence history leaves for us of King Golden Cap implies an impressive, cunning, and stubborn leader, who was well deserving of a large part of the fame he had achieved.

John Donovan (Order #14647379)

What was most immediately remarkable about Golden Cap was the manner of his dress, which clearly distinguished him from his retinue. Unlike his kin, his nakedness was concealed by a cloth of pure white linen, which draped over his body like a robe, and fell to the small of his legs. Adorned about his neck was a string of jaguar teeth, and from between his nostrils hung a gold plate, which resembled a “cockle-shell.” In his right hand he bore a brilliant lance, with an edge “as sharp as any knife.” Upon his head, he wore a headdress, fashioned in the shape of a basket with woven white reeds and large feathers fastened to the back. The brim of the diadem was made entirely of gold, and was studded along the middle with gold beads, which fastened the red silk lining of the hat to the brim. His temperament seemed to be that of a typical Cuna. He treated his friends and allies generously; when the Buccaneers first arrived, he attended to their every need, and personally entertained them so well that they “tarried… all the next day.” Towards his enemies, however, he was utterly merciless. And of his enemies, there were none he hated more than the Spanish. Loathing of the Spanish was, of course, a common characteristic of the Cuna, but Golden Cap seemed uncommonly committed to their destruction. Santa Maria was a military outpost with two functions: to serve as a store for the Spanish gold mines in Darien and to subjugate King Golden Cap and his people. By the time the buccaneers showed up, he had been resisting Spanish encroachment for at least a year. That the whole island had not succumbed

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to Spanish rule in this time can certainly be taken as a testament to Golden Cap’s prowess as a man of war, but this was undoubtedly achieved at a high cost. Part of that cost was the abduction of his daughter, who had been seized in a raid. It was this offense above all others that incensed him to join Sharp and the other captains in sacking the Spanish town. The victory over Santa Maria was swift for the Buccaneer-Cuna coalition. Some of the Freebooters and the native warriors drew fire while the Forlorn breached the palisade and quickly subdued the garrison. This triumph, while significant, did little to satisfy Golden Cap’s wrath. Even the reunion with his daughter was bittersweet, his joy being stayed when he found her to be with child. His enemies being stripped of their weapons, Golden Cap wasted no time in exacting retribution. He and his warriors marched the surviving Spaniards into the adjoining woods and summarily executed as many as had been lost in the battle, about twenty-six in all. They would have ended them all had not the English rushed in to bring an end to the atrocities. Among those awaiting their judgement was Joseph Gabriel, the man who had taken the king’s daughter. That he had not been immediately executed is not surprising; for most crimes committed in Darien the punishment was death, but a special penalty was reserved for perpetrators of this particular crime. The father of the woman who had been taken by force would confront the offender and, with a lance, mangle the instrument of his crime to such a point that a slow death would often follow. There can be little doubt that Golden Cap was waiting to carry out this very judgement on Mr. Gabriel, who was narrowly spared by the Buccaneers. This clearly had a profound effect on Gabriel, for Ringrose noted that he, “fearing lest we should leave him to the mercy of the Indians… promised to lead us, not only into the town, but even to the very bed chamber door of the governor of Panama.” Golden Cap would go on with the Buccaneers all the way to the South Sea. When he and the other chiefs could press on no further, he sent his son and nephew to go on in his stead, charging the Englishmen to “not be less vigorous in annoying… the Spaniards, than if he were personally present with [them].” What became of Golden Cap after this is unknown. It is clear that, by 1698, he was no longer a major player in the region. He is not mentioned beyond that time among the regional hegemons, and Don Pedro—Andreas’ brother—is identified in several sources as sovereign over the Darien coasts from Golden Island to the Pinas River. His relevance endured at least into the eve of the next century, when his sovereignty over the region would again be cited in the defense of the Scots against the Spanish over the right to establish the settlement of New Edinburgh in the San Blas Archipelago. It was thus that his legacy would be secured as a champion of Cuna sovereignty.

John Donovan (Order #14647379)

May lead Darien or Golden Island Tribe Main Weapons: Thrown Weapon and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Elan, Vendetta: Spanish, Unwavering, God’s Blessing or the Devil’s Luck, and Aggressive Commander

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7.3 Native American Units

YOUNG WARRIORS

WARRIOR ARCHERS

Native American warriors hone their martial skills from an early age. At eight years old, some are known to be able to split a cane with an arrow from twenty paces without fail. Many tribes are notably protective of their youth. When allowed to fight, however, the young warriors show great valor, as they are eager to prove themselves before their elders.

Most Native American tribes have long-standing cultural beliefs about warfare and human life, which produces a reluctance to participate in decisive engagements. This usually means sudden archery attacks from thick concealment, only committing to a melee at the most opportune moments.



Experience Level: Inexperienced

Main Weapons: Bow and Standard Melee Weapon

Fight: 6/8



Shoot: 6/6



Resolve: 5

Special Rules: Quick, Hidden, Scouts, Support: Warriors, Warrior Archers, and Warrior Musketeers UNIT OPTIONS »» Unit may remove Bows for -1 point per model. »» Unit may add Thrown Weapons for 3 points (not per model).

John Donovan (Order #14647379)



Experience Level: Trained

Main Weapons: Bow and Standard Melee Weapon

Fight: 6/8



Shoot: 5/6



Resolve: 6 Special Rules: Evade, Hidden, and Scouts UNIT OPTIONS

»» Unit may be upgraded to Veterans for 1 point per model. »» Unit may add Pistols for 1 point per model. »» If not armed with Pistols, unit may add Musket Sidearms for 4 points (not per model).

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WARRIOR MUSKETEERS

WARRIORS

Firearms and other European tools are in high demand among most Native American groups. Despite having limited access to powder and other useful tools such as paper cartridges, many have become very skilled in their use and maintenance.

Some Native warriors prefer the more reliable results of close combat. These would typically emerge abruptly from ambuscade to conduct swift melee assaults before quickly fading back into the brush. The tribes of Darien and the Northeastern Woodlands are especially renowned for their skill in these tactics.



Experience Level: Trained

Main Weapons: Firelock Musket and Standard Melee Weapon

Fight: 6/8



Shoot: 6/6



Resolve: 6

Special Rules: Evade, Slow Reload, Hidden, and Scouts UNIT OPTIONS »» Unit may be upgraded to Veterans for 1 point per model. »» Unit may add Pistols as Sidearms for 4 points (not per model).



Experience Level: Trained

Main Weapons: Heavy Melee Weapon and Standard Melee Weapon

Fight: 5/7



Shoot: 6/6



Resolve: 6

Special Rules: Quick, Skirmishers, Hidden, and Scouts UNIT OPTIONS »» Unit may be upgraded to Veterans for 1 point per model. »» Unit may add Pistols as Main Weapons for 1 point per model. »» Unit may add Musket Sidearms for 4 points (not per model). »» Unit may exchange Heavy Melee Weapons for Thrown Weapons at no cost. »» Unit may add Bows for 1 point per model.

John Donovan (Order #14647379)

John Donovan (Order #14647379)

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UNALIGNED & PERIPHERAL POWERS eyond the major powers and players central to sea-roving Blood & Plunder in the Caribbean there are a number on the immediate periphery. Often powerful in their own right, their influence on Caribbean sea rovers is directly associated with their interaction. These players include Portuguese militia and Bandeirantes who defend Brazilian colonies against a variety of enemies—including buccaneers on occasion—and aggressively expand colonial territory into Native American lands. These peripheral powers are also comprised of Danes an the slave trade factory on Saint Thomas and Brandenberg Prussians who hire Dutch captains and seamen to pursue a privateering course through the Caribbean. Also notable are Native Americans in North America defending their territories against European encroachment even as they ally with various European factions as well as Scottish militias in South Carolina and the Isthmus of Darien attempting to defend boldly envisioned but weakly executed Scottish colonies against Spanish counter-attacks.

B

But not all minor powers and players fly a national flag or otherwise claim their existence as a people. When peace is proclaimed with Spain and pirate hunters actively seek buccaneers who ignore the prohibition on Spanish prey, a fair number of sea-roving adventurers temporarily look elsewhere for employment, to logwood hunting, for example, or to “fishing for silver”—treasure hunting, that is. Some, however, refuse to give up their trade even in the face of the ready noose. Even now a few Caribbean sea rovers harry the Spaniards in spite of lacking a commission or a “wink and a nod” from the English or French. Some will even plunder an occasional English, French, or Dutch merchantman. A few begin to express sentiments of self-loyalty, of seeking to sail “against all flags”—and turn pure pirate. This attitude will plant the seed of inspiration for the early eighteenth century pirates for whom self-allegiance will take precedence over any national loyalty—at least until captured, tried, and sentenced to death.

John Donovan (Order #14647379)

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◊ PIRATES 1683-1713

8.1 Factions

Few, if any, English and French buccaneers have not committed an act that could properly be called piracy, but these acts are reasonably rare and usually, if not always, have Spaniards as the object. However, with the active suppression of English and French buccaneering in the 1670s and 1680s, Caribbean adventurers have but few choices. They could simply quit, but most would rather not. They could head to the South Sea to raid the Spaniard there, and a great many do. With the support of financiers in North American colonies, they could sail to the Red Sea and make piratical attacks on the ships of the Great Mogul, and some do. Or they could go true pirate and attack all flags. Only a few choose this last course, but one of them, Jean Hamlyn in his ship La Trompeuse, sets the stage for the pirates of the black flag of the early eighteenth century. Hamlyn and his English consort, a former buccaneer and Jamaica planter, pretend to no national loyalty, but proclaim themselves true pirates—any and all are their prey. Even so, Hamlyn has allies in the governor of Saint Thomas, Adolphe Esmit, and later it is said, in New England merchants who finance his New Trompeuse after Captain Charles Carlile of the English Navy burns his ship to the waterline. Although Hamlyn is by far the most famous and successful—he is never captured—a few others sail a similar course. None yet fly the black flag. Their crews are largely former English and French buccaneers, and they have given up attacking Spanish towns and cities for they lack the force necessary. By the early eighteenth century, their piratical descendants will have lost the buccaneer ability at large scale land warfare, and will restrict themselves almost entirely to attacks on shipping.

FORCE SPECIAL RULES »» When taking a Strike Test, this Force’s commander may roll two d10 and choose the result. »» If this Force is the attacker in an amphibious or sea scenario, it may fly false colors to deceive the opposing force. Roll one d10 at the start of each turn. On a 7+ the ruse is discovered and has no effect, so no further rolls are made. Otherwise, no unit in this Force may be attacked by any enemy units this turn unless a unit in this Force attacks first or moves within 12” of an enemy unit.

CORE UNITS

SUPPORT UNITS

• Sea Dogs (English) • Marins (French) • Marineros (Spanish) • Zeelieden (Dutch) • Freebooters (English) • Flibustiers (French)

• Kapers (Dutch) • Enter Ploeg (Dutch) • European Sailors or Pressed Men • Forlorn Hope (English) or Les Enfants Perdus (French)

COMMAND OPTIONS Any Sea Commander, any English or French Buccaneer Commander, or Jean Hamlyn

FORCE OPTIONS Grapeshot: All cannons in this Force may add Grapeshot (see Equipment in the Blood & Plunder rule book) for free, but may fire using only Grapeshot for the duration of the battle.

John Donovan (Order #14647379)

◊ PORTUGUESE BANDEIRANTES 1630 - CIRCA 1720

Independent companies of militia or ordenanças flying their captain’s banner, Portuguese Bandeirantes explore regions of Brazil unsettled by Europeans, driving out Native Americans and maroons or often enslaving them. Ethnically the Bandeirantes are Europeans and mestizos, often accompanied by Native American allies. In many cases the Bandeirantes settle in new regions on the coast or in the hinterland, and use these settlements as bases from which to explore farther afield. Most famous are the Bandeirantes in the Captaincy of Sao Paulo (Capitania Real de São Paulo) in the south, but these independent leaders and their followers can be found throughout Brazil. On occasion, those on the coast are called to defend against the occasional buccaneer incursion, for Brazil is not only a convenient way station en route to the South Sea and Africa, but is a source for easy plunder for buccaneers who have had little success elsewhere.

FORCE SPECIAL RULES »» All units in this Force gain the Elusive Special Rule. »» Milicianos Indios in this Force may exchange Bows for Firelock Muskets as Main Weapons at no cost. »» Units in this Force that are armed with a Musket as a Main Weapon may exchange them for Firelock Carbines and gain the Scouts Special Rule at no cost. »» All units equipped with Matchlock Muskets may exchange them for Firelock Muskets at no cost.

CORE UNITS

SUPPORT UNITS

• European Militia • Milicianos Indios (Spanish)

• European Sailors • Marineros (Spanish)

COMMAND OPTIONS Any European Commander or Francisco Dias Velho

ALLIED FACTIONS • South American Tribes

ARMY SCALE ONLY

• Portuguese Brazilian• Tercios

Unaligned & Peripheral powers ◊ PORTUGUESE-BRAZILIAN

TERCIOS & MILITIA 1630 - 1720 Portuguese military forces in Brazil are composed of regular infantry modeled on the Portuguese terço, or infantry battalion, which is itself modeled on the Spanish tercio; local militia or ordenanças composed of free male settlers from ages eighteen to sixty, excepting only priests and noblemen, the latter of whom generally serve as officers anyway; and often segregated black and Native American terços as well. The Portuguese militia and associated forces face numerous enemies: Native Americans fighting against European encroachment, Dutch invaders fighting to keep their colonial settlements, and soon maroons fighting to keep their territory and freedom. Although European tactics are used when appropriate, much of the fighting in Brazil is irregular: guerrilla tactics are common, although both black and Native American companies are usually trained in conventional European tactics as well as in local tactics. The large caliber matchlock musket propped up with a fork—the mosquete—and the smaller caliber matchlock—the arcabus—that requires no fork are the long guns of choice. They are, however, poorly suited for warfare inland where the espingarda, or flintlock, is far superior. Charges are carried via the conventional bandolier. All too often though, conventional forces, whether regular or militia, are ill-equipped and trained.

FORCE SPECIAL RULES »» All Core units in this Force add the Drilled Special rule at no cost. »» Milicianos Indios in this Force may exchange Bows for Firelock Muskets as Main Weapons at no cost.

CORE UNITS

SUPPORT UNITS

• European Soldiers • European Militia or Milicianos (Spanish) • Milicianos Indios (Spanish) • European Militia Cavalry • Caballeria Lancero (Spanish)

• European Pikemen • European Artillery Crew or European Sailors • Jewish Militia

Any Sea Commander, any European Commander, or Francisco Barreto de Meneses

FORCE OPTIONS Guarda Costas: This Force may include European Sailors as Core units and Marineros (Spanish) as Support units if it does not include any European Militia Cavalry or European Artillery Crew. Jewish Militia: This Force may take Jewish Militia as a Core unit if it includes at least two units of Jewish Militia and includes no European Soldiers and no European Militia Cavalry. • Portuguese Bandeirantes

John Donovan (Order #14647379)

◊ SWEDISH MILITIA 1638-1655 As a nation, Swedish presence in the New World is restricted to its small colony of New Sweden along the Delaware River, adjacent to the Dutch colony of New Netherland. Swedes are also found aboard the men-of-war and merchantmen of many navies, and are strewn in small numbers among various European colonies as well. The colony is established in 1638 and lasts until 1656 when the neighboring Dutch seize it. Swedish colonists remain in America, and are governed variously by the English from 1664, with a very brief interlude of Dutch government again, until 1681 when the former colony becomes part of the colonies of Pennsylvania and Delaware. Militarily, the colony’s small armed force faces Native American retaliation and occasional friction with the neighboring Dutch. Although Swedish colonists are perhaps best-known for introducing the log cabin, pirate and maritime fans may be more familiar with the modern replica of the Kalmar Nyckel and its very seventeenth century profile.

FORCE SPECIAL RULES »» All units in this Force gain the Battle Hardened and Hard Chargers Special Rule. »» All Inexperienced and Trained Core units in this Force may be upgraded one Experience Level for 1 point per model. »» Units in this Force with the Artillery Crew Special Rule exchange it for Expert Artillery Crew instead.

CORE UNITS

SUPPORT UNITS

• European Militia • European Pikemen

• European Artillery Crew • European Sailors • European Soldiers • Warrior Archers (Native Americans) • Warrior Musketeers (Native Americans)

COMMAND OPTIONS

COMMAND OPTIONS

ALLIED FACTIONS

136

ARMY SCALE ONLY

• South American Tribes

Any Sea Commander, ayn European Commander, or Sven Svenson Skute

ALLIED FACTIONS

ARMY SCALE ONLY

•Northeastern Woodland Tribes

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◊ DANISH MILITIA 1671-1697 Denmark, following in the wake of other European slave trading nations, has established a small colony on Saint Thomas. The commune is noteworthy for a pair of the most dubious of governors and the prominent support of outright piracy by one of them, Adolphe Esmit, and the blind eye turned toward it by some of its other administrators. On Saint Thomas buccaneers returning from the South Sea abandon their flagship, the Trinity. It is here that Jean Hamlyn receives open support from Governor Esmit, even after an English man-of-war burns his ship, La Trompeuse, in the harbor along with the hulk of the Trinity. It is here that William Kidd, aboard his prize, the Quedagh Merchant, seeks refuge but is refused. It is also here that one of the most famous of all buccaneers, Bartholomew Sharp, spends his final days. The local armed force is small, divided among professionals, common militia, and the Burgher Guard. Its duties are largely restricted to manning the small harbor fort. Danish ships visit occasionally, and in harbor a yacht or two, similar to those of Dutch design, mix with the more common American craft. Saint Thomas is but a small colony; in 1680 there are fewer than two hundred each of Europeans and African slaves. The island is also home to the factor responsible for managing the Brandenburg slave trade. In the 1690s one Brandenburg factor repeatedly exceeds his authority by receiving Spanish and French prizes from French privateers. Brandenburgers also routinely attempt to avoid taxes and foment discord among island planters.

FORCE SPECIAL RULES »» All units in this Force gain the Tough Special Rule. »» All units in this Force armed with Matchlock Muskets are equipped with Firelock Muskets instead.

CORE UNITS

SUPPORT UNITS

• European Militia • European Sailors

• European Artillery Crew • European Soldiers

COMMAND OPTIONS Any Sea Commander, any European Commander, or Adolph Esmit

FORCE OPTIONS Burgher Guard: This Force may include a single unit of European Soldiers as a Core unit if the force’s Commander is attached to that unit.

ALLIED FACTIONS

ARMY SCALE ONLY

• Pirates • Brandenburg Privateers

John Donovan (Order #14647379)

◊ BRANDENBURG PRIVATEERS 1679-1681

Like the Danes, the Brandenburgers entered the slave trade to the Caribbean, but unlike the Danes, they have no colony in the Americas. The Danish island of Saint Thomas is the solution, and under agreement with the Danish crown the Elector of Brandenburg, Frederick William, establishes a factory on the island for trade in goods and slaves. But the Brandenburg factory attempts to avoid Danish taxes, receives plunder from French privateers without authority, and generally foments unrest among Danish planters. At one point, in retaliation the Danish governor seizes Brandenburg goods from the factory warehouse. The Elector of Brandenburg also sends two hired Dutch privateers to the Caribbean against French shipping in 1679, and in 1680 sends a flotilla of six frigates and a fireship to the Caribbean to attack Spanish shipping. The cruise ends in 1681 with only insignificant results. The ships are captained by Dutchmen, and their crews are largely Dutch as well.

FORCE SPECIAL RULES »» When taking a Strike Test, this Force’s commander may roll two d10 and choose the result. »» All units in this Force with the Artillery Crew Special Rule have the Expert Artillery Crew Special Rule instead.

CORE UNITS

SUPPORT UNITS

• European Sailors • Zeelieden (Dutch) • Kapers (Dutch)

• Enter Ploeg (Dutch)

COMMAND OPTIONS Any Sea Commander or Cornelius Reers

ALLIED FACTIONS • Danes

ARMY SCALE ONLY

Unaligned & Peripheral powers ◊ BRETHREN OF THE COAST 1655-1697

These adventurers are of all nations, races, and ethnicities, and their sole purpose is to harry Spain—to plunder the Spanish Main! They are English buccaneers, French flibustiers, Dutch freebooters, Spanish deserters, Portuguese seamen, and freed slaves and other men of color, all banded together for common purpose. If they are English and are forbidden to plunder the Spanish, they will accept a French commission, and if French and so forbidden, an English commission. And if there is no commission to be had, they will make a pretense of one and attack the Spanish anyway. They are naturally armed as are the English buccaneers and French flibustiers, both of whom are in their number: with flintlock musket (usually a fusil boucanier), cartouche box of thirty cartridges, a pistol or two, and a cutlass.

FORCE SPECIAL RULES »» This Force adds +2 when determining the attacker in a scenario. »» Once per game, this Force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point.

CORE UNITS

SUPPORT UNITS

• Sea Dogs (English) • Enter Ploeg (Dutch) • Marins (French) • European Sailors • Marineros (Spanish) or Pressed Men • Zeelieden (Dutch) • Boucaniers (French) • Freebooters (English) • Forlorn Hope (English) or • Veteran Freebooters (English) Les Enfants Perdus (French) • Flibustiers (French) • Kapers (Dutch)

COMMAND OPTIONS Any Sea Commander, any English or French Buccaneer Commander, Henry Morgan, Monbars the Exterminator, William Kidd, or Diego the Mulatto.

FORCE OPTIONS Grapeshot: All cannons in this Force may add Grapeshot (see Equipment in the Blood & Plunder rule book) for free, but may fire using only Grapeshot for the duration of the battle. Varied Experience: All Core units of one type may be upgraded one Experience Level for +1 point per model. All Core units of one type may be downgraded one Experience Level for -1 point per model.

ALLIED FACTIONS

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◊ LOGWOOD CUTTERS 1640-1763 Logwood cutters are rough men who labor for months at a time, standing knee-deep in water while they chop down logwood trees, cut them into sections, and haul them by hand to the shore to await cargo vessels from Port Royal, Jamaica. Logwood is a valuable dyewood, and the labor and hard living to acquire it was worth the risks and the toll on the body. The men, typically ensconced at Laguna de Términos, Mexico or along the Mosquito Coast of Nicaragua, live in primitive camps and hunt wild cattle for food. When the Port Royal vessels arrive, logwood cutters celebrate for days—they “make a Christmas”—on rum punch provided by the logwood merchants. But these logwood cutting bases are on Spanish territory, thus the logwood cutters are interlopers. Local Spanish Guarda Costas, and at times even larger expeditions, are often sent to dislodge them: capture could mean years of servitude in Mexico City or other towns along or inland from the Spanish Main. Many logwood cutters drift through a variety of trades, including buccaneering, the “sloop trade” (local trading voyages), smuggling, turtling, “fishing for silver" (treasure hunting), and even local whaling, leaving them with a variety of skills that make them useful to a various military and quasi-military and naval expeditions.

FORCE SPECIAL RULES »» If this Force is the attacker in a scenario, once per game the controlling player may discard all the Activation Cards in their hand and replace them with the same number of new cards without spending a Fortune Point »» If this Force is the defender in a scenario roll a d10 and apply the following result: 1) Unprepared: All units with Muskets begin the game with 2 Reload markers 2-5) Drunk: Apply the Drunk Scenario rule (Blood & Plunder rule book p. 143) 6-7) No Effect 8-10) Determination: During the game's first turn, each unit gains a free action of any kind when activated.

CORE UNITS

SUPPORT UNITS

• Freebooters (English) • Flibustiers (French) • Engagés (French)

• Sea Dogs (English) • Marins (French) • Marineros (Spanish) • Zeelieden (Dutch) • Kapers (Dutch) • European Sailors • Boucaniers (French) • Veteran Freebooters (English)

ARMY SCALE ONLY

• English Buccaneers • French Buccaneers • Logwood Cutters

COMMAND OPTIONS Any Sea Commander, any English or French Buccaneer Commander, John Morris

FORCE OPTIONS Out of Practice: Any unit in this Force may be downgraded one Experience Level for -1 point per model.

ALLIED FACTIONS • English Buccaneers • Brethren of the Coast

John Donovan (Order #14647379)

ARMY SCALE ONLY

• French Buccaneers

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◊ BLACK CARIBS 1660-1797 Black Caribs, or Garifuna, are originally a branch of Island Caribs (Kalinago) on Saint Vincent Island. Their origin may forever be debated, with theories ranging from shipwrecked slaves, to escaped slaves and maroons who traveled to the island, to slaves carried there by Island Caribs. By 1683, an estimated four thousand Black Caribs are living on Saint Vincent, along with two thousand Island Caribs. Originally adopting the Island Carib lifestyle, Black Caribs develop their own distinct culture with roots in both Africa and the Caribbean. They last as an independent people until the late eighteenth century when they were defeated by Great Britain in the Second Carib War. Like their Island Carib relatives, the Black Caribs are expert seafarers and warriors.

FORCE SPECIAL RULES »» This Force may not include size 2 or larger ships. »» If this Force is the attacker in a scenario, it may deploy half of its units (round down) following the Lay in Wait scenario rule. »» Any Ship included in this Force gains the Paddles Trait. »» This force may not include Artillery. »» All units in this Force gain the Tough and Spry Special Rules.

CORE UNITS

SUPPORT UNITS

• African Warriors

• Lanceros (Spanish)

• Warriors (Native Americans) • Warrior Musketeers (Native Americans) • Young Warriors (Native Americans)

COMMAND OPTIONS Any Southern Tribes Commander.

ALLIED FACTIONS

ARMY SCALE ONLY

• Spanish Militia • Caribs • Caribbean Tribes • South American Tribes

◊ SCOTTISH MILITIA 1684-1686 & 1698-1700

Scottish investors send two colonizing expeditions to the Americas in the late seventeenth century. The first, under the auspices of the Scottish Carolina Company, establishes Stuart’s Town at Port Royal, South Carolina in 1684. The Scots almost immediately come into conflict with the English proprietors who have granted them license to settle, and with Spaniards from Saint Augustine. The Scots accuse the English of interloping on their territory, and the Spanish accuse the Scots, quite factually, of arming Yamassee warriors for raids against them. The latter practice results in a Spanish raid in 1686 which largely destroys the Scottish colony, and another soon after that finishes it. Later the Scots, via the Company of Scotland Trading to Africa and the Indies, better known as the Company of Darien, establish a colony on the Isthmus of Panama in 1698, based in part on a detailed secret intelligence report by former buccaneer-surgeon Lionel Wafer. Unfortunately, disease and a Spanish siege put an end to the hopeful colony by 1700. Scottish militias in the Americas are composed largely of Lowlanders, although some Highlanders join the expeditions. Armament and tactics are modeled on the English: “firelock muskets” (flintlocks) with “collars of bandoleers” or cartouche boxes; plug bayonets, especially in the last decade; and a hanger at the side, although some basket-hilted broadswords (often used by Scottish Lowland and English cavalry as well as by Highlanders) are in evidence, as are “Three Barred Horseman’s” swords. Pistols are also listed among Scottish armaments. Many of the Scots are dour Covenanting Presbyterians in religion and Whigs in politics, the sort who fight and lose at the Battle of Bothwell Bridge in 1679 to the Duke of Monmouth and his army of English and Scottish troops. The Scots, both Highlanders and Lowlanders, in America are fierce fighting men, but are unprepared for the political and geographic obstacles facing them.

FORCE SPECIAL RULES »» All units in this Force gain the Quick and Brawlers Special Rules.

CORE UNITS

SUPPORT UNITS

• European Militia or English Militia (English) • European Soldiers or Musketeers (English)

• European Militia Cavalry • European Artillery Crew • European Sailors or Seadogs (English)

COMMAND OPTIONS Any Sea Commander, any European Commander, or William Dunlop

ALLIED FACTIONS

ARMY SCALE ONLY

• Darien • Southeastern Woodland Tribes • English North American Militia

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Unaligned & Peripheral powers

140

8.2 Commanders

STANDARD COMMANDERS EUROPEAN COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead Portuguese Bandeirantes, Portuguese Militia and Tercios, Swedish Militia, Danish Militia and Scottish Militia

May lead Portuguese Bandeirantes, Portuguese Militia and Tercios, Swedish Militia, Danish Militia and Scottish Militia

May lead Portuguese Bandeirantes, Portuguese Militia and Tercios, Swedish Militia, Danish Militia and Scottish Militia

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon

Command Range: 8” Command Points: 1

Command Range: 12” Command Points: 2

Command Range: 16” Command Points: 2

Special Rules: None

Special Rules: Inspiring

Special Rules: Inspiring and Expertly Drilled

Options: Add a Horse for

.

SEA COMMANDER

UNTESTED

EXPERIENCED

SEASONED

May lead Pirates, Portuguese-Brazilian Tercios May lead Pirates, Portuguese-Brazilian Tercios May lead Pirates, Portuguese-Brazilian Tercios & Militia, Swedish Militia, & Militia, Swedish Militia, & Militia, Swedish Militia, Scottish Militia, Danish Militia, Scottish Militia, Danish Militia, Scottish Militia, Danish Militia, Brandenburg Privateers, Brandenburg Privateers, Brandenburg Privateers, Brethren of the Coast and Logwood Cutters Brethren of the Coast and Logwood Cutters Brethren of the Coast and Logwood Cutters Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Main Weapons: Brace of Pistols and Standard Melee Weapon

Command Range: 4" Command Points: 1

Command Range: 8” Command Points: 2

Command Range: 12” Command Points: 2

Special Rules: None

Special Rules: Broadside!

Special Rules: Inspiring, Commodore, and Broadside!

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HISTORIC COMMANDERS ◊ JEAN HAMLYN For Captain Jean Hamlyn there is no pretense of loyalty to nation, no pretense to patriotism. He and his crew proclaim themselves pirates, plain and simple. Though they are former buccaneers and flibustiers, they do not claim these names, nor that of “privateers,” which the Caribbean rovers often do to distinguish themselves from common pirates. For Hamlyn and his crew, all ships are prey: they truly sail “against all flags.” Hamlyn is the first by a generation or two of the true pirates who will stake their claims to infamy in the early eighteenth century. In 1683 Hamlyn, commanding two sloops, steals the merchantman La Trompeuse (Deceiver, Trickster) near Campeche from a French con man named Peter (Pierre) La Paine who had run away with the ship and its cargo from Cayenne. With his new ship Hamlyn scours the coastal seas for prey of all nations. Beginning in the Caribbean, he tortures the crew of an English ship and forces some of them to serve him—a practice unusual to buccaneers but common under true pirates. He captures several other English vessels, then sails to the Guinea Coast and plunders eleven Dutch, Flemish, and English slavers. His consort is an Englishman who conceals his name, and even beats a captured seaman who asks what it is—he must disguise his true identity for he is a Jamaica planter and almost certainly a former buccaneer as well. At Cape Saint John, the pirates divide their booty and quarrel. Part of the company chooses to serve under an Englishman named Morgan—perhaps the Englishman just noted—and goes their own way. Hamlyn’s tactics are virtually identical to those of many of the pirates to come later: fly false colors, an English Jack and commission pendant in his case, come alongside an innocent merchantman as if seeking a salute, and fire a broadside. Only the black flag is missing.

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Throughout his piracies Hamlyn is protected by the criminal governor of Saint Thomas, Adolphe Esmit. But the governor cannot provide complete protection: Captain Charles Carlile of HMS Francis burns his ship and the hulk of the South Sea galleon, Trinity, as well. Afterward, some of Hamlyn’s crew return to buccaneering in the service of Captains Le Sage and Yankey. But Esmit sees much profit in supporting piracy, and sells Hamlyn a sloop. With it Hamlyn captures a 36-gun Dutch frigate, renames her La Nouvelle Trompeuse (The New Deceiver or Trickster), mans it with sixty of his old crew and sixty new, and returns to sea. Reportedly, the ship is outfitted in New England— Puritans have long turned a blind eye to piracy. With his new ship, Hamlyn captures a Portuguese merchantman. At Saint Thomas he forces some of her Dutch crew to serve with him, while Governor Esmit forces some of the remainder to draw lots—and hangs the losers. Hamlyn soon disappears from the historical record, but one fact we do know: he is never captured.

May lead Pirates

Main Weapons: Brace of Pistols or Buccaneer Gun and Standard Melee Weapon Sidearms: None or Pistol (Only if armed with a Buccaneer Gun) Command Range: 12” Command Points: 2

Special Rules: Inspiring, Broadside!, Ruthless,Cunning, and Vendetta: Spanish, English, Dutch, and French

Unaligned & Peripheral powers

142

◊ FRANCISCO DIAS VELHO

◊ CORNELIUS REERS

A bandeirante (an independent military leader who flew his own flag in the service of the Portugese Crown in Brazil), Dias Velho founds what will later be known as Florianopolis on Santa Catarina Island in 1674. Bandeirantes gain their fame and infamy from their practice of exploring Native American lands and taking them by force, much as Spanish conquistadors have done in the previous century. Dias Velho is no different, and his experience in arms and his stout determination lead to the capture of English buccaneer, Thomas Frins, and his crew in 1687. This takes place after their arrival from the South Sea aboard a captured Spanish brigantine. (Some accounts believe the buccaneers were commanded by Robert Lewis.) Dias Velho confiscates the buccaneer plunder and sends his prisoners to the town of Santos for interrogation—and this may have been his undoing, for the authorities there soon release the pirates. A year or two later—records are vague—pirates attack Santa Catarina Island in force. According to some reports, they were Dutch. Others claim it was Frins and his English buccaneers returning for their treasure, but this is probably more fantasy than fact. What is true is that Dias Velho dies defending his small colony, most of whose residents either surrender or flee from pirate attack. The raiders sack the small town, plundering the church in particular for its sacred vessels and ornaments, and assaulting Dias Velho’s wife and daughters. Their leader dead, the survivors depart after burying him next to the church he had built, leaving Santa Catarina Island abandoned for the next twenty years.

Captain Cornelius Reers, probably a Dutchman, commands the Churprintz frigate of 32 guns, part of the Brandenberg-Prussian squadron cruising the Caribbean from 1680 to 1681. Sailing from Königsberg, the squadron captures a ship of the Spanish Armada Real del Mar Océano. This would also be the first vessel of the Brandenberg navy actually owned by the Elector of Brandenberg, as opposed to being leased from the Dutch. Although commissioned against Spanish ships, at Saint Martin in the Windward Islands Reers captures the English merchantman, William and Anne, renames her Salamander, and converts her to a fireship. Curiously, two of the ship’s Dutch officers appointed to the Salamander bring suit against her captain, Marcellus Cock, in a Massachusetts court for cruelty and non-payment of wages after a three-month sojourn in Piscataqua, ostensibly for repairs or perhaps fireship conversion. As for Captain Reers, his cruise against Spanish Caribbean shipping ends up being largely unsuccessful. From 1685 to 1690 he serves as governor of the the Brandenberg slave outpost at Arguin on the coast of West Africa.

May lead Portuguese Bandeirantes Main Weapons: Brace of Pistols, Firelock Carbine or Firelock Musket, and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Very Inspiring, Swordsmen, and Brawlers

John Donovan (Order #14647379)

May lead Brandenburg Privateers Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 3 Special Rules: Inspiring, Commodore, and Expert Broadside!

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◊ FRANCISCO BARRETO DE MENESES

Colonel Francisco Barreto de Meneses of the Alentejo Cavalry was born in Peru to a Portuguese military officer. He is appointed to command the four Brazilian tercios in the Pernambuco revolt, a campaign that eventually drives the Dutch entirely from Brazil. Barreto de Meneses almost did not take command: in 1647, he and his second-in-command were captured by Dutch vessels, and imprisoned in Recife—but they escaped one night in 1648. Barreto de Meneses quickly took command of the rebel force, composed of officers and men of Portuguese, African, mulatto, and Native American ethnicity. The Dutch, confident of their ability to put down the rabble tercios, were twice defeated by the Portuguese commander at the battles of Guararapes in 1648 and 1649. Brazil now belongs entirely to Portugal. Barreto de Meneses has been named Governor of Pernambuco, and in 1657, Governor-General of Brazil.

May lead Portuguese-Brazilian Tercios and Militia Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 16” Command Points: 3 Special Rules: Inspiring, Cunning, and Expertly Drilled

◊ WILLIAM DUNLOP Soldier of fortune, Scottish Presbyterian Covenanter minister, and one of the founders of the Scottish colony of Port Royal in South Carolina, Major William Dunlop turns his sights toward America after the defeat of the Scottish Covenanters in 1679 at the Battle of Bothwell Bridge by English and Scottish troops under the command of the Duke of Monmouth. In America he might both escape the English Tories and profit materially from the establishment of a Scottish colony, or so his reasoning likely goes. At Port Royal, Dunlop serves both as a militia commander and minister. As a Covenanter, his hatred of Catholicism, and therefore Spaniards, is typical, and he is at least partly responsible for provocations against Saint Augustine, Florida, particularly via Yamassee slave raids on Spanish missions. At least partly in retaliation, in 1686 a Spanish force from Saint Augustine sacks and burns the colonial capital, Stuart Town, and much of surrounding Port Royal as well. The Spanish follow up with a smaller raid to destroy what is left. In response, Dunlop plans a retaliatory raid on Saint Augustine with the aid of French flibustiers under the command of the Sieur de Grammont, but the newly arrived South Carolina governor puts a halt to the plan. Notwithstanding the order, a few months later Dunlop leads a raid of sixty-three, including mostly Yamassee warriors and thirty-five armed Scots on the Spanish mission at Santa Catalina. In 1688, after the Scottish leaders had mended their ways with the South Carolina proprietors, Dunlop leads a diplomatic mission to Saint Augustine. In 1690, two years after the Glorious Revolution, Dunlop returns to Scotland and serves, until his death in 1700, as minister to Ochiltree, a small Scottish village, and as a Principal of the University of Glasgow.

May lead Scottish Militia Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Inspiring, Tough, and Vendetta: Spanish Unorthodox Force: This Force may take Warriors (Native American) and Warrior Musketeers (Native American) as Core units.

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Unaligned & Peripheral powers

144

◊ ADOLPH ESMIT

◊ SVEN SVENSSON SKUTE

An opportunistic scoundrel of the worst sort, there is little positive to say about Governor Adolph Esmit of Saint Thomas except that he is extraordinarily adept at colluding with pirates and escaping justice. In 1682, he leads Danish planters on Saint Thomas against his brother Nicolas, the island governor, and deposes him—and manages to secure the Crown’s blessing in taking his place, largely via his equally cunning wife, Charity, who pleads his case in Copenhagen. For a price, he immediately permits outright pirates to use Saint Thomas as a base. Most famously, the pirate Jean Hamlyn, commanding La Trompeuse uses Saint Thomas as a base—Esmit even arranges a private signal so that Hamlyn can enter harbor safely—until Captain Charles Carlile and his crew of the HMS Francis burn the pirate ship one night in 1683. In 1684, the Danish West India Company replaces Esmit with Gabriel Milan, who soon puts Esmit in irons, and eventually sends him home in the same state. But Esmit will not be kept down: via a tale of sunken Spanish treasure, augmented by his wife’s apparently ample charms, he not only convinces the Danish Crown to free him but to send him back as governor in 1687. His office lasts but a year, and this time he escapes punishment by fleeing to Latvia. Gabriel Milan is not so fortunate: almost as great a rogue as Esmit, he is convicted in 1687 on numerous charges of malfeasance and beheaded in Copenhagen.

Commander of the New Sweden militia, Sven Skute is a veteran of Swedish cavalry, quite probably mounted militia, during the Thirty Years War. He takes up his duties in 1643 as a lieutenant in command of fifty Swedish soldiers. Responsible for the construction of Fort Elfsborg, in 1644 he fires a warning shot on an English pinnace heading up river ostensibly for trade, although the Swedish authorities feared it might intend to built a fort. Located on the Delaware River, from 1647 onward the colony is in constant, if usually non-violent, competition with the nearby Dutch under Peter Stuyvesant. In 1648, Skute leads New Swedish militia in preventing a Dutch settlement on the Schuylkill River. Although the Swedes are noted for establishing good relations with nearby Native American tribes, the colony’s governor, Johan Björnsson Printz, apparently instigated some Native American raids against the Dutch, and Stuyvesant vice-versa. As such, Skute is responsible for protecting the colony with a militia much too small for the potential threats. In 1651, Skute is back in Sweden. He seeks and is granted an audience with Queen Christina, who authorizes him to recruit more colonists. In 1655, outnumbered five or six to one, Skute has no choice but to surrender to the Dutch under Peter Stuyvesant, who has tired of the interloping Swedish colony whose territory the Dutch regard as their own. The colony becomes Dutch, but Skute retains his position as commander of the local militia until his death in 1665.



May lead Danish Militia

Main Weapons: Brace of Pistols and Standard Melee Weapon Command Range: 12” Command Points: 3

Special Rules: Cunning

May lead Swedish Militia and Dutch North American Militia Main Weapons: Brace of Pistols or Firelock Musket and Standard Melee Weapon Command Range: 16” Command Points: 3

Special Rules: Inspiring and Aggressive Commander

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8.3 Units

Model: Gun Crew

EUROPEAN SAILORS

PRESSED MEN

Many sailing crews are made up of diverse groups of people. Sailors from every coastal corner of Europe can be found aboard everything from merchantmen, to naval warships.

These sailors are from captured prizes at sea and have been forced into service against their will. They serve their new captain's crew in many of the more menial tasks aboard a ship.



Experience Level: Trained

Main Weapons: Pistol and Standard Melee Weapon





Fight: 6/7



Fight: 7/8



Shoot: 6/7



Shoot: 7/7



Resolve: 5

Special Rules: Sailors, Artillery Crew, and Battle Hardened UNIT OPTIONS »» Unit may be upgraded to Veteran for 1 point per model. »» 1 out of 3 models may exchange Pistols for Blunderbusses at no cost. »» 1 out of 8 models may add Stinkpots or Firepots for 2 points per model or may add Grenadoes for 4 points per model. »» Unit may exchange Pistols for Firelock Muskets for 4 points (not per model). »» Entire unit may downgrade to only Standard Melee Weapon for -1 point per model. This option may not be taken if the unit is Inexperienced or Veteran.

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Experience Level: Inexperienced Main Weapons: Standard Melee Weapon



Resolve: 7



Special Rules: Sailors UNIT OPTIONS

»» Unit may add Lances for 1 point per model or this unit may add Pistol Sidearms to all its models for 3 points (not per model).

Unaligned & Peripheral powers

146

Model: European Soldiers

Model: Dutch Militia or Spanish Milicianos

EUROPEAN SOLDIERS

JEWISH MILITIA

Many soldiers, especially in early years, in the American and West Indian colonies are often mercenaries hired to protect the interest of trade companies. Others, such as those of the Portuguese Tercios are sent by their sovereign to protect their nation's overseas holdings. In either case, most are veterans of the many European wars and are fearless fighters.

The Dutch religious policy of free exercise has drawn sizeable Jewish populations to their territories. This is especially true in Brazil, where many have defected to the Dutch invaders seeking freedom from the inquisition. When the Portuguese reconquer Brazil, most Jewish veterans will seek new lives in other Dutch colonies. Some will even start a Jewish colony in Suriname known as the “Jewish Savannah.”





Experience Level: Trained

Experience Level: Trained

Main Weapons: Matchlock Musket and Standard Melee Weapon

Main Weapons: Matchlock Musket and Standard Melee Weapon

Fight: 6/6

Fight: 6/6

Shoot: 6/6

Shoot: 7/7

Resolve: 5

Resolve: 5

Special Rules: Expertly Drilled and Battle Hardened



Special Rules: Drilled and Tough UNIT OPTIONS

UNIT OPTIONS

»» Unit may be upgraded to Veteran for 1 point per model.

»» Unit may be upgraded to Veteran for 1 point per model.

»» Unit may be exchange the Drilled Special Rule for the Elusive Special Rule for no cost.

»» 1 out of 8 may carry Stinkpots or Firepots for 2 points per model or Grenadoes for 4 points per model. »» Unit may add Plug Bayonets to all its models for 4 points (not per model).

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Model: Militia Cavalry

EUROPEAN MILITIA

EUROPEAN MILITIA CAVALRY

These men come from all over Europe. They serve to protect fledgling colonies in the hopes of starting a new life or striking it rich in the New World. Some are also mercenaries hired to protect the interests of other nations.

Most peripheral European powers have little to no cavalry. The Portuguese, however, make significant use of them and employ them to great effect in their protection of their Brazil colony.





Experience Level: Inexperienced



Equipment: Horses

Experience Level: Inexperienced

Main Weapons: Matchlock Musket and Standard Melee Weapon

Fight: 6/6

Main Weapons: Brace of Pistols and Standard Melee Weapons

Shoot: 7/8



Resolve: 6

Shoot: 7/8



Resolve: 6

Special Rules: Drilled



Fight: 6/7

Special Rules: Quick (only while mounted)

UNIT OPTIONS »» Unit may be upgraded to Trained for 1 point per model.

UNIT OPTIONS

»» Unit may exchange Mathclock Muskets for Heavy Matchlock Muskets at no cost.

»» Unit may be upgraded to Trained for 1 point per model. »» Unit may add Firelock Carbines for 4 points (not per model).

»» Unit may add Armor to all its models for 2 points (not per model).

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Unaligned & Peripheral powers

148

Model: Gun Crew

EUROPEAN PIKEMEN

EUROPEAN ARTILLERY CREW

Many colonies established early in the century brought over men armed with pikes. These are primarily to defend against attack from other European forces who could employ cavalry against them.

Artillery can be found almost anywhere Europeans create settlements in the Americas. The crews for these guns often consist of seamen serving ashore or militiamen trained in gunnery.







Experience Level: Trained



Experience Level: Inexperienced

Main Weapons: Lance and Standard Melee Weapon





Fight: 6/7



Shoot: -/8

Shoot: -/7



Resolve: 5 Special Rules: Drilled Pikemen

Support: Any unit with the Drilled or Expertly Drilled Special Rules. UNIT OPTIONS »» Unit may exchange Lances for Pikes at no cost. »» Unit may add Armor to all its models for 2 points (not per model).

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Main Weapons: Standard Melee Weapon Fight: 7/8

Resolve: 5

Special Rules: Artillery Crew and Field Gun UNIT OPTIONS

»» Unit may be upgraded to Trained for 1 point per model.

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AFRICAN WARRIORS

All over the New World, escaped and shipwrecked African slaves often integrate into Native American tribes. They prove to be fierce warriors and are a welcomed addition, especially to the Caribs of Saint Vincent and Dominica.

Experience Level: Trained

Main Weapons: Bow and Standard Melee Weapon Fight: 6/6 Shoot: 6/6 Resolve: 5 Special Rules: Elusive, Skirmishers, Quick, and Scouts UNIT OPTIONS »» Unit may be upgraded to Veterans for 1 point per model. »» Unit may remove Bows for -1 point per model. »» Unit may add Pistols for 1 point per model or Unit may exchange Bows for Firelock Muskets (and the gain the Slow Reload Special Rule) at no cost.

John Donovan (Order #14647379)

John Donovan (Order #14647379)

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CHARACTERS haracters are models that represent heroes, hostages, or specialists that enhance the abilities of the unit that they are attached to. They are not as important as the Commander, but are handled in a similar manner. Characters obey the following rules:

C

»» One Character may be added to a force for every 50 points of the total limit. (For example, if a player is building a force with a 325 point limit, they may include up to 6 Characters). Players must pay points to add Characters to their force, just like any other model. »» A unit cannot contain more than one Character unless another rule states otherwise. Characters are attached to units exactly like commanders and follow most of their rules: »» A Character must begin the game attached to one of the force’s units, and it activates with that unit. It does not count against a unit’s maximum size. »» A Character adopts the Experience Level, Fight Skill/Save, Shoot Skill/Save, Resolve Value, and the Special Rules of the unit it is attached to. If the unit does not have a Shoot Skill value for some reason, the Character counts as having a Shoot Skill of 7. »» If a Character is the last surviving model in the unit that it was attached to, it still retains the stats from the unit as explained above, and counts as the last model in that unit. »» The unit gains any Special Rules the Character has. Likewise, if a Character is removed as a casualty or otherwise leaves the unit, the unit loses the Character’s Special Rules. »» The Character has its own Weapons and Equipment. »» Characters may have their own limited versions of Command Points, which work exactly like they do for a commander. However, a Character cannot: »» Avoid being removed as a casualty by spending a Fortune Point to Cheat Death. »» Be used to roll a Strike Test if the commander is removed as a casualty (unless another rule says otherwise).

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9.1 Fighting Men

Like Commanders, these Characters may take actions and be removed as casualties like any other model in the unit they are attached to. All Fighting Men have the same weaponry and Equipment as a typical model in the unit that they are attached to, unless a rule says otherwise. Fighting Men also have the same options available to them as are available to the rest of the unit, unless a rule says otherwise. The cost listed in each profile below is added to the base cost of a model in that unit in order to represent the chosen Character.

◊ OFFICER

◊ MASTER GUNNER

These sub commanders assist a Force's Commander and can replace him if he falls in battle.

These masters of artillery train their gun crews to fire faster and more effectively.





Nationality: Any



Unit Restrictions: None



Command Range: 4”



Command Points: 1 (may give any extra action)



Special Rules: -

Extra Abilities: If this force’s Commander is removed as a casualty, this model becomes the force’s Commander. The force may take a Strike Test with the Officer as the Commander, but if it does, it applies a +1 penalty to that Test.

Nationality: Any but Native Americans

Unit Restrictions: Only units with the Artillery Crew or Expert Artillery Crew Special Rule

Command Range: 3”

Command Points: 1 (may only give a Reload action for Artillery as an extra action)

Special Rules: Expert Artillery Crew

Extra Abilities: The unit this Character is attached to receives a -1 bonus when rolling the Test for the initial hit (or the Initial Shot) with artillery.

◊ CARPENTER

◊ MUSICIAN

Carpenters are members of the force that excel in repairing ships and structures. They can often spell the difference between success and failure at sea.

The presence of a musician on the field can give a force an air of professionalism that could cause a healthy dose of intimidation to a less organized or less professional force.





Nationality: Any but Native Americans

Unit Restrictions: Only units with the Sailors or Expert Sailors Special Rule

Command Range: 3”

Command Points: 1 (may only give Repair as an extra action)

Special Rules: -

Extra Abilities: The unit this Character is attached to receives a -1 bonus to Repair Tests.

Nationality: Any

Unit Restrictions: Command unit only, but does not count toward one Character per unit limit. Main Weapon: Standard Melee Weapon (cannot be upgraded).

Command Range: -



Command Points: -



Special Rules: Inspiring

Extra Abilities: At the start of the battle, the opposing force is affected by the Terror Special Rule, unless that force also has a Musician.

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◊ REFORMADO

◊ SHARPSHOOTER

These out of work military officers offer their professional leadership skills for a price. They are often employed to lead boarding actions aboard a ship or assaults ashore.

Sharpshooters are expert marksmen who can provide a force with an effective base of accurate fire. They are often employed to pick off targets of importance such as the helmsman on a ship or even enemy officers.



Nationality: Any but Native Americans

Unit Restrictions: Only units with the Drilled, Expertly Drilled, Sailors, or Expert Sailors Special Rules.

Command Range: 3”

Command Points: 1 (may only give Charge, Grapple, or Fight as an extra action)

Special Rules: -



Extra Abilities: -

Nationality: Any Unit Restrictions: Any unit armed with any type of Musket

Command Range: -



Command Points: -



Special Rules: Marksmen and Deadeye

Extra Abilities: Roll a separate d10 (or one of a different color) for the Shoot test if the model representing the Sharpshooter is participating in a Ranged Attack using muskets. If the Sharpshooter’s attack hits, the model taking the hit does not count as being in Cover .

◊ SAILING MASTER

◊ STANDARD BEARER

These professional sailors have a deep understanding of the intricacies of a ship's rigging and its relation to wind and weather. Having one of them aboard can greatly increase a ship’s performance.

Waving flags, carved totems, and other iconic devices are sources of inspiration for fighting men everywhere. They serve as a reminder that a force’s leadership has not faltered and is standing firm with them.





Nationality: Any but Native Americans

Unit Restrictions: Only units with the Sailors or Expert Sailors Special Rules.

Command Range: 4”

Command Points: 1 (may only give a Change Sail Setting or Advanced Maneuver as an extra action) Special Rules: Expert Sailors and Sailing Master

Nationality: Any

Unit Restrictions: Command unit only, but does not count toward one Character per unit limit. Main Weapon: Standard Melee Weapon (cannot be upgraded).

Command Range: -



Command Points: -



Special Rules: -

Extra Abilities: - The Commander that this model is attached to gains an additional Command Point that may only be used for Rally actions.

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◊ GRIZZLED VETERAN These grim veterans of the wars in Europe or in the New World against European invasions are often looked up to as a source of inspiration by the younger, less experienced men in the company. Their experience on the battlefield allows them to serve as a rallying point for their fellow fighters.



Nationality: Any



Unit Restrictions: None



Command Range: 3”

Command Points: 1 (may only give Rally as an extra action)

Special Rules: Battle Hardened and Tough



Extra Abilities: -

9.2 Advisors & Hostages

These are Characters that represent civilians that have willingly (or unwillingly) joined a force. These Characters must be attached to the Commander’s unit at the start of a game, and only one of these Characters may be added to a force. Unlike Fighting Men, these Characters are non-combatants, so they cannot make a Ranged Attack or participate in a Melee Combat. Advisors and Hostages may be removed as a casualty from a Ranged Attack, but cannot be removed as a casualty from a Melee Combat. If this Character is the last model in its unit, or its unit Routs, this Character loses all Fatigue and Goes Prone. It does not exert a Control Zone, and the controlling player no longer draws an Activation Card for that unit. When any unit (friend or foe) moves closer than 3” to the prone Character, it immediately stands and attaches to that unit. The Character will attach to the new unit even if the new unit is not a commander’s unit, and even if the new unit already has another Character attached. If a force has an Advisor or Hostage attached to one of its units at the end of a game (after all Turns have been taken, not by failing a Strike Test), then the opposing force gains an additional Strike Point.

◊ CAPTURED MERCHANT Raiding forces, especially those of a piratical or privateering nature, would often take important townspeople as hostages. These hostages were often important bargaining tools and very valuable to both sides.

◊ SON OF NEPTUNE A “Son of Neptune” was an unofficial title given to an especially brave or heroic sailor. These bold seamen are able to motivate and inspire their fellow sailors in battle.



Nationality: Any but Native Americans

Unit Restrictions: Only units with the Sailors or Expert Sailors Special Rule

Command Range: 3”

Command Points: 1 (may only give Rally as an extra action)

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Special Rules: Expert Sailors and Tough Extra Abilities: -

Nationality: Available to any Main Weapons: Special Rules: High Standing Extra Abilities: All forces want to keep this model from becoming a casualty, and capture it if possible. To reflect this, units making a Ranged Attack against the unit that contains this model have a +1 penalty to the attack. If this Character is lost and captured by the enemy (as described above), then the force that lost it immediately gains a temporary Stike Point. The Strike Point is lost if the Force that lost it recovers the Character.

Characters

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◊ SPY

◊ SHIP’S PILOT

Good intelligence can often make or break a raid and there is seldom a better source than a good spy. A good spy has collected critical information on a target or invading force that can be used to best prepare a defense or choose a target to raid.

Local pilots aid ships in navigating unknown waters. When raiding in unfamiliar seas, a good pilot can mean the difference between success and wrecking your vessels!

Nationality: Available to any

Nationality: Available to any Main Weapons: -

Main Weapons: -

Special Rules: Sailors

Special Rules: -

Extra Abilities: If this model is attached to a unit on a ship that must test to Run Aground, roll an additional d10 for the Test and keep one result of your choice. This can be done in addition to any other ability that already allows a ship to do this. (For example, if a ship with Shallow Draft and a Ship’s Pilot rolls to Run Aground, it will roll three d10 for the Test and keep the best result).

Extra Abilities: Roll a d10 before the start of a battle. On a roll of 6+, the enemy force may not use the Lay in Wait Scenario Special Rule. Once per game, this force’s controlling player may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point. This can be done in addition to any other ability that already allows a force to do this.

◊ LOCAL GUIDE

◊ SPIRITUAL LEADER

When in unfamiliar territory, a good guide is often sought after. They are used not only to navigate, but to reveal hidden paths and areas of good ground.

Religious figures such as Priests often accompanied forces into battle. Their presence would ideally bring the favor of their god or gods into battle with them.

Nationality: Available to any Main Weapons: Special Rules: Extra Abilities: All friendly units within 4” have the Quick and Scouts Special Rules.

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Nationality: Available to any



Main Weapons: -



Special Rules: -

Extra Abilities: This Character’s force gains one Fortune Point at the start of the battle. If this Character is captured or removed as a casualty, the force that lost it immediately loses one Fortune Point.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

10 S P E C I A L RU L E S,

W E A P O N S, & EQUIPMENT 10.1 Special Rules New Rules are in red letters.

AIM HIGH: When using the Broadside! Special Rule, Artillery targeting the Rigging score Lucky Hits on a d10 result of 9 or 10.

and all dice for the Shoot Test are rolled simultaneously. This may increase the chances of scoring Critical Hits.

AGGRESSIVE COMMANDER: All friendly units within this Commander’s Command Range gain the Hard Chargers Special Rule.

BUCCANEER TACTICS: All units in this force armed with Muskets gain the Marksmen and Fast Reload Special Rules.

ARTILLERY CREW: If this unit is activated with a ♠ , it may take a free Reload action with Artillery that it is assigned to. BALL & SHOT: This unit loads small shot with regular musket balls to cause greater damage. When this unit rolls any natural 10s for a Ranged Attack using Muskets against an enemy unit no more than 12” away, an additional d10 may be rolled for each natural 10 in an attempt to score additional hits. Natural 10s rolled with the bonus dice do not trigger any additional rolls. BATTLE HARDENED: This unit reduces the number of dice rolled for a Fatigue test by one, but only if taken as the result of a Fight Action. BOLD: This Commander may always use Commands Points normally, even if the attached unit is Shaken or engaged in a Melee combat. BRAWLERS: This unit can roll an additional d10 for each natural 10 rolled during a Fight Test to attempt to score additional hits. Natural 10s rolled with the bonus dice do not trigger any additional rolls. BROADSIDE!: All Artillery fired during this Commander’s activation are fired simultaneously, hence it all counts as the same Ranged Attack,

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CAREFUL PLANNING: One enemy force must deploy half of their units (rounded down) before this Commander’s force deploys any. CASTILIAN: Units within the same Fortification as this commander apply a -1 bonus to Rally Tests. COLD BLOODED: This Commander has Ruthless. Additionally, any unit using a Command Point from this commander to take a Fight or Shoot action also gains Ruthless for that action. COMMODORE: When this Commander is aboard a ship, its Command Range is increased by 12” when giving actions to units on other ships. CUNNING: When this unit falls back as a result of becoming Shaken, it may move 5” instead of 4”. DEADEYE: This unit may spend an additional action when attempting a Shoot Test with any Musket or Carbine, as long as the Shoot Test is not taken as a Dedicated Action. If it does so, the target unit applies a +1 penalty to its Shoot Saves against that attack. A player must declare this before rolling the Shoot Test. DELAY TACTICS: This Commander’s force may spend a Command Point to attempt to trick an enemy Commander into negotiation, but only

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if the enemy Commander model is within 12”. When the Point is spent, roll a d10. If the result is 7 or higher, the opposing Commander cannot use its Command Points that turn. DETERMINATION: All Trained and Veteran units in this force must exchange the Ruthless Special Rule for Tough. DRILLED: This unit is more effective when in formation. A Drilled unit in formation may make a Shoot action as a Dedicated action, which receives all the standard penalties and bonuses for a Dedicated action as explained in the Actions section. To be in formation this unit must:

»» have at least 4 models not be Shaken

»» have no models in a Structure, unless that Structure section is open-topped. »» have all models in base to base contact.

Units in formation still have a 360° Arc of Fire just as an individual model would. Units don’t need to move in formation, but they must be in formation at the end of a move to benefit from the Drilled Special Rule. DRILLED PIKEMEN: This unit may spend an action to adopt a Defensive Stance. Place a marker or arrange the models in the unit to display the stance. While in a Defensive Stance, this unit does not take a point of Fatigue when making Defensive Attacks and units that Charge it apply a +1 penalty to their free Fight Test. ELAN: This Commander may use a single Command Point on any other unit within its Command Range while the commander’s unit is engaged in Melee. ELUSIVE: This unit may add a -1 bonus to its Ranged Save value if all of its models are in Cover (but not inside a Structure).

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EVADE: When charged, or if activated while engaged in Melee combat, this unit may gain one Fatigue to take a Move action to move away from any units that are charging or it is engaged with. When being charged, this can be done instead of making a Defensive Attack. The charging unit is still moved whether the Charge was successful or not. This unit may use this ability even if it would cause them to become Shaken, but they do not Fall Back a second time as a result, nor will they Go Prone. EXPERT AMBUSHERS: Units in a force lead by this commander may take Move actions while remaining Prone, but each Move action is capped at 2”. These units cannot climb while Prone. Additionally, all units within this commander’s Command Range gain the Hard Chargers Special Rule.

EXPERT ARTILLERY CREW: If this unit is activated with a or , it may take a free Reload action with Artillery that it is assigned to.





EXPERT BROADSIDE!: All Artillery fired during this commander’s activation may be fired simultaneously. Additionally, if a 1 is rolled for any Critical Hit or Lucky Hit that is scored during a Broadside!, it may be re-rolled. EXPERT SAILORS: A unit with this Special Rule can pass ship Advanced Maneuver and Sail Setting Tests on a 4+. EXPERTLY DRILLED: This unit has the Drilled Special Rule. In addition, if this unit activates with a or and scores at least one hit with a Dedicated Shoot action using Muskets while in formation, the defending unit must roll an additional d10 when taking its Fatigue Test from the attack.

♠ ♥

Special Rules, Weapons, & Equipment FAST RELOAD: If this unit is activated with a card, and it is not Engaged in a Melee Combat, it may immediately take a free Reload action with Small Arms.



FEEBLE: Each time this Commander’s unit ends an activation with 2 or more points of Fatigue, the Commander may die of old age. Roll a d10 at the end of the activation. If the result is less than the current turn number, the Commander is removed as a casualty. If the Commander is removed as a casualty in this way, another model in the unit replaces the Commander and takes the stats of an Untested Commander for that faction. FELICITOUS: If a force that includes this Commander begins a turn with no Fortune Points, It immediately gains one. FIELD GUN: This unit may be deployed with a piece of Artillery on a field carriage. It must pay the points for the chosen Artillery piece. If this unit chooses to take a gun on a field carriage, it must start the battle assigned to it, and the gun cannot be deployed in a Structure. FOREIGN ALLIES (ARMY SCALE ONLY ): This unit may only receive Command Points from the Commander of this unit’s company. GOD’S BLESSING OR THE DEVIL’S LUCK: A force led by this Commander starts the game with 4 Fortune Points. GREAT WARRIOR: This Commander may not begin the game attached to an Inexperienced unit. Any unit joined by this Commander may upgrade all of the models in the unit to War Captains for 1 point per model. Once per turn, War Captains may apply a -1 bonus to any one Test they take. GUERILLA COMMANDER: Friendly units within this Command Range of this Commander gain the Skirmishers Special Rule.

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HARD CHARGERS: When Charging, this unit receives a -1 bonus to the Fight Test for the free Fight Action. HEAT STROKE: If this model’s unit becomes Shaken, roll a d10. If the result is 6+, this Commander is removed as a Casualty. HIDDEN: If a Hidden unit is 12” or more from an attacker and in Cover (or if Limited Visibility is in effect), attacking units add a +1 penalty to all Ranged Attacks against that unit, and any Special Rules that allow a Ranged Attack to hit on an 11+ are negated. This rule has no effect if the unit is within a Structure, and is negated by the High Standing Special Rule. HIGH STANDING: Due to physical limitations, inexperience, or arrogance, this Commander does not move quickly or participate in acts of subterfuge. When a Commander with High Standing is attached to a unit with Elusive, Quick, Scout, Skirmisher, or Hidden, that unit loses those Special Rules as long as the Commander remains attached. IMPULSIVE: All friendly units within this Commander's Command Range that are activated by a or card and are able to Shoot or Charge an enemy unit within 8” must do so. If the Charge would require a Throw Grapples action, it may be attempted once as a free action. If successful, the unit must declare the Charge action. If unsuccessful, the unit may continue to act as normal.





INDOMITABLE: If this unit begins an activation with any amount of Fatigue, it immediately removes a point of Fatigue. If it was Shaken, and this would leave it with 2 points of Fatigue or less, it is no longer Shaken and may take actions normally. INSPIRING: All friendly units within the Command Range of this Commander may re-roll any failed Rally test results when the commander’s unit is active.

LEAD BY EXAMPLE: If the unit that includes this Commander causes an opposing unit to be removed from the game (either as casualties or by routing), all units in this Commander’s force may remove a point of Fatigue. LEGENDARY GUNNER: This Commander's force may re-roll all initial Shoot Tests with Artillery that fail to hit. Additionally, when rolling for Lucky and Critical Hits, two dice are rolled instead of one. The controlling player may choose one and apply the result. LOCAL KNOWLEDGE: All units in this Commander's force gain the Scouts Special Rule. LUCKY: Any time this Commander’s force uses a Fortune Point for a re-roll, the Fortune Point is not spent if the result of the re-roll is not better than the original roll. MARKSMEN: This unit may spend 2 actions to make a Shoot Test with any Musket or Carbine at a -1 bonus. A player must declare this before rolling the Shoot Test. MISFORTUNE AT SEA: A force that this model is commanding may not spend Fortune Points to re-roll failed checks to Run Aground, attempt Repairs, change Sail Settings, or perform Advanced Maneuvers. MOBILE: All units in this Commander’s Command Range gain the Quick Special Rule. MOTIVATED: When this Commander uses a Command Point to give a unit an action, this Commander’s unit may take a point of Fatigue to give that unit an additional action. MULT I LI NGUAL (ARMY SCALE ONLY ): Allied units of other nationalities in this Force do not gain the Foreign Allies Special Rule. NIGHT RAIDER: Instead of using the faction Special Rule to deploy half of this force’s units with Lay in Wait, the Force may attack at night (see p.

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144 of the Blood & Plunder rule book). The units in this Commander’s force with the Hidden Special Rule may use its effects when being targeted from 8” away or more instead of 12” if the battle takes place at night. POOR LEADERSHIP: Whenever this Commander gives a Command Point to a unit, that unit must take a Resolve Test. If the test is failed, the unit may not take the action and the Command Point is wasted. POORLY EQUIPPED: If this unit is activated by a , it gains one additional Reload marker to Small Arms or Artillery if it gains any during that activation.



QUICK: If this unit is activated with a card, and it is not Engaged in a Melee Combat, it may at any point during the activation take a free Move action.



RAIN OF ARROWS: This unit may spend two actions when making a Shoot Test with Bows. If it does so, the unit may re-roll any dice that fail to score hits. The player must declare this before rolling the Shoot Test. RESILIENT: This Commander’s force may apply a -1 bonus to Strike Tests. RUTHLESS: This unit receives a -1 bonus to Shoot Tests with Small Arms (but not Explosives), and to Fight Tests against units with more Fatigue than this unit. If a unit with Ruthless makes a Ranged Attack into a Structure section with two enemy units, the Ruthless bonus is determined for both units using the enemy unit in the section with the greater amount of Fatigue. This is also the case if a Ruthless unit is engaged in Melee combat with multiple enemy units. SAILING MASTER: Once per turn, a unit that includes this Model may take a free action to attempt an Advanced Maneuver that will temporarily increase or decrease the ship’s speed. If the Test is successful, the

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ship may increase or decrease its speed by 1” the next time it moves only. This increase is allowed even if it would exceed the ship’s Top Speed, and if it does, a Lucky Hit is applied to the Rigging as a result. A ship may only benefit from the effects of this rule once per turn. SAILORS: A unit with this Special Rule can pass ship Advanced Maneuver and Sail Setting Tests on a 5+. SAVVY: This unit ignores the effects of Slow Reload and The Sound of Thunder Special Rules. SCOUTS: This unit may move through Rough area terrain (not inside Structures and not while climbing) without the -1” movement penalty. SHIP: LA VOLANTE ( JEAN PINEL): If this force includes a Brigantine with no more than 6 Cannons, its Windward value becomes 0,” and it adds 1” to each Sail Setting above 0” when sailing Large. SIEGE EXPERT: Any unit in this force with the Artillery Crew or Expert Artillery Crew Special Rules also gains the Field Gun Special Rule. Additionally, when an Artillery piece that is fired during this Commander’s activation scores a Critical or Lucky hit, it may re-roll the initial result. SKIRMISHERS: When this unit is activated with a or a card:





»» If the unit takes a Move action then attempts one or more Ranged Attacks,

it may take a free Move action back to its original position after the Ranged

Attacks are resolved.

»» If the unit Charges an enemy unit, it may take a free Move action back to its original position after the Charge Fight Action is resolved. In this case, the enemy unit cannot pursue the Skirmishers unit.

SLOW RELOAD: When this unit takes a Shoot action with a weapon that gains Reload markers, it gains one additional Reload marker. SPRY: If this unit has a no Fatigue, it adds a -1 bonus to its Fight Saves.

STRICT: Units that activate Shaken within this Commander’s Command Range may still take actions as if they were not Shaken (they still receive -1 action however). If they take any actions other than Rally, they receive an additional point of Fatigue. Additionally, due to the cruel nature of a Strict Commander, all units in this force that have more Fatigue than models in the unit immediately Rout. SUBORDINATE (ARMY SCALE ONLY ): When playing an Army Scale game, this Commander may not be an army’s General, but may give Command Points to units as if it were the General. SUPERIOR INTELLIGENCE: Once per game, the player controlling this Commander’s force may discard all the Activation Cards in their hand and replace them with the same number without spending a Fortune Point. SUPPORT: X: Only one of these units may be included in the Force for each unit of type (X) also included in the Force. SURPRISAL AT SEA: This Special Rule can only be used if this Commander is in a scenario at sea with a force that contains no ships of size 2 or larger, and there are Islands or Shorelines on the table that are not within 15” of where an opposing ship can be deployed. The ships in this force may deploy in ambush. Ships that are deployed in ambush are placed anywhere within 3” of an island or coast after all opposing ships and units have been deployed. SWORDSMEN: Models that take Fight Actions against this unit using Standard Melee Weapons apply a +1 penalty to the Fight Test. This penalty is only applied to the attacking unit if all defending units have this Special Rule. TACTICIAN: When a player draws their hand of cards at the beginning of their turn, they may place a point

Special Rules, Weapons, & Equipment of Fatigue on the Commander’s unit to discard and redraw a single card in their hand. This cannot be done if the Commander has been removed as a casualty, or if the Commander’s unit has 2 or more points of Fatigue already. TERROR: At the beginning of a battle, each enemy unit must take a Resolve Test on one d10. If the Test is failed, that unit gains one point of Fatigue. TIMID: If a friendly unit within 5” of this unit takes any Casualties, this unit must roll a Fatigue Test on a single d10. THE SOUND OF THUNDER: When hit by a Ranged Attack with any weapon other than Bows, this unit rolls an additional d10 for its Fatigue Test.

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TOUGH: If this unit ends an activation with any amount of Fatigue, and it did not Push, it may remove a point of Fatigue at the end of its activation. UNORTHODOX FORCE: A force lead by this Commander may select a non-typical unit as a Core unit, and is detailed in the specific Commander’s description. UNWAVERING: If this unit begins an activation Shaken, it immediately removes a point of Fatigue. If this would leave it with 2 points of Fatigue or less, it is no longer Shaken and may take actions normally. VANGUARD: This unit may take a free Move action on the first turn of a game, at the beginning of the Start Phase before cards are drawn. If multiple forces have this rule, the attacker moves their units with Vanguard first.

162 VAST EXPERIENCE: When this unit is activated, it may re-roll a single die on any Test taken during its activation, including any actions taken by a different unit using a Command Point. VENDETTA: X: When fighting against a force of the listed Nationality, this force may re-roll one failed die in any Rally Test. VERY INSPIRING: All friendly units within the Command Range of this Commander may re-roll any failed Rally Test results. WAR CRY: When this unit takes a free Fight Action from a Charge, any units it charged and scored hits on must roll one additional d10 for the Fatigue Test. WELL-EQUIPPED: If this Commander is attached to a unit with the Poorly Equipped Special Rule, the Poorly Equipped Rule is negated.

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BLUNDERBUSS A Blunderbuss is a short range firearm that fires shot over a wide area within a short range. All Shoot Tests receive an additional +2 penalty when making a Ranged Attack with a Blunderbuss unless the target is within 4”, in which case the penalty is an additional +1 instead. A Blunderbuss rolls 2 dice when fired, and when any natural 10s are rolled against an enemy unit no more than 12” away, an additional d10 may be rolled for each natural 10 in an attempt to score additional hits. Natural 10s rolled with the bonus dice do not trigger any additional dice.

10.2 Weapons CARBINES

 Carbines are similar to Muskets but smaller. As a consequence, they have a shorter range. To represent this in the game, carbines do not have a chance to hit on an 11+ like Muskets. Carbines can be Matchlocks or Firelocks. The Matchlock version suffers the same nighttime penalties listed for Matchlock muskets (see below).

EXPLOSIVES

Explosives are considered Small Arms, with a few differences: They cannot be used for Defensive Attacks. They do not gain Reload markers.

If the number of hits caused by Bows exceeds the number of models in the affected unit, a Save is rolled for each hit, not for each model in the unit as usual. Bows receive no Reload markers when fired.

They cannot target Rigging. All explosives have a range of 5”, do not need Line of Sight, and do not apply a Range Penalty. (See "Making an Attack with Explosives," p. 58 of the Blood & Plunder rule book.) Each type of Explosive has a different effect. See the descriptions below to see how each type works. A model equipped with Explosives must choose before the battle one of the three types listed below to use for the duration of the battle. A unit may have a mix of different types of Explosives. Grenadoes: A unit throwing grenadoes rolls 3 dice per model equipped with them. The target number for the Shoot Test

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When this unit rolls any natural 10s for a Shoot Test using grenadoes, an additional d10 may be rolled for each natural 10, to attempt to score additional hits. Natural 10s rolled with the bonus dice do not trigger any additional dice. A unit hit by Grenadoes is not considered to be in Cover when taking Saves against these hits. Firepots: A Firepot works like a Grenadoe, except the target number for the Shoot Test is 8+, and Firepots do not score additional hits on Natural 10s like grenadoes do. Additionally, if thrown at a unit in a Structure (or at a Structure), roll a d10. If the result is 8+ apply a Fire critical damage effect on that Structure Section. (See the Critical Damage Tables in the Structures rules section for the rules on burning structures p. 68, Blood & Plunder).

BOWS

Bows are more primitive weapons than typical black powder weapons. They fire at a much higher rate but are much less powerful. As such, models get a -3 bonus to Ranged Saves against hits caused by Bows.

is 7+, and no additional bonuses can be applied to it.

Stinkpots: A unit throwing a Stinkpot does not roll any dice. Rather than targeting enemy units, Stinkpots are used to target any point on the table or Structure Section within 5” of the activated unit. A Stinkpot may not be thrown at the same location or in the same Structure Section as an existing Stinkpot smoke marker. The target point becomes the center of a 3” diameter column of smoke. Place an appropriate marker at the location (poly-fil or some cotton works great!). The smoke provides Cover to any models that are in or behind it. The smoke from a Stinkpot is quite noxious. Any unit that enters a Stinkpot cloud, or begins an activation in a cloud, must make a Resolve Test with one d10. A failed test causes the unit to gain a point of Fatigue. Units in a Stinkpot cloud may not make any Ranged Attacks until they move out of the cloud. The smoke column is removed from the table at the end of the next activation of the unit that originally threw it. If that unit is removed from the battlefield before that point, the cloud is removed immediately.

Special Rules, Weapons, & Equipment HEAVY MELEE WEAPONS

A Mounted model may not fire Muskets (of any type); they must Dismount to do so.

164 PIKES, LANCES, AND BAYONETS

Firelock Muskets Long Range: if the target number of a Shoot Test made with this weapon is 11+, but if the target falls within 24”, the Shoot Test will succeed on a natural 10. Matchlock Muskets Long Range: if the target number of a Shoot Test made with this weapon is 11+, but if the target falls within 24”, the Shoot Test will succeed on a natural 10.

Heavy Melee weapons include more intimidating arms such as large war clubs, broadswords, and two-handed axes. They hit hard, but leave the wielder vulnerable. A model armed with a heavy Melee weapon receives a +1 penalty to its Melee Saves. However, whenever that model hits with a Fight Test, it bestows a +1 penalty to the Melee Save of the model taking the hit.

MUSKETS

Match Cords: glowing match cords give away the unit’s position at night. Units can double the viewing to distance (24” instead of 12”) to units armed with Matchlocks if the scenario takes place at night. A unit may extinguish their match cords with a Standard action to avoid this, but the weapons cannot be fired until they are relit. It requires the unit to take a Dedicated action to relight them. Buccaneer Guns These are expertly crafted, long-barreled firelock muskets. Very Long Range: if the target number of a Shoot Test made with this weapon is 11+, but if the target falls within 28”, the Shoot Test will succeed on a natural 10. Heavy Matchlock Muskets These large heavy guns are very accurate at longer ranges, but are quite cumbersome. Superior Range: if the target number of a Shoot Test made with this weapon is 11+, but the target falls within 32”, the Shoot Test will succeed on a natural 10.

Muskets are the standard black powder firearm of European standing armies and come in several types (described below). All muskets are somewhat unwieldy, but accurate at a distance.

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Match Cords: glowing match cords give away the unit’s position at night. Units can double the viewing to distance (24” instead of 12”) to units armed with Matchlocks if the scenario takes place at night. A unit may extinguish their match cords with a Standard action to avoid this, but the weapons cannot be fired until they are relit. It requires the unit to take a Dedicated action to relight them. Heavy: a model may not make a Ranged Attack with this weapon if it moved or participated in a Melee combat earlier in the same activation.

These long weapons give their wielder an opportunity to strike first, and are effective on offense or defense. On Offense: All attackers with Pikes, Lances, or Bayonets bestow a +1 penalty to the defending unit’s Melee Saves when Charging. On Defense: All these weapons may be used to make a Defensive Attack when a unit wielding them is charged, so long as the defending unit with Pikes, Lances, or Bayonets is not Mounted. The unit making a Defensive Attack with a Pike, Lance, or Bayonet uses their Fight Skill instead of Shoot Skill for the Test, and the Defensive Attack is made after the attacker is in base-to-base contact, but before they roll their Fight Test from the Charge. The defenders gain Fatigue points as usual when making a Defensive Attack in this manner. Drawbacks: Wielders of these long weapons have the offensive and defensive benefits listed above against all other melee weapons, but the longer weapon takes precedence when they face each other. Pikes are longer than Lances, which are in turn longer than Bayonets. As such, if two units armed with pikes, lances, or bayonets are charging each other, the longer weapon has the appropriate benefit, and the other does not.

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For example, a unit with lances charges a unit with bayonets. Since the lances are longer, the charging unit will inflict a +1 penalty to the defending unit’s Melee Saves, but the defending unit will not be allowed a Defensive Attack with the bayonets.

PISTOLS

Brace of Pistols Models armed with a brace of pistols are carrying several pistols, so reloading is not a concern. Models equipped with a brace of pistols do not gain reload markers when they fire their pistols either in melee or ranged combat.

If two units with the same type of these weapons face each other, then all the abilities mentioned above are cancelled for both units. For example, a unit armed with Lances Charges a unit that is also armed with Lances. The attacking unit does not inflict a penalty on the defending unit’s Melee Saves, and the defending unit does not have the option of making a Defensive Attack. Due to their great length, a unit armed with Pikes loses all the abilities described above it has any models that are in Area Terrain that provides Cover or inside a Structure. In that case, the models with Pikes are considered to have standard Melee Weapons instead. Plug Bayonets

A unit with Plug Bayonets may fix them to or remove them from their Muskets as a free action. Plug Bayonets may only be used as a Melee weapon when they are fixed to a musket. However, fixing Bayonets gives that unit 1 additional Reload marker, and the muskets cannot be fired as long as Bayonets are fixed. Use a marker to indicate that a unit has Bayonets fixed.

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after rolling a Fight Test the attacker may re-roll all of the failed attack rolls for that unit. Using pistols in this way counts as taking a Shoot action.

STANDARD MELEE WEAPONS

Pistols are compact but inaccurate shortrange black powder weapons and are useful in close-quarters combat. All Shoot Tests receive an additional +2 penalty when making a Ranged Attack with a pistol unless the target is within 4”, in which case the penalty is an additional +1 instead. as a Melee weapon, A unit armed with pistols that have no Reload markers may declare that them as Melee weapons either during a charge or when engaged in a Melee Combat. If used as Melee weapons, the pistols gain 2 Reload markers, and

This weapon type represents one-handed Melee weapons such as swords, clubs, and boarding axes. There are no special rules for these weapons; they simply allow models to participate in Melee Combat effectively.

THROWN WEAPONS This unit carries weapons (like axes or javelins) that can be thrown at the enemy during a Charge. They cannot be used to make an effective Ranged Attack, and cannot be used for a Defensive Attack. A unit armed with Thrown Weapons may re-roll all of the failed attack rolls for the Fight Test made during a Charge.

Special Rules, Weapons, & Equipment

ARMOR: If a unit with Armor rolls a 1 for any Save, it may roll an additional die to attempt the Save a second time. HORSE: A model with a horse is considered to start the game Mounted. A horse and its rider are considered to be one model, and are not targeted separately. The bonuses: »» Mounted units may take a free Move action during their activation. »» If a Mounted unit becomes Shaken in a Melee combat and flees, enemy units in the Melee that are not Mounted may not pursue the fleeing Mounted unit unless it moves through Rough terrain at some point as it flees. (See step 5 of Initiating Melee Combat, Blood & Plunder, p. 49.) »» Mounted units may use Move actions while engaged in Melee combat to voluntarily leave the Melee. Treat this exactly like a Shaken unit fleeing Melee combat , with the limitations in pursuing the unit as noted above. All models in the unit must be Mounted to receive the bonuses listed above. The penalties: »» Mounted units have an additional -1” to Move actions in Rough terrain. »» Mounted units may not enter Structures. »» Mounted units may not climb terrain. »» Mounted units cannot shoot with muskets of any type. »» Mounted units can not set up using the Lay in Wait scenario Special Rule. A unit may dismount anytime by taking a Dismount action to replace the mounted model with the appropriate model on foot. If an appropriate model on foot is not available, the model may not dismount. Once a unit has dismounted, it must remain that way for the rest of the battle.

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10.3 Equipment POISONED ARROWS: A unit that is hit with a Ranged Attack made with Bows using Poisoned Arrows must re-roll a single successful Fatigue Test die.

TORCHES: Torches increase a unit’s chances to start Structures on fire, but make the unit very easy to spot at night. Any unit that is not Mounted may take Torches for 3 points. Carrying Torches does not affect the movement or combat ability of the unit in any way. A unit with Torches receives a -2 bonus to the Start Fire action. A unit with Torches (and anything within 6” of that unit) is visible from any distance in a scenario that takes place at night (taking normal Line of Sight rules into account, or course). A unit with lit Torches may not take them on a ship or into any other Structure unless they intend to set it on fire (it’s too dangerous). Units with Torches always count as having them (down to the last model in a unit), unless the unit wishes to extinguish them. A unit can extinguish its Torches during its activation without spending an action, but the torch bonus is lost for the rest of the battle. GRAPESHOT: Grapeshot is a type of anti-personnel ammunition that can be purchased for Cannons. It has a short range and cannot damage a ship’s Hull, but it can inflict horrendous damage on a ship’s crew. »» Grapeshot costs 1 point for each Cannon on a Field Carriage, or one point for every pair of Cannons on a ship. Every Cannon in a unit or pair on a ship must be counted and paid for when outfitting with Grapeshot, and every Cannon in that unit or on that ship counts as having it.

166

»» Right before a Cannon with Grapeshot is fired, the controlling player has the option of using it instead of firing the gun normally (as explained under Making a Ranged Attack with Artillery, Blood & Plunder). »» Grapeshot allows the Cannon to fire similar to a Swivel Gun: ◦◦ Cannons firing Grapeshot have a base target number of 4+ for Shoot Tests. ◦◦ Each Cannon firing Grapeshot rolls its total number of dice for the Shoot Test simultaneously (for example, a Medium Cannon firing Grapeshot would roll 4 d10). ◦◦ Cannons firing Grapeshot target units in the manner of Small Arms, not Artillery. Therefore, they may only target units, units inside Structures, and ship’s Rigging. ◦◦ The Arc of Fire of a Cannon firing Grapeshot does not change. ◦◦ A Cannon firing Grapeshot gains 4 Reload markers as usual. ◦◦ Cannons firing Grapeshot cannot be used to make Defensive Attacks when charged.

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11

SHIPS

hether they be pirate frigates, Spanish galleons, or common trading sloops, without ships there would be little—if any—romance to sea-roving blood and plunder: no billowing sail and cloud of gun smoke drifting over the water, no boarding action and storm-tossed shipwrecks. As much as anything, it is the vessel upon whose decks the buccaneer treads that makes him what he is. The ocean is his passage, the barrel of his gun his license to rove and attack both ship and shore. His vessel is how he puts both sea and sidearm to use.

W

Pirates, their prey, and pirate hunters used a variety of vessels. The smallest, yet most useful, is the dugout canoe. This is the boat that the buccaneer-surgeon Alexander Exquemelin called “Neptune’s seahorse.” Swift and of low profile, it is the most common vessel in the Americas. Everyone, from Europeans to Native Americas, uses it as a utility boat, and many local ships and other vessels carry it instead of a ship’s boat. Buccaneers use it to raid up rivers and in coastal waters, and on occasion even fight engagements from it against larger vessels. Its larger sibling is the pirogue, as it is known in French. The pirogue is a much larger dugout vessel copied from Native Americans, in particular from the Carib (Kalinago). Known by the Spanish as a piragua and by the English as a periager, it is suitable for open water voyages in the Caribbean. Its sides are usually raised to keep out the sea, and buccaneers likewise often raise the sides of their canoes as well for open water sailing. From a distance, many European-built canoes and pirogues may appear to be conventional boats. Of course, the variety of European boats are also in use, with each nation having its own peculiar styles. The ship’s longboat, or lancha (launch) in Spanish, is perhaps the most useful. The common bark is the coastal merchant and fishing workhorse of the Caribbean. Ranging from one to three masts, it is typically square-rigged and designed for cargo, not speed. It is a sturdy, unromantic vessel, yet due to its availability is often used by buccaneers. Spaniards, if they have nothing

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better, often fit them out as armadillas, or small fighting vessels, against buccaneers. One of the most famous buccaneer versus Spanish battles pits buccaneers in canoes and pirogues against three Spanish armadilla barks. Just as common as the bark is the single mast, fore-and-aft rigged vessel the English know as a sloop, the French as a balandre (and sometimes simply as a barque), and the Spanish as a balandra. It carries a large gaff sail and two, sometimes three, headsails. As the rig develops, a square and topsail are added to some sloops, making them more maneuverable in action. Most, though, at this time carry gaff and headsails. The best sloops are made in Jamaica and, as the timber in Jamaica is depleted, in Bermuda. Swift, weatherly, easily sailed close to the wind, capable of carrying several or more great guns, and requiring only a small crew so that the rest may be put to attack or defense, the sloop is used by buccaneers, pirate hunters, merchant traders, turtle hunters, and fishermen. Next is a class of two-mast vessels, many of which can be easily confused. This is not surprising: it should be noted that the names of vessel types may change from language to language, place to place, and time to time. Of the square-rigged sort, the English brigantine and the French corvette, indistinguishable for all practical purposes, are the most common. Both carry square sails on each mast, with no gaff sail. The French brigantine, however, carries square sails on the foremast and either a single large gaff

168

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sail on the mainmast, or a smaller gaff sail with a square topsail above it. These are versatile vessels used for trade and plunder. They often carry a few sweeps as well, for maneuvering in calms. Of three-mast ship-rigged vessels, one of the most useful is the Dutch-designed fluyt. It is also known in Spanish as an urca. This ship is flat-bottomed and wide-bellied, with a long keel relative to the beam as well as being round-sterned, and with significant tumblehome. The fluyt is a merchantman designed to be managed with a small crew. It is found in all European merchant fleets, and navies often use it for transporting stores and as a hospital ship. Although it has a poor reputation as a “seeker”—as a plunder-hunter among navies, privateers, and pirates—it is nonetheless used for this purpose at times. Smaller fluyts, generally those under one hundred tons, are often referred to as flibots by the French and as urquetas (small urcas) by the Spanish. Buccaneers use smaller fluyts on occasion, stealing them from the Dutch and Spanish. The French crew of one of these ships id the only known instance of buccaneers flying the skull and bones in this era, in this case as a red flag of no quarter. Notably, fluyts are considered more difficult to board, particularly the larger ones, due to their severe tumblehome. A Spanish treasure urca from Honduras—the English referred to the Honduran urca as the “hulke”—defeats three French buccaneer ships, and later, as it nears Spain, fends off a fleet of Barbary corsairs. Named the Gran San Pablo, it proves just how difficult a prize a fluyt can be if well commanded and crewed. The fluyt is a stout ship with a highly recognizable design, justifiably famous in the annals of ship design. The frigate in the seventeenth century is a ship with a swift “frigate” hull. It has a variety of uses, ranging from men-of-war to privateers to packet ships to slave ships to

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merchantmen requiring speed. Its size ranges from under one hundred to tons to over six hundred, and armament from a handful of small great guns to as many as fifty or sixty. Small frigates are common in the Americas, and the very smallest are known as "barque longues" by the French (a term that can refer to other vessels as well). The frigate is the ideal buccaneer vessel, both swift and a good gun platform. Most have a raised forecastle and quarterdeck as well as, on occasion, a small poop deck. Many have oar ports for sweeps to be used in calms. In the 1690s, this sort of oared frigate comes to be known in` English as a “galley frigate.” There is no doubt that the most famous of all the Caribbean vessels is the Spanish galleon. Originally a specific type of hull and constructed for warfare and ferrying treasure, the true Spanish galleon, with a few exceptions, no longer exists after the 1640s. After this period the term usually refers to any armed Spanish treasure ship. Many are frigate-built, with strong hulls designed to carry heavy cargo and resist round shot. Open stern galleries are common on those sailing to and from the Caribbean, apparently as a means of increasing cargo capacity without running afoul of Spanish laws and bookkeepers intended to strictly regulate trade to the Americas. Roughly a third of galleons are built in Spain, a third in the Netherlands, and a third in the Spanish Americas. The galleon’s profile is distinct: a high Stern with quarterdeck and poop deck, often accented with one, two, or even three open galleries, and obvious religious ornamentation. Invariably, Spanish galleons are named for religious figures. Although true buccaneers never capture a fleet of Spanish treasure galleons, they do capture some situado (payroll) galleons, pataches (smaller ships used for scouting as and packet ships), and “galleons” of the pirate hunting Armada de Barlovento. Buccaneers often lie in wait for treasure fleet stragglers.

Ships

170

◊ CANOA

11.1 Ship Stats

Top Speed: 4” Windward: Turn: 4” Draft: Size: 1 Hull Fortitude/ Integrity: 2/3 Guns/ Swivels: 0/0 Sail Settings: 0”/A

◊ PIRAGUA

Top Speed: 5” Windward: -2” Turn: 5” Draft: Size: 1 Hull Fortitude/ Integrity: 3/4 Guns/ Swivels: 0/4 Sail Settings: 5”/3”/0”/A

TRAITS

TRAITS

Sweeps: 4 : May move up to 4” under oars while sails are set at speed 0” and the Sweeps are crewed.

Easy to Handle: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action.

Low Profile: Apply a +4 penalty to a Shoot Test made with Artillery attempting to hit the Hull of this non-rigging structure section. This penalty is not applied to the additional dice, only the initial hit.

Galley: 4 : This ship has the Sweeps: 4 Trait and may use it’s Sweeps while at any Sail Setting greater than 0”. When rowed while under sail, it may choose to move using its Sweeps value or less but never less than its current speed under sail.

Paddles: A unit does not need to be assigned to the Sweeps in order to move this boat with oars. It may always move at its Sweeps value - 1” as long as there are enough models on the boat to satisfy the requirements. If a unit is assigned to the Sweeps, the boat may move its full Sweeps value. Unstable: When this boat is hit by a Cannon and after casualties are removed, roll a d10 for each surviving model inside of it, On a result of 1 or 2, the model is removed as a casualty. Ship’s Boat: A boat with this Trait allows a large unit to be carried in several boats with the same Trait. To do this: »» All boats must have the Ship’s Boat Trait. »» None of the boats may be loaded at less than half capacity. »» All the boats carrying the same unit must stay Cohesive.

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Low Profile: Apply a +4 penalty to a Shoot Test made with Artillery attempting to hit the Hull of this non-rigging structure section. This penalty is not applied to the additional dice, only the initial hit. UPGRADES Light Gunboat (0 points): This boat may reduce

the maximum number of Swivels by half and mount a single Light Cannon on the ship’s Bow as a Chaser.

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◊ LONGBOAT

Top Speed: 4” Windward: -1” Turn: 3” Draft: Size: 1 Hull Fortitude/ Integrity: 3/2 Guns/ Swivels: 0/1 Sail Settings: 3”/0”/A

◊ BARK

Top Speed: 4” Windward: -1” Turn: 4” Draft: 5 Size: 2 Rigging Fortitude/ Integrity: 3/5 Hull Fortitude/ Integrity: 4/4 Guns/ Swivels:

TRAITS Sweeps: 4: May move up to 4” under oars while sails are set at speed 0” and the Sweeps are crewed. Low Profile: Apply a +4 penalty to a Shoot Test made with Artillery attempting to hit the Hull of this non-rigging structure section. This penalty is not applied to the additional dice, only the initial hit. Ship’s Boat: A boat with this Trait allows a large unit to be carried in several boats with the same Trait. To do this: »» All boats must have the Ship’s Boat Trait. »» None of the boats may be loaded at less than half capacity. »» All the boats carrying the same unit must stay Cohesive.

GUNS SWIVELS



DECK 1

DECK 2

2

2

4

0

Sail Settings: 4”/2”/0”/A TRAITS

Simple Rig: This ship’s Sail Setting may be changed using a Standard action instead of a Dedicated action. Additionally, apply a +1 penalty when taking a Shoot Test to hit this ship’s Rigging. This penalty is not applied to the additional dice, only the initial hit. Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice. Lightly Built: Due to its light construction, this ship may only carry Swivels and Light Cannons as Artillery. In addition, the ship does not offer Hard Cover to models inside it. UPGRADES: Reinforced Bulkheads: Units in this ship count as being in Hard Cover. Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed.

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Ships

172

◊ SLOOP

◊ PRIVATEER SLOOP

Top Speed: 5” Windward: -0” Turn: 4” Draft: 5 Size: 2 Rigging Fortitude/ Integrity: 3/4 Hull Fortitude/ Integrity: 4/4 Guns/ Swivels: GUNS SWIVELS



Top Speed: 4” Windward: -0” Turn: 4” Draft: 5 Size: 2 Rigging Fortitude/ Integrity: 3/4 Hull Fortitude/ Integrity: 4/5 Guns/ Swivels: GUNS SWIVELS



2

4

6

0

Sail Settings: 4”/3”/0”/A

Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed.

DECK 2

2

4

0

Sail Settings: 4”/2”/0”/A TRAITS

Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed. Simple Rig: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action. Additionally, apply a +1 penalty when taking a Shoot Test to hit this ship’s Rigging. This penalty is not applied to the additional dice, only the initial hit. Fore-and-Aft Rig: When this ship attempts a Tacking Advanced Maneuver, it may roll two d10 for the Test, and use the best result. This ship cannot perform the Box Hauling Advanced Maneuver. UPGRADES: Topsail: This ship may perform the Box Haul Advanced Maneuver. Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice. John Donovan (Order #14647379)

DECK 2

TRAITS

DECK 1

6

DECK 1

Simple Rig: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action. Additionally, apply a +1 penalty when taking a Shoot Test to hit this ship’s Rigging. This penalty is not applied to the additional dice, only the initial hit. Fore-and-Aft Rig: When this ship attempts a Tacking Advanced Maneuver, it may roll two d10 for the Test, and use the best result. This ship cannot perform the Box Hauling Advanced Maneuver. Swift: If this ship is sailing Large, it has the option of adding an additional 1” to each of its moves. This additional movement cannot exceed the ship’s Top Speed, and will suffer the usual consequences for doing so (as described on p.84 of the Blood & Plunder rule book). UPGRADES: Topsail: This ship may perform the Box Haul Advanced Maneuver. Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice.

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173

◊ HEAVY BARK

◊ BRIGANTINE

(ALTERNATE SLOOP RIG)

Top Speed: 4” Windward: -1” Turn: 4” Draft: 5 Size: 2 Rigging Fortitude/ Integrity: 3/4 Hull Fortitude/ Integrity: 4/6

Top Speed: 4” Windward: -1” Turn: 3” Draft: 6 Size: 3 Rigging Fortitude/ Integrity: 3/5 Hull Fortitude/ Integrity: 4/6

Guns/ Swivels:

Guns/ Swivels:

GUNS SWIVELS



DECK 1

DECK 2

2

4

6

GUNS

0

Sail Settings: 4”/2”/0”/A TRAITS

Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed. Simple Rig: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action. Additionally, apply a +1 penalty when taking a Shoot Test to hit this ship’s Rigging. This penalty is not applied to the additional dice, only the initial hit.

SWIVELS



DECK 1

DECK 2

DECK 3

4

0

2

0

4

4

Sail Settings: 4”/3"/2”/0”/A TRAITS

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed. Hybrid Rig: As long as this ship’s sails are not at their highest setting, it gains the Fore-and-Aft Rig Ship Trait. (Fore-and-Aft Rig: When this ship attempts a Tacking Advanced Maneuver, it may roll two d10 for the Test, and use the best result. This ship cannot perform the Box Hauling Advanced Maneuver.)

UPGRADES Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice.

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Ships

174

◊ PRIVATEER BRIGANTINE

◊ SLOOP OF WAR

(ALTERNATE BRIGANTINE RIG)

Top Speed: 5” Windward: -1” Turn: 3” Draft: 6 Size: 3 Rigging Fortitude/ Integrity: 3/5 Hull Fortitude/ Integrity: 4/5 Guns/ Swivels:

GUNS SWIVELS



DECK 1

DECK 2

DECK 3

4

0

2

0

4

4

Sail Settings: 4”/3"/2”/0”/A TRAITS

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed.

Top Speed: 5” Windward: -2” Turn: 3” Draft: 6 Size: 3 Rigging Fortitude/ Integrity: 3/5 Hull Fortitude/ Integrity: 4/6 Guns/ Swivels:

Hybrid Rig: As long as this ship’s sails are not at their highest setting, it gains the Fore-and-Aft Rig Ship Trait. (Fore-and-Aft Rig: When this ship attempts a Tacking Advanced Maneuver, it may roll two d10 for the Test, and use the best result. This ship cannot perform the Box Hauling Advanced Maneuver.)

Swift:If this ship is sailing Large, it has the option of adding an additional 1” to each of its moves. This additional movement cannot exceed the ship’s Top Speed, and will suffer the usual consequences for doing so (as described on p.84 of the Blood & Plunder rule book). UPGRADES Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice.

GUNS SWIVELS



DECK 1

DECK 2

DECK 3

4

0

2

0

4

4

Sail Settings: 5”/4"/2”/0”/A TRAITS

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed. Square Sails: When performing the Tacking Advanced Maneuver, this ship rolls two for the Test and keeps the lowest result. UPGRADES Shallow Draft: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice. Fighting Tops: Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for subsections as described on p. 185.

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175

◊ CORVETTE

Top Speed: 5” Windward: -2” Turn: 3” Draft: 6 Size: 2 Rigging Fortitude/ Integrity: 3/6 Hull Fortitude/ Integrity: 4/4 Guns/ Swivels:



TRAITS Foredeck (1): This subsection is a fighting platform within the ship’s front deck. It holds a maximum of 6 models, and follows the rules for subsections as described on p. 185. ". Square Sails: When performing the Tacking Advanced Maneuver, this ship rolls two for the Test and keeps the lowest result.

DECK 1

DECK 2

GUNS

6

SWIVELS

2

(+2 Chasers)

2 4

Sail Settings: 5"/4”/3" y/2”/0”/A

yOnly when the Mizzen Mast option is used.

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. Chasers (Stern): These Chasers are Cannons that face out backward from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Stern as their Arc of Fire. Sweeps 3: May move 3” under oars while sails are set at speed 0” and the Sweeps are crewed. UPGRADES Mizzen Mast: As an option, this ship may add a mast to its rearmost deck, but at the cost of removing a pair of Cannon or the Chasers from that deck. This adds a fourth sail setting of 3” in between the 4” and 2” setting and removes the Square Sails Trait.

EACH

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Fighting Tops (2): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for subsections as described on p. 185.

Ships

176

◊ LIGHT FRIGATE

◊ MERCHANT FRIGATE

Top Speed: 5” Windward: -2” Turn: 3” Draft: 8 Size: 3 Rigging Fortitude/ Integrity: 3/6 Hull Fortitude/ Integrity: 4/6 Guns/ Swivels:

DECK 1

DECK 2

DECK 3

GUNS

2

6

SWIVELS

2

0

(+2 Chasers)

Top Speed: 5” Windward: -2” Turn: 3” Draft: 8 Size: 3 Rigging Fortitude/ Integrity: 3/6 Hull Fortitude/ Integrity: 5/6 Guns/ Swivels:

Sail Settings: 5"/4”/3"/2”/0”/A

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional.

DECK 2

DECK 3

GUNS

2

6

SWIVELS

2

0

(+2 Chasers)

4

Chasers (Stern): These Chasers are Cannons that face out backward from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Stern as their Arc of Fire.

2

UPGRADES

Sail Settings: 5"/4”/3"/2”/0”/A TRAITS

Staysails: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. Chasers (Stern): These Chasers are Cannons that face out backward from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Stern as their Arc of Fire. UPGRADES Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed.

EACH

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2

TRAITS

DECK 1



4

Fighting Tops (2): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for Subsections as described on p. 185.

EACH

Fighting Tops (2): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for Subsections as described on p. 185. Sweeps: 2: May move up to 2” under oars while sails are set at speed 0” and the Sweeps are crewed.

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177

◊ FLUYT

Top Speed: 4” Windward: -2” Turn: 3” Draft: 6 Size: 3 Rigging Fortitude/ Integrity: 3/6 Hull Fortitude/ Integrity: 4/6 Guns/ Swivels:

Pinked Stern: Raking Shots against this ship’s Stern do not apply the -1 penalty to the ship’s current Fortitude value. Easy to Handle: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action. Whipstaff: This ship does not suffer a turning penalty for having no units in the rearmost deck.

DECK 1

DECK 2

DECK 3

GUNS

4

4

SWIVELS

4

0

(+2 Chasers)



4 2

UPGRADES

Sail Settings: 4”/3"/2”/1"/0”/A TRAITS

Chasers (Stern): These Chasers are Cannons that face out backward from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Stern as their Arc of Fire.

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Poop Deck (1) : This subsection is a small area within the ship’s rearmost deck. It holds a maximum of 7 models, and follows the rules for subsections as described on p. 185.

EACH

Fighting Tops (2): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for subsections as described on p. 185. Heavily Built: When this ship’s Hull is successfully damaged by an Artillery attack, the first point of damage from that attack is ignored. If a Lucky Hit is scored by a hit but is then ignored, it is still rolled for and applied normally.

Ships

178

◊ PRIVATEER FLUYT

Top Speed: 5” Windward: -2” Turn: 3” Draft: 6 Size: 3 Rigging Fortitude/ Integrity: 3/6 Hull Fortitude/ Integrity: 4/5 Guns/ Swivels:

apply the -1 penalty to the ship’s current Fortitude value. Easy to Handle: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action. Whipstaff: This ship does not suffer a turning penalty for having no units in the rearmost deck.

DECK 1

DECK 2

DECK 3

GUNS

4

4

SWIVELS

4

0

(+2 Chasers)



6 2

Sail Settings: 4"/3”/2"/1”/0”/A TRAITS

Chasers (Stern): These Chasers are Cannons that face out backward from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Stern as their Arc of Fire. Pinked Stern: Raking shots against this ship’s stern do not

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Poop Deck (1) : This subsection is a small area within the ship’s rearmost deck. It holds a maximum of 7 models, and follows the rules for subsections as described on p. 185. Swift: If this ship is sailing Large, it has the option of adding an additional 1” to each of its moves. This additionalmovement cannot exceed the ship’s Top Speed, and will suffer the usual consequences for doing so (as described on p.84 of the Blood & Plunder rule book). UPGRADES

EACH

Fighting Tops (2): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for subsections as described on p. 185.

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◊ GALLEON

Top Speed: 4” Windward: -2” Turn: 2” Draft: 12 Size: 4 Rigging Fortitude/ Integrity: 4/6 Hull Fortitude/ Integrity: 5/7

TRAITS Gallery (1): This subsection is a narrow open-topped area attached to the ship’s rearmost deck. It holds a maximum of 6 models, and follows the rules for subsections as described on p. 185.

Guns/ Swivels:

DECK 1 GUNS SWIVELS



6

(+2 Chasers)

4

DECK 2 DECK 3

8

8

0

4

Sail Settings: 4”/3"/2”/1"/0”/A

DECK 4

2

(+2 Chasers)

0

Gun Decks (4): Each top deck has a subsection below it that holds the Artillery for that section. Players may have units on the top decks crew the Artillery like normal, or they have the option of moving models to the Gun Decks to crew the Artillery (see Gun Decks on p. 186). Each Gun Deck holds a maximum of 20 models, and follows the rules for subsections as described on p. 185. Fighting Tops (3): Models may be placed in subsections in a ship’s Rigging. Each Fighting Top holds a maximum of 4 models, and follows the rules for subsections as described on p. 185. Chasers (Bow & Stern): Chasers are Cannons that face either forward out of the Bow, or out back from the Stern of the ship. If cannons are placed in the Chasers gun ports, they fire in the direction they face, with the width of the Bow (or Stern) as their Arc of Fire. Whipstaff: This ship does not suffer the usual turning penalty for having no units in the rearmost deck. Heavily Built: When this ship’s Hull is successfully damaged by an Artillery attack, the first point of damage from that attack is ignored. If a Lucky Hit is scored by a hit but is then ignored, it is still rolled for and applied normally.

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Ships

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11.2 Ship Traits New Rules are in red letters.

CHASERS: Chasers are Cannons that face either forward out of the Bow, or out back from the Stern of the ship. If Cannons are placed in the Chasers gun ports, they may fire in the direction they face, with the width of the Bow (or Stern) as their Arc of Fire.

SHIP’S BOAT: A boat with this Trait allows a large unit to be carried in several boats with the same Trait. To do this: All boats must have the Ship’s Boat Trait. None of the boats may be loaded at less than half capacity.

EASY TO HANDLE: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action.

All the boats carrying the same unit must stay Cohesive.

FORE-AND-AFT RIG: When this ship attempts a Tacking Advanced Maneuver, it may roll two d10 for the Test, and use the best result. This ship cannot perform the Box Hauling Advanced Maneuver.

Additionally, apply a +1 penalty when taking a Shoot Test to hit this ship’s Rigging. This penalty is not applied to the additional dice, only the initial hit.

GALLEY: X : This ship has the Sweeps: X Trait and may use its Sweeps while at any Sail Setting greater than 0”. When rowed while under sail, it may choose to move using its Sweeps value or less but never less than its current speed under sail. HEAVILY BUILT: When this ship’s Hull is successfully damaged by an Artillery attack, the first point of damage from that attack is ignored. If a Lucky Hit is scored by a hit but is then ignored, it is still rolled for and applied normally. HYBRID RIG: As long as this ship’s sails are not at their highest setting, it gains the Fore-and-Aft Rig ship trait. LIGHTLY BUILT: Due to its light construction, this ship may only carry Swivels and Light Cannons as Artillery. In addition, the ship does not offer Hard Cover to models inside it. LOW PROFILE: Apply a +4 penalty to a Shoot Test made with Artillery attempting to hit the Hull of this non-rigging structure section. This penalty is not applied to the additional dice, only the initial hit. PADDLES: A unit does not need to be assigned to the Sweeps in order to move this boat with oars. It may always move at its Sweeps value - 1” as long as there are enough models on the boat to satisfy the requirements. If a unit is assigned to the Sweeps, the boat may move its full Sweeps value. PINKED STERN: Raking shots against this ship’s Stern do not apply the -1 penalty to the ship’s current Fortitude value. REINFORCED BULKHEADS: Units in this ship count as being in Hard Cover. SHALLOW DRAFT: If this ship must test to Run Aground, or if a Repair Action is being made to free this ship from being Run Aground, roll two dice for the Test and keep one result of your choice.

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SIMPLE RIG: This ship's Sail Setting may be changed using a Standard action instead of a Dedicated action.

STAYSAILS: When moving under sail to Windward, this ship is never reduced to less than its slowest Sail Setting value (unless it is In the Wind’s Eye). Use of Staysails is optional. SQUARE SAILS: When performing the Tacking Advanced Maneuver, this ship rolls two for the Test and keeps the lowest result. SWEEPS: X: May move up to X” under oars while sails are set at speed 0” and the Sweeps are crewed. SWIFT: If this ship is sailing Large, it has the option of adding an additional 1” to each of its moves. This additional movement cannot exceed the ship’s Top Speed, and will suffer the usual consequences for doing so (as described on p.84 of the Blood & Plunder rule book). TOPSAIL: This ship may perform the Box Haul Advanced Maneuver. UNSTABLE: When this boat is hit by a Cannon and after casualties are removed, roll a d10 for each surviving model inside of it. On a result of 1 or 2, the model is removed as a casualty. Roll the Fatigue Test for affected units after all casualties have been removed. WHIPSTAFF: This ship does not suffer the usual turning penalty for having no units in the rearmost deck. *Fighting Platform, Fighting Tops, Poop Deck, Gallery, and Gun Decks Traits all follow the rules for Subesctions on p. 185.

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11.3 New Ship Stats TYPE

CANOA

PIRAGUA

BARK

FLUYT

GALLEON

POINT COST

2

7

8

16

25

TOP SPEED

4”

5”

4”

4”

4”

WINDWARD

-0”

-2”

-1”

-2”

-2”

TURN

4”

5”

4”

3”

2”

DRAFT

-

-

5

6

12

SIZE

1

1

2

3

4

CANNONS

0

0 or 1 Chaser

4

14

28

(4/-/0)

(4/4/4+2 Chasers)

(6+2 Chasers/8/8/2+2 Chasers)

SWIVELS

0

HULL FORTITUDE

(Fore/Mid/Aft deck)

(forward facing)

4 or 2

(if Chaser option is taken)

4

6

8

(2/-/2)

(4/0/2)

(4/0/4/0)

2

3

4

4

5

HULL INTEGRITY

3

4

4

6

7

RIGGING FORTITUDE

-

-

3

3

4

RIGGING INTEGRITY

-

-

5

6

6

SAIL SETTINGS

0”/A

5”/3”/0”/A

4”/2”/0”/A

4”/3”/2”/1”/0”/A

4”/3”/2”/1”/0”/A

(Fore/Mid/Aft deck)

• Sweeps:4

TRAITS

• Low Profile

• Paddles

• Unstable • Ship’s Boat

UPGRADES

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• Galley: 4

• Low Profile • Easy to Handle

Light Gunboat:

+0 pts

• Chasers

• Simple Rig

• Shallow Draft • Lightly Built

• Pinked Stern • Easy to Handle

• Whipstaff

• Poop Deck (1) Reinforced Bulkheads:

+3 pts

Sweeps 2:

+1 pts

Fighting Tops (2):

+2 pt each

Heavily Built:

+4 pts

• Gallery (1)

• Gun decks (4)

• Fighting Tops (3) • Chasers

• Whipstaff

• Heavily Built

Ships

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11.4 Ship Variants TYPE POINT COST TOP SPEED WINDWARD TURN DRAFT SIZE CANNONS

(Fore/Mid/Aft deck)

SWIVELS

PRIVATEER SLOOP

HEAVY BARK (Sloop Model)

PRIVATEER BRIGANTINE

SLOOP OF WAR (Brigantine Model)

PRIVATEER FLUYT

MERCHANT FRIGATE (Light Frigate model)

13

14

15

17

15

17

-0”

-2”

-1”

-2”

-2”

-2”

5

5

6

6

6

8

5” 4” 2 6

(6/-/0)

6

4” 4” 2

4

(6/-/0)

4

5” 3” 3

8

(0/4/4)

6

5” 3” 3

8

(0/4/4)

6

5” 3” 3

14

(4/4/4+2 Chasers)

6

5” 3” 3

14

(2/6/4+2 Chasers)

4

(Fore/Mid/Aft deck)

(2/-/4)

(2/-/4)

(4/0/2)

(4/0/2)

(4/0/2)

(2/0/2)

HULL FORTITUDE

4

4

4

4

5

4

HULL INTEGRITY

4

6

5

6

5

6

RIGGING FORTITUDE

3

3

3

3

3

3

RIGGING INTEGRITY

4

4

5

5

6

6

SAIL SETTINGS

4”/3”/0”/A

4”/2”/0”/A

4”/3”/2”/0”/A

5”/3”/2”/0”/A

4”/3”/2”/1”/0”/A

5”/4”/3”/2”/0”/A

• Sweeps:2

TRAITS

• Simple Rig • Fore-andAft Rig • Swift

• Sweeps:2

• Simple Rig

• Sweeps 2

• Stay Sails

• Hybrid Rig • Swift

Topsail: UPGRADES

+2 pts

Shallow Draft:

+3 pts

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Shallow Draft:

+3 pts

• Chasers

• Sweeps 2

• Stay Sails

• Square Sails

• Pinked Stern

• Easy to Handle • Whipstaff

• Poop Deck (1)

• Stay Sails • Chasers

• Swift

Shallow Draft:

Shallow Draft:

Fighting Tops (2):

Fighting Tops (2):

+3 pts

+2 pt each

+3 pts

+2 pt each

Fighting Tops (2):

+2 pt each

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12

NEW RULES

12.1 High Standing and Hidden

The High Standing Special Rule also negates the new Hidden Special Rule (in addition to the others listed in the description on page 123 of the Blood & Plunder rule book).

12.2 Cannons Targeting Different Elevations

Targets that are at a higher or lower elevation relative to a Cannon may be too close to be shot at. If there is a difference of at least 4” in elevation between the Cannon and the desired target, the Cannon must be 10” away from the target to shoot at it.

For example, if a Cannon in a gun emplacement 1” off the ground wants to shoot a unit that is on a hill which is 6” tall, the hill must be at least 10” away in order for the cannon to target the unit. (6” - 1” = difference of 5”. 5” is greater than a 4” difference, so the Cannon must be 10” away or more).

Measure elevation from the barrel of the cannon in question. If the target is a unit, use the model in the unit that is closest to the cannon to determine elevation. If the target is an object (like a Structure section), measure from the center point of the object being fired at to determine the elevation, not the lowest or highest point. If the target has a variety of different elevations (like a Ship’s Rigging), use the tallest part to determine the center point.

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In another example, a player with cannons on a ship would like to target an enemy ship’s Rigging. The attacking ship’s guns are 2” off the tabletop, and the midpoint of the tallest mast in the enemy ship’s Rigging is 6” up. 6” - 2” = 4”, so the attacking ship would need to be at least 10” away to target the other ship’s Rigging.

This new elevation rule supersedes the old rule that a ship’s Rigging cannot be targeted by cannons that are closer than 10” (although this is usually still true when using the new elevation rule).

12.3 New Assignment Action: Crew/ Abandon Sheets and Braces

A unit on board a ship may take an Assignment action to Crew or Abandon the Sheets and Braces. Assignments are explained on page 42 of the Blood & Plunder rule book. Units that are manning the Sheets and Braces are giving their full attention to sailing the ship and nothing else. The assigned unit may take no other actions besides an Advanced Maneuver, change Sail Setting, or Rally. An assigned unit immediately abandons the Sheet and Braces when it becomes involved in a Melee combat or if it is Shaken. If a unit on board is manning the Sheets and Braces, the unit may attempt one Advanced Maneuver on any movement as a free action, or may attempt to change the Sail Setting once immediately before or immediately after any movement as a free action. Use any pertinent abilities that the assigned unit may have when attempting these Tests.

184

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Effectively manning the Sheets and Braces requires a lot of manpower. To reflect this, the unit assigned to the Sheets and Braces must have at least two models for every Deck of the ship (for example, the minimum for a Size 3 ship would

be a 6 model unit). If the assigned unit has less than two models per ship Deck, the benefit of manning the Sheets and Braces is immediately lost.

12.4 Additional Structure Rules for Subsections

For large models like multi-tiered ships and fortresses, there may be some small Structure sections that don’t exactly fit the rules for Structures as outlined in the Blood & Plunder rule book. Those odd spaces are called Subsections.

Subsections can take the form of lower Decks on ships, elevated platforms inside a Structure section, or some other limited space. If a Structure has Subsections of any type, it will be listed as a Trait for that Structure. Subsections do not add to the Size of a Ship. Subsections follow the same rules as similar Structure sections as explained in the Blood & Plunder rule book, modified by the rules below: »» Subsections are always affiliated with another Structure section that it is either included within or that it is adjacent to, referred to as the Parent Section.

For example, a Gun Deck is always considered part of the top Deck it lies beneath, or a Fighting Platform is an elevated portion enclosed within the boundaries of a top Deck section. As such, the Parent Section is the main way to access the Subsection. »» Since Subsections are typically small, they hold fewer models than a normal Structure section. To reflect this, a Subsection may hold only one unit or a portion of one larger unit that is in the Parent Section. Each Subsection

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has a printed value for the maximum number of models that may occupy it. If one complete, undivided unit is occupying a Subsection, it does not count as occupying the Parent Section at all, so it does not count toward the maximum of two units per section for the Parent Section. If a portion of a larger unit wishes to occupy a Subsection, that unit takes a Move action to place some models from the Parent Section in the Subsection. The separate portion of the unit is still considered to be Cohesive with the unit in the Parent Section, so it still operates as one unit. Models in the split unit may always use a Move action to shift models in and out between the Subsection and the Parent Section.

The Gallery on the rear of the Galleon (shown above) is a Subsection of the rear Deck. Like any Subsection, one unit may be placed there if it fits, and it does not count as being a unit occupying the rearmost Deck. On the other hand, the unit on the rear Deck could have a portion of its models occupy the gallery instead, in which case they would still count as being part of the same unit.

Each portion of a split unit can be targeted separately with Ranged Attacks, and casualties can only be removed from the portion that was targeted. The whole unit will possibly gain Fatigue (and become Shaken) as a result of a Ranged Attack no matter which portion of the unit was hit. The portion of the unit in the Subsection will immediately

New Rules rejoin their original unit in the Parent Section when that unit takes a Move action to leave the Parent Section, or if it is in Melee combat with an enemy unit. If a unit (or portion of one) becomes Shaken and flees from a Melee combat, the whole unit may flee into an attached subsection, or may flee from the subsection to the parent section »» At times, it may be necessary to place models in Subsections that are not accessible. This is usually because a Subsection is assumed to be there, but it’s not actually a space that you can put models in. If this is the case, simply remove the models that are in the Subsection and place them near the edge of the board. For example, it’s impossible to actually place models in the Gun Decks

186 that subsection. Artillery in the parent section may only be crewed by models in the parent section (not the subsection).

12.5 Common Subsections

◊ FIGHTING PLATFORMS Fighting Platforms are slightly elevated Subsections that are typically a division of a larger section (like a ship’s Deck). They have no additional rules or added benefit beyond those noted above. Fighting Platforms count as a part of the Parent Section when determining the Arc of Fire for Cannons that are in that Parent Section or affliated Gun Deck.

◊ FIGHTING TOPS Fighting Tops are platforms in a ship’s Rigging. Models may use them to take advantage of the higher elevation when making Ranged Attacks. Fighting Tops follow the rules for a Subsections as described above, with the following caveats: »» They can only be accessed from the Deck that contains the Mast with the Fighting Top. »» Fighting Tops do not gain Critical Damage markers, as is typical of Subsections. They do share the Critical Damage effects of the Rigging, not the Deck section they are above.

of the Galleon (shown above) if players are using that optional rule. In this case, the models would be placed off the board to indicate that they are down in the gun Decks.

»» If a Subsection is a smaller division inside a larger section like a Fighting Platform (see below), then units may ignore it when moving and may move to the parent (or adjacent) Structure section instead. »» A Subsection may be the target of a Ranged Attack with Artillery, just like a normal Structure section. However, Subsections to not gain Critical Damage markers, only the Parent Section does. Critical Damage effects apply to both the Parent Section and the corresponding Subsection, wherever it is most appropriate. »» If a parent section or a subsection has Artillery pieces in it, the arc of fire for all those guns are determined using the parent section. Artillery in a subsection (like a gun deck) may be crewed by models in its parent section or

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An example of Fighting Tops

◊ GUN DECKS

Gun Decks are Subsections that lie immediately below the main Decks of a ship that hold the ship’s Cannons. The use of Gun Decks is not mandatory. Before a battle begins, all players decide if Artillery on ships will be crewed normally (all models are represented on the Decks of the ship), or if Gun Decks must be occupied by the appropriate number of models in order to crew the Artillery there. All players must play by the rules as agreed upon.

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If Gun Decks are not being used, simply ignore them. If they are being used, apply the following additional rules: »» Gun Decks are enclosed spaces without much outside access. If a unit (or part of a unit) is in a Gun Deck, the models inside: ◦◦ May not attempt Advanced Maneuvers or changing the Sail Setting of the ship. ◦◦ May not make any Ranged Attacks with Small Arms to targets outside of the ship. ◦◦ Receive a -2 bonus to Saves from Ranged Attacks made by Small Arms originating from outside the ship. »» If a Gun Deck is hit by Cannons and receives a Rigging Critical Damage result, it counts as a Leak for the Parent Section instead.

»» If a ship of Size 2+ is Grappled to a ship that is two Sizes larger, the larger ship will Drag the smaller ship (see the next section for Dragging ships). The larger ship cannot Drag the smaller ship (or even drift) if the smaller ship is Immobile for some reason. »» If more than one ship of Size 2+ is Grappled to another ship of Size 2+, then those ships can only Drift while Grappled.

◊ DRAGGING SHIPS If a larger ship Drags a smaller ship, it will affect its ability to sail. When Dragging another ship (not a boat): »» The larger ship can turn at only half its current rate, rounded down (to a minimum of 1"). »» The larger ship applies a -1" penalty to its current speed (Sail Setting). »» The larger ship cannot take Advanced Maneuvers. When a smaller ship (or boat) is Dragged by a larger vessel, its orientation may drastically change based on which Deck the Grapples connect on the smaller ship: »» When the ships move together, they maintain contact at the Decks where they are Grappled. At the end of the move, the smaller ship will be parallel to the larger ship no matter the distance traveled. ◦◦ If the smaller ship (or boat) is Grappled to the larger ship by its frontmost (or only) Deck, it is facing the same direction as the larger ship

An example of a Gun Deck

◦◦ If the smaller ship is Grappled to the larger ship by its rearmost Deck, it is facing the opposite direction as the larger ship

12.6 Additional Rules for Ship Movement While Grappled

The following are updated rules for movement while ships are Grappled. These rules take Size 4 ships into account, and are in addition to the rules found in Chapter 8 of the Blood & Plunder rule book. Some of those original rules are restated below for clarity. »» Boats (Size 1 ships) do not affect the movement of any ship of Size 2+ that they are Grappled to, as stated on page 92 of the Blood & Plunder rule book. »» Two Ships of Size 2+ that are Grappled together will Drift as usual if they are the same Size or if one of the ships is one Size larger.

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In the diagram above, a Size 2 ship is being Dragged by a Size 4 ship. The red arrow in each example indicates the direction of movement of the larger ship. The red lines indicate where the ships are Grappled to each other. Example A shows the orientation of the smaller ship before and after moving when it is Grappled to the larger ship by its frontmost Deck. Example B shows the orientation when the smaller ship is Grappled by its rearmost Deck.

New Rules

12.7 New Optional Rules for Blood & Plunder ◊ OPTIONAL METHOD OF MAKING A RANGED ATTACK WITH ARTILLERY.

This is an alternative to Making a Ranged Attack with Artillery as presented on page 74 - 76 in the Blood & Plunder rule book. In this version, the initial roll to hit a target usually has a greater chance of succeeding, but that first hit does no Damage (only the additional dice do). These are referred to as the Initial Shot and Damaging Hits. To use this alternative method, follow all the steps to make a Ranged Attack with Artillery as they are listed on page 74 of the Blood & Plunder rule book, with one important change in step 5. The new text in step 5 should read as the following (changes in bold): Each roll that is equal to or greater than the target number (base target number + range modifier) counts as an Initial Shot on the targeted unit. This Initial Shot does not do any Damage to the target, it is simply used to determine if the target is hit by the shot or not. The Initial Shot does not generate any Fatigue if successful. To continue the example above, the attacking unit rolls 2 dice because they are attacking with two Cannon. The target number to hit is 7 (0 base + 7 range penalty = 7+). Both dice are rolled. The results on the dice are 7 and 9, so both guns scored an Initial Shot on the unit, neither of which cause any Damage to the unit. Cannons are much more powerful than Small Arms. To represent this, if a Cannon scores an Initial Shot, it rolls additional dice to determine any Damaging Hits. The Artillery Stats Chart (p.77) explains how many additional dice are rolled based on the type of Cannon. The target number is the same as the original Shoot Test unless the target is a Structure, which will be explained in the next section. Both Cannons in the example have scored Initial Shots, so now additional dice are rolled to determine how much Damage is done. The Light Cannon rolls 2 additional dice, and the Medium Cannon rolls 3. The attacking player rolls all 5 dice together, with the same target number of 7 (0 base + 7 for range mod). The results are 2,3,5,7,8, so two Damaging Hits are scored on the unit.

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188 Please note, this only applies to the standard attack with a Cannon. Grapeshot and Swivel Guns remain unchanged. This alternative method will also change how Structures are hit and Damaged. In short, The Fortitude value of a target Structure is not applied to the Initial Shot, but it is applied when determining all Damaging Hits. To explain this, consider the following revision of 7.7 Firing Artillery at Structures on page 76 of the Blood & Plunder rule book: HITTING AND DAMAGING STRUCTURES All Structures have a Fortitude and Integrity rating to reflect their durability in the face of heavy fire. A structure’s Fortitude is a measure of how difficult it is for Artillery to Damage the Structure. The Structure’s Fortitude gives a penalty to any incoming Artillery Shoot Test, but only to the additional dice rolled to determine Damaging Hits after the Initial Shot was successful. A battery of 3 Light Cannons are firing on a ship with a Fortitude of 3 and an Integrity of 4. The ship is 15” away from the guns. As with a typical Ranged Attack with Artillery, the cannons need a 3 to hit (0 base, +3 for the range) with the initial attack. 3 d10 are rolled for the test, with the following results: 1, 8, 8. Two of the 3 Light Cannons scored Initial Shots. Four dice are rolled to determine Damage caused by the guns that hit (+2 for each Light Cannon), but the new target number applies the Fortitude of the Structure as a penalty (0 base + 3 range mod + 3 Fortitude = 6+) The dice are rolled, with the results of 6, 7, 8, 8. Added up, the ship takes 4 damaging hits. In addition, when using these optional rules: »» A roll of a Natural 10 on the Initial Shot will not inflict a Lucky Hit on the Structure when using these rules. »» When Cannons are used to fire upon a Structure with the Low Profile or Simple Rig trait, the penalty to hit only applies to the Initial Shot, not the Damaging Hits.

◊ OPTIONAL RULES ALLOWING MELEE SAVES FOR SHAKEN UNITS

This optional rule is for players that find Melee combat a bit too decisive. Instead of Shaken units receiving no Melee Save as dictated in the Blood & Plunder rule book, this optional rule will allow Shaken units a 9+ Defense Save against hits in Melee combat. This can give units a little more survivability and give them a chance to get back in the fight.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

13

ARMY SCALE B A T T L E S

& MULTIPLAY ER

GAMES

13.1 Fighting Large Battles (Army Scale)

he following rules allow for truly massive games of Blood & Plunder,where players can field scores of miniatures (and multiple Commanders) on the battlefield. Large battles like these are referred to as Army Scale games, with each side of the battle made up of multiple allied Forces, not just one Force as in a normal game. It is recommended to play with at least 300 points per side when fighting in Army Scale.

T

All the rules for playing a standard game of Blood & Plunder apply to an Army Scale game as well, except for those noted below.

◊ ARMIES AND COMPANIES In Army Scale, one whole “side” of a battle is called an Army. Each Army is made up of at least three Companies. Each company is equivalent to a Force in a standard game of Blood & Plunder, so each is set up in the same way. That means that each Company is of a particular Nationality and primary Faction, and that a Commander and the appropriate units are purchased for the Company under the rules of the primary Faction (see the Blood & Plunder rule book p. 94 for rules on building a Force). There are a few other considerations when building Companies for an Army Scale game: »» Each company must be at least 100 points (or as close to 100 as possible), but all Companies

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in an Army do not need to be the same point value. An Army cannot contain fewer than three Companies. »» When determining the minimum and maximum number of models for units in the company, use the point limit for the company, not for the entire Army. »» Ships and Fortifications may be purchased and outfitted following the normal rules. Friendly Companies of the same primary Faction may combine points to purchase costlier items. For example, one company could purchase a large ship and some cannons following the usual rules, and another company of the same primary Faction could buy the rest of the cannons. »» All Ships and Fortifications must be crewed at the start of the game by the company that purchased them, a friendly company, or a mix of both. An Army may be made up of all one nationality and Faction, but it was not uncommon for different nationalities and Factions to ally with each other. To reflect this: »» Each Faction has an Allied Factions list. One Faction on that list is chosen as an ally, and units from that Faction may be added to the Army. A company of the primary Faction may not have any allied units mixed in: All allied Faction units must be together in a separate company »» An Army may include one allied company for every two Companies of the primary Faction. If an allied company is a different nationality than the primary Faction, all units in that company will gain the Foreign Allies Special Rule.

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Once all of the Companies for the Army have been built, the player identifies the company of the primary Faction that contains the Commander with the highest point value. That Commander is known as the General, and that company is called the Command Company.

◊ SCENARIOS IN ARMY SCALE When fighting battles in Army Scale, the size of the play area will need to increase in order to accommodate the larger number of models in each Army. This is already mentioned on page 132 of the Blood & Plunder rule book, and is expanded upon as follows: FOR A LAND BATTLE USE AT LEAST: »» a 3’ wide by 5’ long board for battles from 301 - 499 points per player. »» a 4’ wide by 6’ long board for battles from 500+ points per player. FOR SEA AND AMPHIBIOUS BATTLES, USE AT LEAST: » a 4’ wide by 6’ long board for battles from 301 - 499 points per player. » a 4’ wide by 8’ long board for battles from 500+ points per player. Scenarios for Army Scale are picked just like scenarios for a standard game, but remember that the Blood & Plunder scenarios in the books are scaled for a 3’ x 4’ board for land battles, or a 4’ x 4’ board for sea and amphibious engagements. Make sure you scale up the important areas of the scenario on the battlefield (like deployment zones and objective placement) to match whatever size board you are playing on.

◊ ACTIVATING COMPANIES AND UNITS

Activation cards are used a little differently when playing in Army Scale. Activation Cards are drawn one per company, not per unit. Cards are placed and then revealed to activate an entire company, and all units in that company use that same Activation Card to determine the number of actions they may take. Units in the company may activate in any order that the controlling player wishes, and each unit must complete taking all actions before moving on to the next. Suit-activated abilities are triggered for all applicable units in the company if the appropriate Activation Card is played. Once all the units in a company have activated, the company’s activation is over.

For example, it’s the start of a turn and both players place a Activation Card face down to determine initiative. Both cards are revealed: one card is a ♠, the other a ♥. The player that played the ♠ will choose a company to go first, and each unit in that company will use the ♠ (and the unit’s Experience Level) to determine how many actions will be taken. The player takes the appropriate number of actions with each unit in whatever order they choose, completing all actions with one unit before selecting the next unit. Once all the units in the company have taken or forfeited actions, play is passed to the other player. That player repeats the same process with one of their Companies, using their played ♥.

Like units, Companies may activate only once per turn. Remember that a unit cannot take more than 3 actions in an Activation unless they are Free Actions. This may limit how a Commander can use its Command Points. For example, if a ♣ is played on a company that has only Trained or Veteran units, then the Commander could not use its Command Points to give any of the units in the same company any Extra Actions, since they all count as activated and each are already taking three actions from the Activation Card.

◊ MOVING SHIPS IN ARMY SCALE In an Army Scale game, all the ships in the Army will make movements during that Army’s company activations. This is very similar to the way ships move in a standard game, as all ships in the Army will move during their Army’s first company activation, their Army’s last company activation, and one of the Army’s company activations in the middle of that player’s choice. Other than these distinctions, ship movement is the same as in a standard game.

◊ COMMAND ACTIONS IN ARMY SCALE

Using Command Points to give units Extra Actions works a little differently in Army Scale. Company Commanders may only use their Command Points give Extra Actions to units that are in their company. The General may use its Command Points give Extra Actions to units in any friendly company, unless there is another rule that forbids it (like Foreign Allies). FORTUNE POINTS IN ARMY SCALE Each Army starts the game with 3 Fortune Points. Additional Fortune Points are based on the Army’s point total, and are added at the following rate: 400 pts to 599 pts: +1 600 pts to 799 pts: +2 800 pts to 999 pts: +3

1000 pts to 1199 pts: +4

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Army Scale Battles &Multiplayer Games If an Army’s point total is higher than what is listed above, simply add another Fortune Point for every 200 points in the same progression STRIKE TESTS IN ARMY SCALE Strike Points for Army Scale are calculated in the same manner as in a standard game (see the Blood & Plunder rule book, p. 133). When determining Strike Points based on the percentage of casualties taken, use the total number of models for each individual company. We realize that counting models in different Companies to determine the Strike Points can be tedious, so we suggest that players determine the “breakpoints” for the number of casualties needed to generate Strike Points before the beginning of the game. Additionally, arranging casualties into separate 5 model blocks off the board will also speed up the counting process at the end of the turn. If a scenario objective causes a company to receive a Strike Point, all other Companies in the Army receive the Strike Point as well. The rules for taking Strike Tests are different when playing in Army scale: »» A Strike Test must be taken by a company at the end of any turn if the company has 3 or more Strike Points, regardless of any difference in Strike Point totals from the enemy Army. That company’s Commander rolls for the Strike Test. If that company fails its Strike Test, it surrenders and is removed from the battlefield (any ships, fortifications, or artillery it may have purchased remain in the game). If the Company Commander has been removed as a casualty and a Strike Test must be rolled for, the Company automatically fails the Test and surrenders. Keep track of how many Strike Points the company had before it was removed (see below). »» A Strike Test must be taken by an Army at the end of a turn if some of its Companies have surrendered and only two Companies remain. The General rolls the Strike Test for the entire Army, and if it is failed, the entire Army surrenders. If the General has been removed as a casualty and a Strike Test must be rolled for, the Army automatically fails the Test and surrenders.

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◊ PROMOTING COMPANY COMMANDERS

If a company Commander is removed as a casualty in the course of a battle, a General has the option to promote a new one from the ranks, but only if the company is not made up of foreign allies. »» A new company Commander may be promoted only if the original one has been removed as a casualty. »» When the General’s unit is active, a Command Point may be spent on a unit from that company that is within the General’s Command Range to promote one of the models in the unit into an Untested Commander for that Faction. The new Commander is attached to that unit.

13.2 Multiplayer Variants

There are a few different ways that Blood & Plunder can be played as a multiplayer game. Some options are listed below.

◊ EACH PLAYER FIELDS THEIR OWN FORCE

This option is the most straightforward style of multiplayer because it is very similar to playing a standard game. Every player has their own Force and their own deck of Activation Cards. Play is the same as a standard game of Blood & Plunder, with all players setting down Activation Cards and activating units independently based on suit hierarchy. Players can fight battles against each other in a free-for-all fashion, or they may ally and form two (or more) teams to oppose each other. This style of multiplayer can work well for 3-4 players, but tends to bog down with more. Free-forall battles that are done in this fashion with a lot of players will take a long time and will likely take up a lot of space.

◊ EACH PLAYER CONTROLS UNITS IN A FORCE (THE CAPTAIN VARIANT)

This is a good option for situations where you have a lot of players and may not have a lot of miniatures to play with. In this variant players don’t control an entire Force, they only control a unit or two, with the player in charge of the Commander’s unit deciding the order in which units are activated. This variant is a fun way to teach new people how to play the game.

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First, the two Forces are created to oppose each other, the scenario is picked, and the table is set up like usual. Next, players are evenly assigned to either side of the battle, then the units in the Force are divided evenly between the players on each side. This means that a player may only be in control of one or two units in the course of the battle. The most experienced player should be in control of the Commander’s unit. Players will then deploy their units as dictated by the scenario. As in a standard game, each side of the battle has one deck of Activation Cards. Only the player who is in control of the Commander’s unit (referred to as the “Captain” from now on) draws them for the Force, one per unit as in a standard game, and keeps the hand secret. The Captain decides what cards are played and what units are activated in the course of the turn, but the player in control of the unit actually takes the actions and makes decisions with it. The Captain also has final say in how the Force’s Fortune Points are spent.

◊ EACH PLAYER CONTROLS A COMPANY IN ARMY SCALE (THE COMMANDANT VARIANT) This variant is similar to the Captain variant (explained above) in many ways, except the battles are fought in Army Scale. This means that battles are usually much larger and require many miniatures. Each player is in control of one or more entire Forces (called Companies). Players are responsible for activating all the units in the company that they are in control of, but the player in control of the General and the Command Company (called the Commandant) decides the order in which the Companies will activate. For this variant, the base rules are altered and the battles are set up just as described earlier in Fighting Large Battles (Army Scale). Next, players are evenly assigned to either side of the battle, then the Companies in the Force are divided evenly between the players on each side. This may mean that a player may be in control of one or maybe two Companies (and many associated units) in the course of the battle. The most experienced player should be in control of the Command Company. Players will then deploy their units as dictated by the scenario. As in a standard game, each side of the battle has one deck of Activation Cards. Only the Commandant draws them for the Army, one per company. The Commandant need not keep the cards secret from players controlling friendly Companies. The Commandant decides what cards are played and what Companies are activated in the course of the turn, but the player in control of the company makes decisions for it and takes the actions with all the units in it. The Captain also has final say in how the Force’s Fortune Points are spent.

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ANOTHER COMMANDANT VARIANT FOR LARGE NUMBERS OF PLAYERS When many players are participating in a Commandant-style game as described above, gameplay can slow dramatically. When playing with more than 3 players per side, the following optional rules may be helpful to keep all players involved. This method is great when playing big group games at stores or conventions. Follow all the rules for Army Scale and the Commandant variant as outlined above, with the changes explained below. »» When Companies are created for the game, follow all the rules as described previously for building an Army, but each company in an Army must have the same number of units. It is also suggested that each player controls only one company each, but this is not mandatory. »» When Activation Cards are drawn for an Army at the start of the turn, the Commandant draws a number of cards equal to the greatest number of units in a single company in the Army. At the start of the battle, all Companies will have the same number of units, but this will change as a battle progresses. For example, it’s the start of Turn 3 in an Army Scale game using this variant. There are three Companies in an an Army. Two Companies have two units each, and one company has three. The Commandant would therefore draw three Activation Cards at the start of the turn. »» The Commandant still chooses and plays an Activation Card for the entire Force, but in this variant, each player may activate one unit in each of their assigned Companies using that card. The order that the units activate in is determined by the Commandant. »» Ships move during the first, last, and a middle unit activation like in a standard game of Blood & Plunder, not by company activation as is usual in the Army Scale rules.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

14 B L O OD & P LU N DE R

CAMPAIGN SYSTEM

14.1 Introduction

Commander may be remembered for a single successful raid, but people like Henry Morgan, Juan Corso, and Laurens de Graff conducted Campaigns of raids along the Spanish Main for years and became legends.

A

A Blood & Plunder Campaign provides players with a framework to link together their games and introduces a narrative where the outcome of their previous games can have an impact on future ones. Players will each assume the role of a Commander who will lead troops in battle against their rivals. Through leading successful raids and defences they will gain Reputation and experience to build their modest story into a legend to rival Henry Morgan.

14.2 Overview of a Campaign

Participants in a Blood & Plunder Campaign will be developing Commanders who control Units of soldiers and ships. Initially a Commander's options and skills are limited. As the Campaign progresses, Commanders will gain Reputation (Rep). Reputation represents a Commander's wealth, the confidence that they inspire in others, and the influence they have in the region. Reputation is the currency of a Campaign, which is awarded at the end of each

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battle, win or lose. It may be spent on several different things in the course of the Campaign, but the main one is Resources. Resources make new options available to Commanders when they are building their forces and are the only way to unlock certain Units and ships and make them available to select during the Campaign. Additionally, spending Reputation will allow a Commander to draw a new hand of cards at the start of a Campaign Turn or help him escape capture, both of which we will explain fully later. As well as Reputation, Commanders will earn Experience (XP), which is used to track their development as they learn from successive battles against the other Commanders in the Campaign. Experience represents the (sometimes hard) lessons learned by a Commander as they witness the consequences of their orders first hand. In game terms, gaining XP allows a Commander to graduate from Untested to Experienced to Seasoned and ultimately to the level of Legendary. Each time a Commander earns enough XP to progress to a new level they will be able to select new skills to increase their prowess in battle. The Campaign itself is broken up into a set number of Turns. During each Turn Commanders will have the opportunity to acquire new Resources and launch attacks against other Commanders. Reputation and Experience may only be gained by battling other players. After a set number of Campaign Turns have been completed, the Commander with the most Experience Points is the winner.

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14.3 Setting Up a Campaign STARTING COMMANDER Untested

1. DETERMINE AN ORDER TO CHOOSE NATIONALITY/FORCE TYPE Aside from being a particular Nationality, a Campaign Force operates as a Militia, Privateer, or Pirate (for a full description of each Force type, see step #3 below). At the start of a Campaign, players should choose a random order to select their Nationality and Force type, because not all Forces can fight each other freely in the course of a Campaign. This will be explained fully in the rules that follow. THE STARTING COMMANDER Before a player selects a Nationality at the start of a Campaign, a generic Commander is issued to the player. The stats for the starting Commander are listed below.



Main Weapons: Standard Melee Weapon Sidearms: None Command Range: 4" Command Points: 1

This starting Commander will be further described in the following steps.

2. CHOOSE NATIONALITY Each player must select the Nationality of the Commander they will be playing as for the duration of the Campaign. This will also be the Nationality of the Force the Commander leads, so players must be sure they have sufficient models of that nation to field a Force.

A Commander will receive bonuses to its starting profile based on the Nationality chosen: SPANISH COMMANDER

ENGLISH COMMANDER

FRENCH COMMANDER

Main Weapons: +Pistol Free Special Rule: +Ruthless Available Skill Categories: All

Main Weapons: +Brace of Pistols Free Special Rule: +Inspiring Available Skill Categories: All

Main Weapons: +Brace of Pistols Free Special Rule: +Lead by Example Available Skill Categories: All

DUTCH COMMANDER

NATIVE COMMANDER

Main Weapons: +Brace of Pistols Free Special Rule: +Sailors Available Skill Categories: All

Free Special Rule: +Great Warrior* Command Range bonus: +2” Available Skill Categories: All but Nautical, and may select Native-only skills

EUROPEAN/ UNALIGNED COMMANDER Main Weapons: +Brace of Pistols Free Special Rule: +Resilient Available Skill Categories: All

*A Native Commander may always purchase the upgrade to War Captains for a Unit, regardless of which Resources they have purchased in the Campaign.

3. CHOOSE FORCE TYPE After a Nationality has been chosen, each player must choose what type of Force their Commander will lead for the duration of the Campaign. The choices are Militia, Privateer, or Pirate. Each type of Force has different bonuses and Special Rules. It also determines what Faction a player may select in the next step.

»» MILITIA – This Force represents local Forces and trained soldiers that are loyal to and supplied by their chosen nation. Militias serve to protect that nation’s assets and use military Force to acquire new ones.

Force Bonus: ◦◦ +1 Rep if this Force is the defender in a battle

»» PRIVATEER – This Force represents what are essentially mercenaries that have received a commission to harass

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and plunder the foes of another nation. For the purpose of the Campaign rules, this also includes Forces that have temporarily allied with another nation to advance their interests or to fight a mutual foe. Privateer Forces usually walk the line between protector and pirate.

Force Bonus: ◦◦ +1 Rep if attacking or defending in a battle against their commission foe (see below) ◦◦ No Rep bonuses or penalties if an opponent is a Pirate





Privateer Commission – When a Privateer Force is selected, the player picks one Nationality that the Commander is allied with. It is typically the same nation as the Commander’s Nationality, but it does not have to be. The player then picks

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a different Nationality as a foe. Unaligned and Native can not be chosen as allies, but they may be chosen as foes.

»» PIRATE – Pirates do not fight under the flag of any nation. They take what they can from those that are too weak to protect it, even their own countrymen.

Force Bonus: ◦◦ +1 Rep if this Force is the attacker in a battle

LIMITATIONS ON BATTLES DUE TO FORCE TYPE Forces affiliated with the same Nationality may not be able to battle each other in the course of a Campaign.

»» Militia Forces of the same Nationality cannot battle each other. »» Privateer Forces cannot battle other Privateers allied with the same nation, nor can they battle Militia allied with the same nation as they are. »» Pirate Forces can battle any type of Force regardless of Nationality, including other Pirates.

The limitations listed above are not as important in large Campaigns with lots of players, but they can greatly hinder smaller Campaigns. As stated earlier, players should establish a random order to choose Nationality and Force type, to ensure that all Forces can easily pick fights with the others in the Campaign.

For example, three players all want to play a Campaign, but all three are playing with French forces. The players all roll one d10, and highest roll picks a force type first. The winner of the roll-off chooses French Militia. The player with the second pick opts to play French Pirates. The last player could play French Pirates as well, but decides to play Spanish-backed French Privateers commissioned to attack the French. Given these choices, all three players may battle each other freely in the course of the Campaign.

4. NAME COMMANDER Once Nationality, Force type, and Faction have been decided by each player, it is recommended that each player gives their Commander a name. While not strictly necessary, it adds a level of personalization and helps to enrich the narrative of the Campaign. It is much more satisfying declaring an attack against “Captain Owen Blackflag” than it is declaring an attack against “Scott”.

5. PICK FACTION Players now pick what Faction they will play for the duration of the Campaign, based on the Nationality and Force type chosen above. Consult the table below:

M = Militia PT = Privateer P = Pirate

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SPANISH

ENGLISH

»» Militia M/PT »» Guarda Costas PT/P »» Corsairs PT/P »» Armada de Barlovento M/PT »» Tercios M »» Ostend Privateers PT/P

»» Buccaneers M/PT/P »» Caribbean Militia M/PT »» Pirate Hunters M/PT »» Royal Navy M/PT »» Expeditionary Forces M »» North American Militia M/PT

DUTCH

NATIVE AMERICANS

»» Navy M/PT »» Caribbean Militia M/PT »» Privateers PT/P »» North American Militia M/PT

»» Darien M/P »» Caribs (Kalinago) M/P »» Caribbean Tribes M/P »» South American Tribes M/P »» Northeastern Woodland Tribes M/P »» Iroquois M »» Wabanaki M »» North Southeastern Tribes M/P »» Westos M

FRENCH »» Buccaneers M/PT/P »» Caribbean Militia M/PT »» Chasseurs M/P »» Royal Navy M/PT »» Expeditionary Forces M »» Canadian Militia M »» Canadian Privateers PT/P UNALIGNED & PERIPHERAL »» Brethren of the Coast PT/P »» Logwood Cutters PT/P »» Portuguese Militia M/PT »» Portuguese Bandeirantes M »» Danes M »» Scottish Militia M »» Brandenburg Privateers PT »» Swedish Militia M »» Pirates P »» Black Caribs M/P

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6. CHOOSE PRIMARY SKILL CATEGORY Each player must now pick a primary skill category for their Commander, which are found in the Commander’s Skill Table on page 210. The skill categories a player chooses will influence what kind of leader their Commander will become, and each category may have associated bonuses or penalties. This primary category is selected independently of any Free Special Rules your Commander may have started with. Once the skill category is selected, the Commander is given the associated bonuses and penalties as listed at the top of the skill category column in the Commander’s Skill Table. The player also picks one skill from the Untested row in the chosen category.

7. CHOOSE A FREE RESOURCE Each Commander begins the Campaign with one Tier 1 Resource of their choosing free-of-charge (see page 207).

8. DETERMINE CAMPAIGN DURATION Players (or Campaign organizer) must determine the length of the Campaign by agreeing onmust determine the length of the Campaign by agreeing on the number of Turns that the Campaign will last. This should be a realistic amount, which will be long enough to earn sufficient Reputation and Experience to develop skills and Resources but not so long that all Commanders have reached the Legendary rank and purchased all Resources. We suggest around ten Turns.

9. DECIDE HOW LONG CAMPAIGN TURNS LAST During each Campaign Turn, players will have oen or two ggames to play. A new Campaign Turn cannot begin until all battles in the current Turn have been resolved, or until a deadline has been reached. The Turn deadline set should be realistic and take into consideration any real-life circumstances of the players. A Turn length duration of one week should be suitable in most situations.

10. DETERMINE POINT STRUCTURE Players (or the Campaign organizer) may decide at the beginning of a Campaign to set a point limit of the games to be played when resolving Campaign battles. This is entirely optional, and it is equally viable to have the points limit change from game to game, left to the discretion of the players involved.

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Another option is to use an escalation format where the points limit of games is set and increases in set increments at predetermined stages during the Campaign. (for example, Turns 1-3 = 100 points, Turns 4-6 = 150 points, Turns 7-9 = 200 points). This format can be a lot of fun for players who are still building their collection as they will have a chance to choose new Units to add (and paint) before using them in the Campaign.

14.4 Anatomy of a Campaign Turn

A Blood & Plunder Campaign is divided into a number of Turns. Each Campaign Turn is divided into a number of phases:

1. Determine battle opportunities for the Turn.



2. Deal hand.



3. Resolve Events.



4. Redraw hand, if desired.



5. Select and play a card to determine initiative.



6. Players purchase Resources and pick battles in initiative order.



7. Battles between players are fought.



8. Calculate Reputation Points and Experience Points after each battle.



9. Each player levels up and picks new skills for their Commander, if appropriate.

1. DETERMINE BATTLE OPPORTUNITIES FOR THE TURN In a Campaign, the scenarios the players will fight in are randomly generated at the beginning of each Campaign Turn. This represents different opportunities, best-laid plans, and lucky breaks that the player’s Commanders are exploiting. To determine each battle scenario, roll on the Scenario table, followed by the optional Theatre table: SCENARIO 1. Breakthrough 2. Raid 3. Control the Field 4. Take and Hold 5. Encounter

6. Raze 7. Escort 8. Rescue 9. Search & Recover 10. Plunder

THEATRE 1-4. Land 5-6 Amphibious 7-10 Sea

Blood & Plunder Campaign Generate a number of scenarios in this way equal to half the number of players in the Campaign, rounded up. (For example, if there are 7 players in a Campaign, 4 scenarios would be generated). Record the scenarios generated, adding a slot for attacker and defender for each battle. Players will pick the match-ups for these fights in step #6. Use of the Theatre table is entirely at the discretion of the players in the Campaign. It may be useful to use the Theatre table to make players with very specialized Commanders fight outside of their “comfort zone”. Then again, it may cripple players with a smaller collection of miniatures. We suggest that a theatre is determined for each scenario, but players have the option to change if it does not work for one or both Forces. The scenario, however, should not change.

200 2. DEAL HAND At this point each player is dealt three cards face down from a communal deck of Activation Cards. Players will have to choose and play one of these cards to determine in which order they will purchase Resources and pick their battle match-ups in step #6.

3. RESOLVE EVENTS If a player is dealt an Event card ( Joker), the Event must be resolved immediately, and then the player draws back up to a hand of three.

To resolve an Event a player rolls one d10 and consults the chart below:

CAMPAIGN EVENT EFFECTS

EVENT 1

BETRAYED

2

DAMP POWDER

3

SUPPLY SHORTAGE

4

UNRELIABLE SUPPORT

5

BAD WEATHER

6

LAUDED ENGAGEMENT

EFFECT

The Commander loses d5 Reputation from their cache (but can’t go below 0). The Commander's Force starts with d5 Reload markers in the next battle, distributed among Units with weapons that can gain Reload markers.The player may distribute them as they wish, but: »» A single Unit can’t take more than 2 Reload markers this way. »» If Reload markers are given to a Unit that is assigned to Artillery, all of the assigned Artillery pieces gain that number of markers. »» If there are no Units left that can gain Reload markers, the leftover markers are discarded. The Commander's Force starts with d5 Fatigue markers distributed as they wish in their next battle. A single Unit can’t take more than 2 Fatigue markers in this way. The Commander may not use the highest-Tiered Resource in a category of their choice in the next battle. It must be from a category that has at least one Tier. The next battle begins with Weather already in effect. Roll on the following chart at the start of the battle, immediately before Forces are deployed: 1-3: -2 on the Weather Effects Chart 4-5: -1 on the Weather Effects Chart 6-7: +1 on the Weather Effects Chart 8-10: +2 on the Weather Effects Chart The Commander and their opponent both receive +1 Reputation at the end of the next battle.

7

The enemy Commander facing this Force in the next battle must select one less Tactic.

8

The Commander may add an Advisor or Hostage from the Characters list to their Force for free in their next battle. Limitations based on Force size, etc. must still be followed.

INSIDE INFORMATION HOSTAGE

The Commander may add a minimum-sized Unit of Townspeople to their Force for free in their next battle, but only if defending.

9

CONSCRIPTS

10

COERCION

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TOWNSPEOPLE Experience: Inexperienced Weapons: Standard Melee Weapon Fight: 7/8 Shoot: -/8 Resolve: 6 Special Rules: Non-combatants - If a friendly Unit within 5” of this Unit takes any Casualties, this Unit must roll a Fatigue Test on a single d10. In addition, this Unit cannot take actions from Command points, and does not count toward holding objectives. The Commander adds d5 Reputation to their cache.

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4. REDRAW HAND The player with the fewest Experience Points may discard their hand and draw three more cards for free. Each other player may then do the same, in order from fewest XP to most (roll off in the case of a tie), at the cost of one Reputation from their cache.

5. SELECT AND PLAY A CARD TO DETERMINE INITIATIVE Each player selects one card from their hand to determine initiative. Cards are placed face down and then revealed simultaneously once each player has selected a card. Just like activating a Unit in a normal game of Blood & Plunder, the strength of the suit will determine the order in which players will activate. The hierarchy of the suits is:

♠>♥>♦>♣

If two or more players play the same suit, the value on the card will break the tie, where the card with the higher value will activate first. Any players absent during this step are considered to have drawn a and will have their game matchups determined randomly in the next step.



6. PLAYERS PURCHASE RESOURCES AND PICK BATTLES IN INITIATIVE ORDER The player who played the highest card goes first, and does two things: 1. The player may purchase any number of Resource Tiers. Resource Tiers may only be purchased if the player has the Reputation to do so. The player subtracts the Rep from their current total, and marks the appropriate entry on the Commander’s Campaign log sheet. Any purchased Resource is available to use immediately. For a list of all the available Resources, see the Resources section (see page 203). Any players absent during this step may purchase Resources before the start of the next battle. 2. The player picks a battle to fight from the list that was generated in step #1 above. The player picks any open slot of their choice, either as attacker or defender. Repeat this process with all Commanders in initiative order until all have chosen an open slot in a battle. A Commander may not battle the same opponent two Turns in a row unless there is no other option. Commanders do not have to purchase Resources in this step, but they must pick a battle! Any players absent during this step are randomly assigned a battle following all the usual rules and re-

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strictions as mentioned previously. If there are multiple players who are absent, randomly determine the order in which the battles are assigned.

7. BATTLES BETWEEN PLAYERS ARE FOUGHT Players will now fight the battles using the matchups as determined in step #6 above. »» Campaign Turn time frame and players without opponents Commanders should only have one (maybe two) games at most before fulfilling their Campaign requirement, so players should be allotted an appropriate amount of time to do so. As mentioned earlier, one week per Turn is a good time frame, but feel free to adjust it to your Campaign as you see fit. If a Commander does not complete a game in the allotted time, then their Campaign Turn ends, no Rep or XP is awarded, and they are out until the start of the next Campaign Turn. If a Commander does not have an opponent (either because their scheduled opponent cancelled or the slot was never filled in step #6), then another player should stand in so that player has an opponent. If a player (that shows up to play) does not face an opponent by the end of the Campaign Turn, then they are awarded a Decisive Victory (see #8). »» Creating a Force Creating a Force for a Campaign game has many differences compared to a normal game of Blood & Plunder, because your choices are limited based on what Resources your Commander has obtained. 1. Determine points limit. If you are playing a Campaign with a variable points limit, you and your opponent must agree on the point limit now before building a Force. Otherwise, use the points as decided in step #8 of Setting up a Campaign. 2. Determine Unit size. Unit size is determined by the points limit of the game as normal, as explained in the Blood & Plunder rule book. 3. Determine Force restrictions. Players will use their chosen Faction’s list to build a Force as usual, but they are restricted to the types of Unit they can select, the equipment they can take, and any upgrades/downgrades to a Unit's Experience Level. These options can be unlocked by purchasing Resources, which are listed in the section following this one.

Blood & Plunder Campaign All Forces will face the following restrictions unless a Resource states otherwise. ◦◦ A Force may not include any Units with Horses as Equipment. ◦◦ A Force may not include any ships greater than Size 1. ◦◦ A Force may only include Swivel Guns as Artillery. ◦◦ A Force may not take any weapons upgrades or exchanges for Units which may normally take them. ◦◦ A Force may not include Units which have had an upgrade or downgrade to their Experience Level. ◦◦ A Force may not include Fortifications. ◦◦ All Units have the Poorly Equipped Special Rule in addition to their existing ones (even if a Faction ability says otherwise). A Force option for a Faction may only be taken if the player has purchased the appropriate Resources to satisfy all the requirements of the listed Force option. 4. Select Units based on restrictions. This is done as outlined in Chapter 9 of the Blood & Plunder rule book, limited by the restrictions listed above. Don’t forget that purchasing Resources will lift some of these restrictions. Please note that the Commander of a Force does not cost any points when building a Force. The Commander is always added for free. 5. Select Ships and Fortifications based on restrictions. This is also done as outlined in Chapter 9 of the Blood & Plunder rule book, limited by the restrictions listed above. Don’t forget that purchasing Resources will lift some of these restrictions. 6. Outfit Ships and Fortifications based on restrictions. This is also done as outlined in Chapter 9 of the Blood & Plunder rule book, limited by the restrictions listed above. Don’t forget that purchasing Resources will lift some of these restrictions. »» Setting up to play a Campaign game Players should set up the game table using the general guidelines as described in the Blood & Plunder rule book, and any guidelines specific to the scenario. All scenarios can be found in either the main rule book or No Peace Beyond the Line. Before deployment is selected, both players will have the option to pay Reputation to secretly select Tactics to give them an advantage in the fight. The lists of available Tactics for attacker and defender are listed in the upcoming Tactics section.

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202 Once all the Tactics have been resolved and each Force has been set up appropriately, you are now free to engage your enemy! Fight the battle and determine the outcome via Strike Points and the criteria of the given scenario. »» Withdrawing a Force and capturing Commanders Since the goal of a Blood & Plunder Campaign is to develop your Commander, it is vitally important that the Commander is active until the end of the Campaign. If a Commander falls or is captured in the course of the Campaign, the player will suffer a major setback to winning. When a Commander’s Force must take a Strike Test, they have the option to voluntarily fail it and withdraw their Force. Withdrawing a Force is not possible if the Commander’s Unit is engaged with an enemy Unit in Melee combat, if the Commander’s Unit is in a Structure that contains enemy Units, or if the Commander has been removed as a casualty. If a Strike Test is voluntarily failed, and hence the Force is withdrawn, then the battle ends immediately and both Commanders may fight another day. If a Force fails a Strike Test involuntarily, or loses the battle based on Strike Point totals when the game’s Turn limit has been reached, then the Commander has a chance of being captured. Roll one d10. On a 6+, the losing Commander gives the enemy the slip and may fight another day. Otherwise, the Commander is captured (see below). A Commander may not attempt to escape if the Commander’s Unit is engaged with an enemy Unit in Melee combat, if the Commander’s Unit is in a Structure that contains enemy Units, or if the Commander has been removed as a casualty. If a Force fails a Strike Test while the Commander’s Unit is engaged with an enemy Unit in Melee combat, if the Commander’s Unit is in a Structure that contains enemy Units, or if the Commander has been removed as a casualty, then the Commander is considered to be captured. Captured Commanders If a Commander has been captured, roll one d10. On a 10+, the Commander uses politics, trickery, or just dumb luck to escape detention or death, and may fight another day. If the roll is failed, a Commander may spend Reputation to “buy” their freedom. For each Reputation a Commander spends, they may increase the result of the die roll by 1, but a roll of a natural 1 is always a failure (sometimes no amount of bribing or trickery will save a Commander from their fate). A Commander that has failed this roll has either been locked away or hanged at the gallows, and is removed from the Campaign. Losing a Commander at this point does not remove a

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player from the Campaign, but it does set them back since a lesser officer or personality is promoted to take the Commander's place. Refer to the Replacing a Captured Commander section for a complete explanation. The Reputation and Resources earned by the Force are not lost when its Commander is captured or removed from the Campaign.

8. CALCULATE REPUTATION POINTS AND EXPERIENCE POINTS At the end of the battle, Reputation and Experience are determined for both Forces in the following manner: »» A Commander gains +1 Reputation for fighting in a battle, win or lose. »» The Commander that wins a battle will gain Reputation Points equal to the positive difference between the number of Strike Points gained by each Force at the end of the battle. For example, if the winning Force in a battle finishes with 2 Strike Points and the losing Force has 4, the winning Commander would gain +2 Reputation. »» The winning Commander will also gain +1 Reputation if the battle ended due to their opponent failing a Strike Test, even if the Strike Test was failed voluntarily. »» Add any other Reputation bonuses or penalties (like Events, Force type, etc.) as appropriate. Any Reputation Points gained by Commander after the conclusion of a battle are added to their cache to be spent in future Turns. Like Reputation, Experience is earned from battling other players, and XP is calculated in the same manner as explained above. Therefore, the amount of XP generated at

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the end of the battle will typically be equal to the amount of Reputation earned. Add the number of Experience Points earned to their corresponding Commander 's XP total. If a player is awarded a Decisive Victory, it represents that the Commander met little resistance and attained victory in a glorious fashion. A player is awarded a base 5 Rep and XP for a Decisive Victory, applying any bonuses or penalties from Event, Force type, etc.

9. LEVEL UP THE COMMANDER If a Commander has gained enough Experience to equal or exceed their XP Goal, then they will be promoted to the next Experience Level at this point and may pick new skills. Refer to the Improving the Commander section for a full description on how this is done.

14.5 Resources

As a Commander's Reputation and influence grow they will be able to spend Reputation to acquire new Resources. Resources may be physical structures, like workshops and stables, or they may represent connections that a Commander has with powerful people in the region. Each Resource Tier, when purchased, allows a Commander to ignore a specific Campaign Force restriction. Each Commander can purchase additional Resources each Campaign Turn for the listed Reputation cost, if they so choose. Lower Tiers of a Resource must be purchased before higher Tiers, and each Tier (regardless of the Resource) costs 5 Reputation each. The effect of the newly purchased Resource Tier takes effect immediately.

Blood & Plunder Campaign RESOURCE ARMAMENTS

TRAINING & DISCIPLINE

SHIPS

LOCAL SUPPORT

ARTILLERY

EFFECT

»» Tier 1: Units may take any available weapons (or Armor) upgrades as permitted in their Faction selection list »» Tier 2: All Units in the Force may ignore the Poorly Equipped Special Rule (even if it’s normally a Special Rule for the Unit). Additionally, this Force is immune to the Damp Powder Campaign Event.

»» Tier 1: Units may take experience upgrades or downgrades as permitted in their Faction selection list, but may not be upgraded beyond Trained. »» Tier 2: Units may take experience upgrades as permitted in their Faction selection list to Veteran. Additionally, this Force may ignore the Drunk Scenario Special Rule.



»» Tier 1: The Force may include ships of size 2 if permitted by their Faction selection list »» Tier 2: The Force may include ships of size 3 if permitted by their Faction selection list »» Tier 3: The Force may include ships of size 4 if permitted by their Faction selection list

»» Tier 1: Forces may include Horses as Equipment if permitted by their Faction selection list. Additionally, the Force is immune to the Supply Shortage Campaign Event »» Tier 2: The Force may take Fortifications if they are the defender in a battle. Additionally, the Force may always take the Informant Tactic for free. (It does not count toward the number of Tactics allowed by the suit of the Campaign initiative card).

»» Tier 1: Forces may include Light Cannons as permitted by their Faction selection list. »» Tier 2: Forces may include Medium Cannons and field carriages as permitted by their Faction selection list. »» Tier 3: Forces may include Heavy Cannon as permitted by their Faction selection list. A player’s information on Resources is open to all players in the Campaign at all times.

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14.6 Tactics

After a game table is set up for the battle, but before deployment zones are chosen, both Commanders may select a number of tactics dependent on the suit of the card they flipped for Campaign Turn initiative.

♠=0 ♥=1 ♦=2 ♣=3

Tactics are selected in secret by the attacker and the defender (we suggest writing them on a piece of paper, or marking them off on your Commander log sheet), then they are revealed simultaneously. Each Tactic lasts the length of the current battle only.

ATTACKER

DEFENDER

CAUGHT UNAWARE

The defender must begin the game following the rules for Caught Unaware on p. 142 of the Blood & Plunder rule book.

VIGILANT

CAUSE DISTRACTION

The attacker may cause a Distraction as explained on p. 143 of the Blood & Plunder rule book.

FOCUSED

UNDISCIPLINED LOUTS

The defender must test under the Drunk Scenario Special Rule as explained on p. 143 of the Blood & Plunder rule book.

HIGH TOLERANCE

CONCEALED NUMBERS

The attacker may use Hidden Setup as explained on p. 144 of the Blood & Plunder rule book.

CONCEALED NUMBERS

The defender may use Hidden Setup as explained on p. 144 of the Blood & Plunder rule book.

AMBUSH

The attacker may use Lay in Wait as explained on p. 144 of the Blood & Plunder rule book.

AMBUSH

The defender may use Lay in Wait as explained on p. 144 of the Blood & Plunder rule book.

INFORMANT

The attacker is immune to Hidden Setup (defending Units set up normally) and enemy Units may not use Lay in Wait against the attacker.

INFORMANT

The attacker is immune to Hidden Setup (attacking Units set up normally) and enemy Units may not use Lay in Wait against the defender.

STALLING TACTICS

The attacker must attack during the day or at dusk (defender’s choice) as explained on p. 144-145 of the Blood & Plunder rule book.

UNDISCIPLINED LOUTS

The attacker must test under the Drunk Scenario Special Rule as explained on p. 143 of the Blood & Plunder rule book.

NIGHT/DAWN RAID

HIGH TOLERANCE

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The attacker may attack at night or dawn as explained on p. 144-145 of the Blood & Plunder rule book. The attacker is immune to the effects of Drunk.

The defender is immune to the effects of being Caught Unaware. The defender is immune to the effects of Distraction. The defender is immune to the effects of Drunk.

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14.7 Improving the Commander GAINING XP AND INCREASING COMMANDER LEVELS As the Campaign progresses and battles are fought, Commanders will gain Experience. Experience is not spent like Reputation, but is accrued throughout the Campaign and used to represent the knowledge a Commander gains from battle.

XP AMOUNT

0-9 xp

If a Commander reaches the required amount of XP they will immediately advance to the next level, receive the improvements to Command Range and Command Points, and will select a new skill from their primary or secondary skill group from the chart above as explained below. Note that only the bonus for the Commander’s current experience level is applied, the bonuses for experience level are not cumulative.

EXPERIENCE LEVEL

SKILLS GAINED

COMMAND POINTS

COMMAND RANGE

UNTESTED

Select a primary skill category and one primary skill at the Untested & Experienced rank

1

+0"

2

+4"

Select a primary skill at the Untested & Experienced rank. Also select a secondary skill category and a secondary skill at the Untested & Experienced rank

10-24 xp

EXPERIENCED

25-39 xp

SEASONED

Select one primary or secondary skill at Seasoned rank or below

2

+4"

LEGENDARY

Select one primary skill at Legendary rank or below.

3

+4"

40+ xp

When a player picks a secondary skill category, their Commander also receives all bonuses and penalties as listed at the top of the skill category column.

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Also note that as a Commander’s XP advances their points cost will not increase. The Commander always costs 0 points when building a Force.

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SKILLS AVAILABLE TO COMMANDERS COMMANDER SKILLS TABLE (Skills in italics are Native-only)

SKILL CATEGORY

NAUTICAL

STRATAGEM

LEADERSHIP

CHARACTER

COMMAND RANGE BONUS

-

+2”

+4”

+2”

BONUS SPECIAL RULES UNTESTED AND EXPERIENCED

SEASONED

LEGENDARY

High Standing

*Leader of Men

-

*Atypical Armament

Sailors Broadside *Expert Pilot

Elusive Scout Skirmisher

Inspiring Ruthless *Booming Voice Evade

Vendetta *Connected *Resourceful Savvy

Expert Broadside Commodore Sailing Master

Lead by Example Swordsman Castilian Expert Ambushers

Very Inspiring Tough Elan Battle Hardened

(Gains* Leader of Men for free) Lucky Crafty Resilient

Determination Terror

God’s Blessing or Devil’s Luck Motivated

*Gunnery Captain Legendary Gunner

Guerrilla Commander Aggressive Commander

All skills listed in the chart above correspond to a Special Rule that can be found in the Special Rules, Weapons, & Equipment section on page 158. Skills that are a new are marked with an asterisk, and are explained below.

»» Atypical Armament – The Commander may exchange its original issued weaponry to match the base Main Weapons of any one Core Unit on the Commander’s Faction list. Once the exchange is made it is final, and weapons may not be exchanged again. »» Booming Voice – The Commander may add 2” to its Command Range. »» Connected – If this Commander has been Captured during a battle, he may re-roll the roll to escape and remain in the Campaign as normal.

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»» Crafty – In any situation where this Commander needs to roll a 6+ to avoid capture during a game, the Commander will succeed on a 4+ instead. If avoiding capture is normally impossible, this Commander will escape on a 7+. »» Expert Pilot - If this Commander is attached to a Unit on a ship, the ship may re-roll a failed Test to Run Aground. »» Gunnery Captain – All Units in this Commander's Force receive a -1 bonus on the initial roll when testing to hit with Artillery. »» Leader of Men - If this Commander has the High Standing Special Rule, it is negated. »» Resourceful – This Commander has the Well Equipped Special Rule. Additionally, roll one d10 at the start of a battle, after Forces are deployed. On a 6+, this Commander’s entire Force may ignore Poorly Equipped for the duration of the battle.

Blood & Plunder Campaign REPLACING A CAPTURED COMMANDER It iis certainly not good if a starting Commander is removed from the Campaign, but it does not mean that the player is eliminated from it. The player may promote a new Commander and continue the Campaign, but the new Commander will not be as skilled as its predecessor. The new Commander will have 10 fewer XP than the original one. If this causes a Commander to fall to a lower level, its Command Points and Command Range will fall as well. The new Commander will also retain all of the old Commander’s skill categories and skills, except for one. Select a skill at random from the old Commander’s highest-ranked skill category, including the skills the old Commander got when selecting a skill category, and remove it from the new Commander. If there are two categories at the same rank, select one skill at random from either of them. A Commander may not lose any free Special Rule it started with before picking a primary skill category, or any Special Rules with a negative effect (like High Standing, for example).

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208 For example, Mike loses his Spanish Commander during a Campaign. The captured Commander was Experienced and had 19 XP. The old Commander had Ruthless as a free Special Rule, a primary category of Nautical (with the skills Broadside!, Commodore, and High Standing), and a secondary category of Leadership (with the skill Inspiring). All skills are of the same rank (Untested & Experienced), so one skill aside from Ruthless and High Standing must be removed. Mike randomly picks from all the remaining skills, and it is determined that Broadside! is lost. Mike names his new Commander, gives it 10 less XP than the old one (now 9 XP), and relists the old skills minus Broadside!. Since the new Commander is now Untested, its Command Points and Command Range fall to the Untested level. Mike may continue playing the Campaign with the new Commander.

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15

NEW SCENARIOS 1-2 Raze

The attacker seeks to destroy buildings vital to the defender, and the defender must stop this from happening!

◊ LAND

SETUP: Defender selects or places two size 1 objective buildings (Fortitude 2, Integrity 2) along the centerline of the board, at least 6" from any table edge and at least 12" from each other. SCENARIO RULES: For every four units in the attacking Force, one may take the Torches Equipment for no additional cost. Attacking units that use the Lay in Wait scenario Special Rule must set up at least 9” from an objective building. Mounted units must Dismount before attempting to start a fire.

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DEPLOYMENT: Defending player chooses one board edge; the attacker takes the opposite. Forces deploy as shown in the deployment diagram. The attacker’s units are not placed on the board during deployment they are held off the table. Those units move in anywhere along the indicated board edge during the first turn of the game. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board. When the attacker moves any Cannons on to the board, they start the game with 4 Reload markers. Heavy Cannon may be moved on to the board as a Dedicated action, but must be placed within 4” of the board edge, and may not be moved again for the rest of the game. A Heavy Cannon cannot be moved into a Structure or Rough terrain.

GAME LENGTH: Six Turns OBJECTIVES: »» Defender gains a Strike Point if an objective building is on fire or is destroyed at the end of the turn. »» Attacker gains a Strike Point if there are no objective buildings on fire or destroyed by the end of Turn 3 or later.

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◊ AMPHIBIOUS

SETUP: One side of the board must have a land mass that takes up 33 to 50 percent of the board area. The rest of the board is navigable water. The wind blows in from one of the attacker’s deployment board edges (randomly determine which one). The defender receives three free Gun Emplacements (see p. 144 of the Blood & Plunder rule book), but with a Fortitude and Integrity of 4. They may be placed anywhere on the landmass within 6” of the shore line, and must be at least 6” apart from each other. Each emplacement will start with one free Cannon, the size of which is dictated by the point total of the battle: »» 200 points or less: Light Cannons »» 201 to 300 points: Medium Cannons »» 301 points or more: Heavy Cannons These free Cannons cannot be upgraded to larger guns In addition, all the defender’s Artillery (either free or purchased normally) starts the game with 4 Reload markers.

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SCENARIO RULES: None

GAME LENGTH: Six Turns

DEPLOYMENT: Forces deploy as shown in the deployment diagram. The attacker deploys ships so a part of the ship is within 2” of their deployment edge, and no part of the attacker’s ships may be deployed closer than 16” to any part of the shoreline. However, the attacker does not have to deploy any Size 2+ ships at the beginning of the game. Any Size 2+ ships of the attacker’s (and all the units on the ships) are not set up during deployment, and instead may move on to the board from an edge within their deployment zone during the attacker’s first activation in any Turn. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

OBJECTIVES: »» Defender gains a Strike Point if an emplacement is on fire, is destroyed, or a gun in an emplacement is destroyed at the end of the turn. »» Attacker gains a Strike Point if there are no emplacements on fire, destroyed, or guns in emplacements destroyed by the end of Turn 4 or later.

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◊ SEA

SETUP: The whole board is considered Deep Water, with any additional water terrain added at the discretion of the players. SCENARIO RULES: None

DEPLOYMENT: The defending Force picks a board edge and sets up ships so a part of the ship is within 2” of their deployment edge. The defending Force’s ships must begin sailing to Windward. The attacker sets up anywhere else at least 24” away from the defender. GAME LENGTH: Six Turns

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OBJECTIVES: »» Defender gains a Strike Point if a ship (or boat) in their Force is on fire at the end of the turn. »» Defender gains an additional Strike Point if a ship (or boat) in their Force was destroyed during the turn. »» Attacker gains a Strike Point if there are no enemy ships (or boats) on fire or destroyed by the end of Turn 6.

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3-4 Escort

The defender is trying to move an important figure to safety, and the attacker is trying to stop them!

THE DIGNITARY All of the Escort scenarios use a special model referred to as the Dignitary. The Dignitary is a non-combatant model that must be attached to a non-mounted unit in the defender’s Force at the start of a game. The Dignitary gains the Experience Level, Skills, and Special Rules of the unit, but not the weapons. The Dignitary cannot make a Ranged Attack or participate in a Melee Combat, but may be removed as a casualty from a Ranged Attack or from Melee combat.

◊ LAND

SETUP: The entire board is land terrain, but no specific terrain set up is required. SCENARIO RULES: Attacking units that use the Lay in Wait scenario Special Rule must set up at least 9” from the center of the board. The Force with the greatest number of Mounted models is automatically the attacker in this scenario. DEPLOYMENT: Defending player chooses one corner of the board; the attacker will deploy units in the opposite corner on the same long board edge. Forces deploy as shown in the deployment diagram. Please note that the attacker’s and defender’s Forces may both be split, and the attacker has the option to move some units on to the board from the opposite edge during Turn 1. John Donovan (Order #14647379)

Units that move in from a board edge are not placed on the board during deployment, they are held off the table. Those units move in anywhere along the indicated board edge during the first turn of the game. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board. When the attacker moves any Cannons on to the board, they start the game with 4 Reload markers. Heavy Cannon may be moved on to the board as a Dedicated action, but must be placed within 4” of the board edge, and may not be moved again for the rest of the game. A Heavy Cannon cannot be moved into a Structure or Rough terrain. GAME LENGTH: Six Turns

OBJECTIVES: »» Defender gains 2 Strike Points at the end of any turn if the Dignitary has been removed as a casualty. »» Defender gains a Strike Point at the end of Turn 3 if the Dignitary is not within 4” of the center point of the board. »» Defender gains a Strike Point at the end of Turn 6 if the Dignitary is not within 6” of the escape edge. »» Attacker gains a Strike Point at the end of Turn 6 if the Dignitary has not been removed as a casualty. »» Attacker automatically loses if the Dignitary moves off the escape edge of the board.

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◊ AMPHIBIOUS

SETUP: One side of the board must have a land mass that takes up at least 50 percent of the board area, but still allows a longboat to be deployed as shown in the diagram. The rest of the board is navigable water. SCENARIO RULES: The Force with the greatest number of Mounted models is automatically the attacker in this scenario. Attacking units that use the Lay in Wait scenario Special Rule must set up at least 9” from the center of the board. The defender has a free Longboat that is hidden near the center of the board. One of the units in the defender’s Force must crew the longboat. The boat and its crew are not placed on the board during deployment, and an Activation Card is not drawn for the unit in the Longboat until it is placed on the board (see below). The defending player may place the Longboat and its crew within 6” of the centerpoint of the board at the beginning of any Turn, before Activation Cards are drawn. The defending Force may include a ship (or boat) in addition to the free Longboat.

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DEPLOYMENT: Defending player chooses one corner of the board; the attacker will deploy units in the opposite corner on the same long board edge. Forces deploy as shown in the deployment diagram. The defender’s Force must be split into a land portion with the Dignitary, a unit to crew the Longboat, and an optional ship at sea. The attacker has the option to move ships on to the board from the opposite edge during Turn 1. Any ships of the attacker’s (and all the units on the ships) are not set up during deployment, and instead move on to the board from the indicated water edge during the attacker’s first activation of Turn 1. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

GAME LENGTH: Six Turns OBJECTIVES: »» Defender gains 2 Strike Points at the end of any turn if the Dignitary has been removed as a casualty. »» Attacker gains a Strike Point at the end of Turn 6 if the Dignitary has not been removed as a casualty. »» Attacker automatically loses if the Dignitary moves off the escape edge of the board.

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◊ SEA

SETUP: The whole board is considered Deep Water, with any additional water terrain added at the discretion of the players. SCENARIO RULES: If the attacker scrolls the map in a way that causes the defender’s escape edge to move farther away from the defender’s Force, any board edge immediately becomes an escape edge for the defender.

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DEPLOYMENT: The defending Force picks a board edge, and sets up ships so a part of the ship is within 2” of their deployment edge. The defending Force’s ships must begin sailing to Windward. The attacker sets up anywhere else at least 24” away from the defender. GAME LENGTH: Six Turns

OBJECTIVES: »» Defender gains 2 Strike Points at the end of any turn if the Dignitary has been removed as a casualty. »» Attacker gains a Strike Point at the end of Turn 6 if the Dignitary has not been removed as a casualty. »» Attacker automatically loses if the Dignitary moves off the escape edge of the board.

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5-6 Rescue

The attacker seeks to free a captured officer that has fallen into the hands of the defender!

◊ LAND

SETUP: The entire board is land terrain, but no specific terrain set up is required.

DEPLOYMENT: Forces deploy as shown in the deployment diagram. The defender sets up all units first.

SCENARIO RULES: The defender’s Force includes the Captured Merchant Character for free (which represents the captured enemy officer). Fielding this model follows all the rules for Characters as explained on p. 155.

The attacker’s units are not placed on the board during deployment, they are held off the table. Those units move in anywhere along the indicated board edges during the first turn of the game. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

In this scenario, the Captured Merchant cannot be removed as a casualty from a Ranged Attack unless there are no other models left in the unit to remove as casualties.

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When the attacker moves any Cannons on to the board, they start the game with 4 Reload markers. Heavy Cannon may be moved on to the board as a Dedicated action, but must be placed within 4” of the board edge, and may not be moved again for the rest of the game. A Heavy Cannon cannot be moved into a Structure or Rough terrain.

GAME LENGTH: Six Turns OBJECTIVES: »» Defender gains a Strike Point at the end of any Turn if the Captured Merchant is attached to an attacker’s unit. »» Attacker gains a Strike Point after Turn 6 if the Captured Merchant is attached to a defender’s unit. »» Attacker and Defender both lose immediately if the Captured Merchant is removed as a casualty.

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◊ AMPHIBIOUS

SETUP: One side of the board must have a land mass that takes up 33 to 50 percent of the board area and touches three of the board edges. The rest of the board is navigable water. SCENARIO RULES: The defender’s Force includes the Captured Merchant Character for free (which represents the captured enemy officer). Fielding this model follows all the rules for Characters as explained on p. 155. In this scenario, the Captured Merchant cannot be removed as a casualty from a Ranged Attack unless there are no other models left in the unit to remove as casualties.

DEPLOYMENT: Forces deploy as shown in the deployment diagram. The defender deploys all units first. Please note that the attacker’s Force is split, but may only move units on land in from one of the shorter land board edges. Those units are not placed on the board during deployment, they are held off the table. Those units move in anywhere along one of the indicated land board edges during the first turn of the game. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board. When the attacker moves any Cannons onto the board, they start the game with 4 Reload markers. Heavy Cannon may be moved on to the board as a Dedicated action, but must be placed within 4” of the board edge, and may not be moved again for the rest of the game. A Heavy Cannon cannot be moved into a Structure or Rough terrain. Any of the attacker’s ships must deploy with a part of the ship within 2” of the indicated board edge, and no part of the attacker’s ships may be deployed closer than 16” to any part of the shoreline.

John Donovan (Order #14647379)

GAME LENGTH: Six Turns OBJECTIVES: »» Defender gains a Strike Point at the end of any Turn if the Captured Merchant is attached to an attacker’s unit. »» Attacker gains a Strike Point after Turn 4 if the Captured Merchant is attached to a defender’s unit. »» Attacker and Defender both lose immediately if the Captured Merchant is removed as a casualty.

New Scenarios

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◊ SEA

SETUP: The whole board is considered Deep Water, with any additional water terrain added at the discretion of the players. SCENARIO RULES: The defender’s Force includes the Captured Merchant Character for free (which represents the captured enemy officer). Fielding this model follows all the rules for Characters as explained on p. 155. In this scenario, the Captured Merchant cannot be removed as a casualty from a Ranged Attack unless there are no other models left in the unit to remove as casualties.

John Donovan (Order #14647379)

DEPLOYMENT: The defending Force picks a board edge, and sets up ships so a part of the ship is within 2” of their deployment edge. The defending Force’s ships must begin sailing to Windward. The attacker sets up anywhere else at least 24” away from the defender. GAME LENGTH: Six Turns

OBJECTIVES: »» Defender gains a Strike Point at the end of any Turn if the Captured Merchant is attached to an attacker’s unit. »» Attacker gains a Strike Point after Turn 6 if the the attacker does not have any ships within 12” of the ship containing the Captured Merchant. »» Attacker and Defender both lose immediately if the Captured Merchant is removed as a casualty.

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

219

7-8 Search & Recover

Both Forces race to find something of great value and keep it out of enemy hands!

SETTING UP SEARCH MARKERS

To reveal a marker in Deep Water, a unit must be within 3” of the marker and make a successful Throw Grapples action.

This scenario requires eight identical markers numbered 1-8 on one side. Mix the markers up (face down) and place them near the board. Each player rolls one d10; the highest rolling player plays a marker first. Take one at random from the pool and place it face down anywhere on the board. A marker cannot be within 9” of another marker, or within 9” of a deployment zone, nor can it be in impassable terrain. The players take turns placing the markers face down on the board until all are placed. Once all are placed, roll one d10 (reroll 9-10). The number rolled is the marker that both Forces want to locate and control. If playing a lower point game or if players desire a faster game, fewer Search Markers may be placed and at different distances from each other.

REVEALING SEARCH MARKERS To reveal a marker on land or in shallow water, a unit must have one model in base-to-base with the marker and spend an action to reveal it.

POSSESSING THE PRIZE Once the desired marker is revealed, the unit that revealed it is in possession of the Prize. The Prize should be represented with an appropriate marker. The unit that possesses the Prize gains the High Standing Special Rule until it no longer possesses it. The Prize moves with the unit, and the unit may spend one action to transfer possession of the Prize to another unit within 1”. A friendly unit within 1” may also spend an action to take possession of the Prize. The Prize is dropped when the unit Goes Prone or becomes Shaken (a Shaken unit cannot possess the Prize, and will drop the Prize to the ground before the unit retreats). When the Prize has been dropped, any non-Shaken unit not involved in a Melee combat may take an action to possess the Prize. A Prize that is dropped in a Ship or Fortification counts as being in the possession of the Force that currently controls that particular structure. If there are no units in a Ship or Fortification, no Force controls it.

◊ LAND SETUP: The entire board is land terrain, but no specific terrain setup is required aside from the placement of Search Markers.

OBJECTIVES: »» Attacker gains a Strike Point at the end of Turn 3 if a defending unit possesses the Prize.

»» Defender gains a Strike SCENARIO RULES: Point at the end of Turn 3 if As explained under the Search an attacking unit possesses the & Recover heading above. Prize. DEPLOYMENT: Defending player chooses one board edge; the attacker takes the opposite.

»» Attacker and Defender both lose immediately if the Prize is lost (if it went down with a sinking ship or was left in a Forces deploy as shown in the burning building, for example). deployment diagram. »» If the Prize is deliberately destroyed by a player (if the GAME LENGTH: unit with it is able to flee or Six Turns attempt to correct the situation that will destroy the Prize but chooses not to), then only that player loses when the Prize is destroyed.

John Donovan (Order #14647379)

New Scenarios

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◊ AMPHIBIOUS

SETUP: At least one side of the board must have a landmass that touches three of the board edges. The rest of the board is navigable water. Search Markers must be placed during setup. The wind direction should be towards one of the board edges that is not a deployment zone (randomly determine which edge).

SCENARIO RULES: As explained under the Search & Recover heading above. It is suggested to place only 5 Search Markers, and all must be placed on land if one player does not have any ships in their Force. If all Seach Markers must be placed on land, be sure there is enough land to accomodate all of them. DEPLOYMENT: Forces deploy as shown in the deployment diagram. GAME LENGTH: Six Turns

John Donovan (Order #14647379)

OBJECTIVES: »» Attacker gains a Strike Point at the end of any turn if a defending unit possesses the Prize. »» Defender gains a Strike Point at the end of any turn if an attacking unit possesses the Prize. »» Attacker and Defender both lose immediately if the Prize is lost (if it went down with a sinking ship or was left in a burning building, for example). »» If the Prize is deliberately destroyed by a player (if the unit with it is able to flee or attempt to correct the situation that will destroy the Prize but chooses not to), then only that player loses when the Prize is destroyed.

221

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

◊ SEA

SETUP: The whole board is considered Deep Water, with any additional water terrain added at the discretion of the players.

DEPLOYMENT: The defending Force picks a board corner, and the attacker takes the opposite. Forces deploy as shown in the deployment diagram.

OBJECTIVES: »» Attacker and defender gain a Strike Point at the end of Turn 3 and later if no attacking or defending unit is within 8” of a Prize.

Search Markers must be placed during setup, and they may be placed in Deep water, on islands, or in Shoals.

If a player can’t fit all their ships in their deployment zone, the extra ships (and units on the ships) are held off the board and moved onto the table within the indicated edges during the player's first activation of Turn 1. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

»» Defender gains a Strike Point at the end of any turn if an attacking unit possesses the Prize.

SCENARIO RULES: As explained under the Search & Recover heading above, it is suggested to place only 3 Search Markers, which should be at least 12” from each other and at least 12” from the ship deployment zones.

John Donovan (Order #14647379)

GAME LENGTH: Six Turns

»» Attacker and Defender both lose immediately if the Prize is lost (if it went down with a sinking ship or left in a burning building, for example) »» If the Prize is deliberately destroyed by a player (if the unit with it is able to flee or attempt to correct the situation that will destroy the Prize but chooses not to), then only that player loses when the Prize is destroyed.

New Scenarios

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9-10 Plunder

The attacker knows there is precious cargo to be had, and hopes to rob the defender blind!

◊ LAND

SETUP: Defender selects or places two buildings that are at least 6" from any table edge and at least 6” from each other, and must be oriented so that each building has an access point on the centerline of the board. These are referred to as objective buildings A and B. SCENARIO RULES: The defending player secretly determines which objective building contains the Prize. This information is written on a scrap of paper and kept secret by being placed face down on the table. When the attacker has a unit in the secretly selected objective building, the paper is revealed for all to see. The unit in that building immediately possesses a Prize. Rules for moving and handling a Prize are found in the description for the Search & Recover scenario. Attacking units that use the Lay in Wait scenario Special Rule must set up at least 9” from a possible objective.

John Donovan (Order #14647379)

DEPLOYMENT: The defending player chooses one board edge; the attacker takes the opposite. Forces deploy as shown in the deployment diagram. One out of every three of the defender’s units are not placed on the board during deployment, they are instead held off the table as Reserves (see p. 146 of the Blood & Plunder rule book). The defending player picks which units to hold back as Reserves. Any units not held in Reserve are set up in the usual fashion within 3” of the indicated board edge. When units in Reserve successfully deploy during the game, they move on to the board from any table edge in the defender’s deployment zone. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

GAME LENGTH: Six Turns OBJECTIVES: »» Attacker gains a Strike Point at the end of Turn 3 and later if no attacking unit is within 4” of the Prize or a Structure that may contain the Prize if it has not been revealed yet. »» Defender gains a Strike Point at the end of any turn if an attacking unit possesses the Prize. »» Attacker and Defender both lose immediately if the Prize is lost (if it went down with a sinking ship or was left in a burning building, for example). »» If the Prize is deliberately destroyed by a player (if the unit with it is able to flee or attempt to correct the situation that will destroy the Prize but chooses not to), then only that player loses when the Prize is destroyed.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

◊ AMPHIBIOUS

SETUP: One side of the board must have a land mass that takes up 25 to 50 percent of the board area. The rest of the board is navigable water. The wind blows in from one of the attacker’s deployment board edges (randomly determine which one). Defender selects or places two buildings that are at least 6" from any table edge and at least 6” from each other, oriented so that each building has an access point within 6” of the shoreline. These are referred to as objective buildings A and B. SCENARIO RULES: The defending player secretly determines which objective building contains the Prize. This information is written on a scrap of paper and kept secret by being placed face down on the table. When the attacker has a unit in the secretly selected objective building, the paper is revealed for all to see. The unit in that building immediately possesses a Prize. Rules for moving and handling a Prize are found in the description for the Search and Recover scenario.

John Donovan (Order #14647379)

DEPLOYMENT: Forces deploy as shown in the deployment diagram. One out of every three of the defender’s units are not placed on the board during deployment. They are instead held off the table as Reserves (see p. 146 of the Blood & Plunder rule book). The defending player picks which units to hold back as Reserves. Any units not held in reserve are set up in the usual fashion anywhere on the land portion of the board. When units in reserve successfully deploy during the game, they move on to the board from any land table edge. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board. The attacker sets up ships so a part of the ship is within 2” of their deployment edge, and no part of the attacker’s ships may be deployed closer than 16” to any part of the shoreline. GAME LENGTH: Six Turns

OBJECTIVES: »» Attacker gains a Strike Point at the end of Turn 3 and later if no attacking unit is within 4” of the Prize or a Structure that may contain the Prize if it has not been revealed yet. »» Defender gains a Strike Point at the end of any turn if an attacking unit possesses the Prize. »» Attacker and Defender both lose immediately if the Prize is lost (if it went down with a sinking ship or left in a burning building, for example) »» If the Prize is deliberately destroyed by a player (if the unit with it is able to flee or attempt to correct the situation that will destroy the Prize but chooses not to), then only that player loses when the Prize is destroyed.

New Scenarios

224

◊ SEA

SETUP: The whole board is considered Deep Water, with a ship of at least Size 2 representing a wreck placed in the center of the board (see the deployment diagram). The facing of the wreck does not matter, and it is permanently immobile. The wreck is surrounded by Shoals that extend at least 3” in all directions from the edges of the wreck. SCENARIO RULES: Each section of the wreck has a Prize marker on it. Rules for moving and handling a Prize are found in the description for the Search and Recover scenario. A unit can only carry one Prize at a time. Additionally, a Prize that is dropped on a ship counts as being in the possession of the Force that owns that ship. The wreck cannot be controlled or owned by any Force.

John Donovan (Order #14647379)

DEPLOYMENT: The defending Force picks a board corner farthest from the wreck, and the attacker takes the opposite. Forces deploy as shown in the deployment diagram.

OBJECTIVES: »» Attacker and Defender gain a Strike Point at the end of Turn 3 and later if no attacking unit is within 8” of the Prize or the Structure that contains the Prize.

If a player can’t fit all their ships in their deployment zone, the extra ships (and units on the ships) are held off the board and moved on to the table within the indicated edges during the players first activation of Turn 1. When units are off of the board in this fashion, Activation Cards are drawn for those units at the start of the turn which they will move on to the board.

»» Attacker gains a Strike Point at the end of any turn if the defender possesses more Prizes than the attacker.

GAME LENGTH: Six Turns

»» Defender gains a Strike Point at the end of any turn if the attacker possesses more Prizes than the defender. »» Attacker and Defender both lose immediately if all the Prizes are lost (if they all went down with a sinking ship, for example) »» If a Prize is deliberately destroyed by a player (if the unit with it is able to flee or attempt to correct the situation that will destroy the Prize but chooses not to), then that player immediately loses when the Prize is destroyed.

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

16 EXPANDED EVENTS & WEATHER TABLES hese are new Events that players may use for their games of Blood & Plunder. Players may choose to use the original Events from the Blood & Plunder rule book or one of these tables before the start of the game. Players also have the option of using all the Events by rolling on the chart below.

T

When an Event is drawn, roll one d10. 1-3: Use the original Events table from the Blood & Plunder rule book. 4-7: Use the new Universal Events table below. 8-10: Use the new Land Events or Sea Events table table below, as appropriate to the scenario being played. If the scenario is Amphibious, roll one d10. Use the Sea Events table on a roll of 6+, otherwise use the Land Events table.

John Donovan (Order #14647379)

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16.1 Original Events Table MISFORTUNE

1

»» A random unit, determined amongst all Forces, either gains 2 Fatigue or gains 3 Reload markers on its Main Weapons (or Artillery, if crewing a gun). The choice is up to the player who controls the unit. »» A unit that cannot gain Reload markers (such as units armed with Bows or a Brace of Pistols) must take the 2 Fatigue points instead.

AND WIND CHANGE

»» Roll once on the Wind Table

2 3 4 5-6 7 8 9

CONFUSION

»» The player who drew this Event card does not replace it with another from their deck.

STUBBORN

»» The player who drew this Event card picks a unit within their Force and removes 1 Fatigue point from it.

UNRULY

»» The Commander of the player who drew the Event card immediately loses a Command Point for this Turn only.

WEATHER CHANGE

»» Roll once on the Weather Table.

AND WIND CHANGE

»» Roll once on the Wind Table.

LUCKY

»» The player who drew this Event Card picks a unit in their Force at random. That unit can take any action as a free action this Turn.

INSPIRING COMMAND

»» The Commander of the player who drew the Event card immediately gains a Command Point for the remainder of this Turn only.

EXHAUSTED

»» The player who drew this Event Card picks a unit in their Force at random. That unit immediately gains a point of Fatigue.

TWIST OF FATE

10

»» All players discard their hands into their discard piles, then remove any number of discarded cards of the player’s choice (including all played Event cards) from the game. Players then shuffle their discard piles into their decks, and redraw their hands.

AND WIND CHANGE

»» Roll once on the Wind Table.

John Donovan (Order #14647379)

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16.2 Universal Events Table ILL OMENS ABOUND

1

»» For the duration of the Turn, all players must roll a d10 immediately before they use a Fortune point to reroll a Test. Unless a 6+ is rolled, the Test cannot be re-rolled (but the Fortune Point is not spent as a result).

AND WIND CHANGE

»» Roll once on the Wind Table

2 3 4 5-6 7 8

PANICKED

»» The player who drew this Event card picks the unit in their Force with the most Fatigue. If there is a tie, randomly determine which unit is chosen. That unit gets one additional Fatigue (and may become Shaken or Rout as a result). This Event is ignored if no units in the Force have Fatigue.

BATTLE FORGED

»» The player who drew this Event card picks a unit in their Force. That unit increases one Experience Level for this Turn only.

DISSENSION

»» The Commander of the player who drew this Event has half its Command Range (rounded down) for the duration of this Turn.

WEATHER CHANGE

»» Roll once on the Weather Table.

AND WIND CHANGE

»» Roll once on the Wind Table.

BLESSED

»» The player who drew this Event regains a Fortune Point, but only if they have none left.

UNBREAKABLE

»» The player who drew this Event card picks a unit in their Force. For the rest of the Turn, that unit cannot become Shaken and will not Rout no matter how many Fatigue points it has. At the beginning of the next Turn, if the unit has more than 3 Fatigue, it will be reduced to 2 instead.

MISFIRE

9

»» For the duration of this Turn, the player who drew this Event card must roll a d10 immediately before making any Ranged Attack with Artillery. Roll a d10 for each Artillery piece. If a 1 is rolled, that piece misfires. It cannot be used in the Ranged Attack and it immediately counts as being a Spiked gun. Once a gun misfires, the Event has ended and no more Artillery must be rolled for this Turn.

BRAVADO

10

»» For the duration of this Turn, all players have the option of playing a face-down Activation Card from the top of their deck (yes, unseen) instead of from their hand. After cards are set but before they are revealed, players may discard their played cards and swap them out with the card on the top of the deck. Cards are then revealed as normal. Cards cannot be swapped in this manner by a player that passes. If an Event card is played from the top of the deck, no Event occurs. Instead, that card becomes whatever suit and value the player desires (of those suits and values possible in a 52 card deck).

AND WIND CHANGE

»» Roll once on the Wind Table.

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

229

16.3 Land Events Table DAMNABLE GUN!

1

»» Roll a d10 for each unit in all Forces that have Matchlock weapons, Firelock weapons, or are assigned to Artillery. On a 8+, a match has gone out or a barrel has become fouled. One model in that unit cannot fire any weapons of the aforementioned type that Turn. In the case of Artillery, one Artillery piece cannot be fired that Turn. (Artillery takes priority over Small Arms). The affected unit may fire normally on the next Turn.

AND WIND CHANGE

»» Roll once on the Wind Table

VEXATIOUS FLORA

2 3

»» The player who drew this Event card picks the unit in their Force that is in or closest to an area of “natural” terrain (like an area of vegetation or a pond, for example). If no natural terrain is available, the unit is selected at random from any unit in their Force that is not in a Structure. The unit finds itself in a patch of prickly plants (like briars, thistles, or nettles). The unit must take a Fatigue Test with one d10. Additionally, all terrain counts as Rough terrain to this unit for the rest of the Turn. If this unit is moving through what is already considered Rough terrain, then this unit has an additional -1” movement penalty.

HELPFUL LOCALS

»» A local shouts a warning to help the Force of the player who drew this Event. That player picks one of his enemy’s units that has Hidden or Elusive. Neither of those Special Rules will benefit that unit for the remainder of the Turn.

ANGRY LOCALS

4 5-6 7

»» One unit is picked from all Forces at random, but only amongst units that are 4” or closer to an unoccupied Structure or area of terrain that would supply Cover. If no units fit this criteria, this event is ignored. A group of 3-7 (d5 +2) angry locals fire a variety of black powder weapons out of the Structure or terrain at the chosen unit and then run away. Each “local” in this Ranged Attack hits on a roll of 9+, with Saves attempted and Fatigue determined for the targeted unit as normal.

WEATHER CHANGE

»» Roll once on the Weather Table.

AND WIND CHANGE

»» Roll once on the Wind Table.

COMMANDER’S VIEW

»» The Commander of the player who drew the Event card may perform the Cheat Death ability without being a possible casualty or spending a Fortune Point. If this option is chosen, it must be done immediately after this Event is determined, not later in the Turn.

VEXATIOUS FAUNA

8

»» The player who drew this Event card picks the unit in their Force that is in or closest to an area of “natural” terrain (like an area of vegetation or a pond, for example). If no natural terrain is available, the unit is selected at random from any unit in their Force that is not in a Structure. The unit is harassed or threatened by some type of animal (like a swarm of stinging insects, a hidden predator, or even irate livestock). The unit must take a Fatigue Test with 1d10, and move 3” away from the area of nearby “natural” terrain, but not toward an enemy unit. If the unit is not near such terrain, move it 3” in any direction not towards an enemy unit.

FRIENDLY FIRE

9

»» One unit is picked amongst all units in all Forces at random.That unit must be armed with firearms of some type. If not, pick again. A weapon discharges by accident, and a friendly model is hit. Resolve one hit against the unit. The unit may attempt a Ranged Save at 9+, and must take a Fatigue Test as normal.

LINGERING SMOKE

10

»» If the Wind Speed is +2 or more, or there are less than 3 Reload markers amongst all units on the battlefield, this Event has no effect and may be ignored. Smoke from the black powder weapons is lingering on the battlefield and hindering visibility. All units currently with Reload markers in all Forces have a +1 penalty to Ranged Attacks this Turn. All of the smoke dissipates at the beginning of the next Turn.

AND WIND CHANGE

»» Roll once on the Wind Table.

John Donovan (Order #14647379)

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16.4 Sea Events Table DAMNABLE GUN!

1

»» Roll a d10 for each unit in all Forces that has Matchlock weapons, Firelock weapons, or are assigned to Artillery. On a 8+, a match has gone out or a barrel has become fouled. One model in that unit cannot fire any weapons of the aforementioned type that Turn. In the case of Artillery, one Artillery piece cannot be fired that Turn. (Artillery takes priority over Small Arms). The affected unit may fire normally on the next Turn.

AND WIND CHANGE

»» Roll once on the Wind Table

2 3 4 5-6 7 8

FREAK ACCIDENT

The player who drew this Event picks a Ship (not boat) in their Force at random. That Ship immediately takes a Lucky Hit to its Hull.

ROUGH SEAS

»» For this Turn and the rest of the game, all Ranged Attacks with Cannon that originate from a Ship have a +1 penalty to the Initial Hit (or Initial Shot if playing with alternate Artillery Rules).

SALTY DOGS

The player that drew this Event picks a unit in their Force. That unit has a -1 bonus to all Repair, Advanced Maneuver, and Sail Setting actions this Turn.

WEATHER CHANGE

»» Roll once on the Weather Table.

AND WIND CHANGE

»» Roll once on the Wind Table.

FRIENDLY RIVALRY

»» The player who drew this Event picks a unit in their Force. That unit gains the Sailors Special Rule for the rest of the Turn.

UNSECURED RIGGING

The player who drew this Event picks a Ship (not boat) in their Force at random. That Ship immediately takes a Lucky Hit to its Rigging.

SUBMERGED HAZARD

9

»» Choose one Ship (or boat) at random from all Forces in the game. That Ship has stumbled across an uncharted Shoal. The player that controls the affected Ship places a Shoal marker (of at least 4” by 12”) under the Bow of the Ship in any orientation that they would like, so long as the center of the marker is under the Bow of the ship. The player then rolls to see if the ship has Run Aground as normal.

TIDAL CURRENT

»» If the battle takes place at sea, pick a board edge at random. If the battle is an amphibious engagement, then randomly pick the edge with the land mass or the opposite Deep Water side.

10

The tide is changing, and a current is moving across the board from the direction of the chosen table edge. Whenever a Ship (or boat) moves against the current, subtract 1” from the movement. (Moving “against the current” is determined just like a ship moving Windward, but use the current direction instead of the Wind Direction).

AND WIND CHANGE

»» Roll once on the Wind Table.

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BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

231

1 2 3 4 5 6 7 8 9 10

16.5 Wind No change in Wind Wind direction shifts one table edge clockwise Wind direction shifts one table edge counterclockwise No change in Wind Wind speed +1 Wind speed -1 Lull (Wind speed -1 for this Turn only)

16.6 Weather

Weather results have also been expanded. Players should decide before the game if they are playing in the (Sub) Tropics, a Temperate climate, or in a Cold climate. Players may also determine the climate randomly if they choose.

1-4 5-6 7-10

-1 on the Weather Effects Chart No Change +1 on the Weather Effects Chart

Gust (Wind speed +1 for this Turn only)

◊ TROPICAL/SUBTROPICAL

Player that drew event picks a Wind event on this table

SWELTERING

Opponent picks a Wind event on this table

-3

»» Units using Small Arms have a +1 penalty to any Ranged Attack attempted at a range of greater than 20”. »» Any unit that moves more than 4” per activation (instead of the normal 8”) gains a Fatigue point. »» All models that participate in a Melee Combat (and survive) during Sweltering Heat gain +1 Fatigue (on top of any other Fatigue) as a result of the Melee Combat.

HOT

-2

-1 0

»» Units using Small Arms have a +1 penalty to any Ranged Attack attempted at a range of greater than 20”. »» Any unit that moves more than 4” per activation (instead of the normal 8”) gains a Fatigue point.

BLINDING SUN

»» Units using Small Arms have a +1 penalty to any Ranged Attack attempted at a range of greater than 20”.

FAIR

»» No effect on gameplay.

LIGHT RAIN

1

»» Limited visibility of 28” »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains an additional Reload marker. (if the weapon can gain Reload markers).

HEAVY RAIN

2

3

John Donovan (Order #14647379)

»» Limited visibility of 20” »» All Move actions have an additional -1” penalty »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains 2 additional Reload markers (if the weapon can gain Reload markers).

TORRENTIAL DOWNPOUR

»» Limited visibility of 12” »» All Move actions have an additional -1” penalty »» Ranged Attacks are impossible in a Torrential Downpour.

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◊ TEMPERATE CLIMATE -3

-2

-1 0

DENSE FOG

»» The Wind Speed decreases by 1. Additionally, the battlefield is covered in Dense Fog. See p. 145 of the Blood & Plunder Rule book for rules on Fog.

HEAVY FOG

»» The Wind Speed decreases by 1. Additionally, the battlefield is covered in Heavy Fog. See p. 145 of the Blood & Plunder Rule book for rules on Fog. »» The Wind Speed decreases by 1. Additionally, the battlefield is covered in Light Fog. See p. 145 of the Blood & Plunder Rule book for rules on Fog.

FAIR

HEAVY SNOW

-2

»» Limited visibility of 12” »» Any areas on the board that are not inside a Structure with a roof are considered Rough terrain. If it is already Rough terrain (unless it is water), it gains an additional -1” movement penalty.

-1

LIGHT SNOW

0

FAIR

»» Limited visibility of 20” »» All Move actions have an additional -1” penalty »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains 2 additional Reload markers (if the weapon can gain Reload markers). »» Wind Speed increases by 1 and Wind Direction changes, even if it already has done so as a result of this Event.

1

»» Limited visibility of 16”

»» No effect on gameplay.

SLEET

»» Limited visibility of 28” »» Units using Small Arms have a +1 penalty to any Ranged Attack attempted at a range of greater than 20”.

FREEZING RAIN

2

»» Limited visibility of 16” »» All Move actions have an additional -1” penalty »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains 2 additional Reload markers (if the weapon can gain Reload markers). »» Wind Speed is at +3 for as long as the Squall is in effect. »» Wind Direction changes at the beginning of every Turn as long as the Squall in in effect.

»» Limited visibility of 28” »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains an additional Reload marker (if the weapon can gain Reload markers). »» Any areas on the board that are not inside a Structure with a roof are considered Rough terrain. If it is already Rough terrain (unless it is water or snow), it gains an additional -1” movement penalty.

ICE STORM

3

John Donovan (Order #14647379)

»» Limited visibility of 8” »» Any areas on the board that are not inside a Structure with a roof are considered Rough terrain. If it is already Rough terrain (unless it is water), it gains an additional -1” movement penalty. »» Roll a d10. On a 6+ the wind will Gust in addition any other wind effects that might occur. See p. 129 of the Blood & Plunder rule book for rules on Gust.

»» Limited visibility of 28” »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains an additional Reload marker (if the weapon can gain Reload markers).

SQUALL

3

-3

»» No effect on gameplay.

THUNDERSTORM

2

BLIZZARD

LIGHT FOG

LIGHT RAIN

1

◊ COLD WEATHER

»» Limited visibility of 20” »» Any unit that takes a Shoot action that is not inside a Structure with a roof gains an additional Reload marker (if the weapon can gain Reload markers). »» Any areas on the board that are not inside a Structure with a roof are considered Rough terrain. If it is already Rough terrain (unless it is water or snow), it gains an additional -1” movement penalty. »» Any unit that takes a Shoot, Fight, Repair,Throw Grapples, or Sailing Test that is not inside a Structure with a roof receives a +1 penalty to the Test.

John Donovan (Order #14647379)

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

17 INDEX A

Action - Extinguish Torches...................................166 Activating Companies in army scale........................191 Activating Units in army scale.................................191 Advisors and Hostages, as casualties........................155 Advisors and Hostages, as last model in a unit........155 Advisors and Hostages, attaching to a new unit......155 Advisors and Hostages, deployment........................155 Advisors and Hostages, in combat...........................155 Advisors and Hostages, overview.............................155 Advisors and Hostages, strike point penalties..........155 African Warriors unit - Unaligned & Peripheral Powers ................................................................................149 Aggressive Commander - special rule.....................158 Aim High - special rule...........................................158 Allies, in army scale games......................................190 Alonso de Huidobro, Mateo - Spanish Historic Commander......................................................................42 Ambush - campaign tactic.......................................205 Angry Locals - event...............................................229 Armada Commanders...............................................37 Armada de Barlovento faction...................................34 Armaments - campaign resource.............................204 Armies, building......................................................190 Armor - equipment.................................................166 army scale, board size...............................................191 army scale, overview................................................190 army scale, point recommendations.........................190 army scale, ship movement......................................191 army, in army scale games........................................190 Arnaldo de Isassi, Cristobal - Historic Spanish Commander......................................................................41 Artillery - campaign resource..................................204 Artillery Crew - special rule....................................158 artillery ranged attacks, optional rules.....................188 assignment action - Crew/Abandon Sheets and Braces...............................................................184,185 Atypical Armament - commander skill...................207

B

Bad Weather - campaign event...............................200 Ball & Shot - special rule........................................158 Bark - ship...............................................................171 Barreto de Meneses, Francisco - Unaligned & Peripheral Powers Historic Commander...........................143

John Donovan (Order #14647379)

Battle Forged - event...............................................228 Battle Hardened - special rule.................................158 battle limitations in campaigns................................198 battle opportunities in campaigns.................... 199, 200 Bayonets - weapons.................................................164 Bayonets, fixing........................................................165 Betrayed - campaign event......................................200 Binckes, Jacob - Dutch Historic Commander.........109 Black Caribs faction................................................139 Blas Miguel - Spanish Historic Commander............42 Blessed - event.........................................................228 Blinding Sun - weather...........................................231 Blizzard - weather...................................................232 Blunderbuss - weapons............................................163 board size in army scale battles................................191 Bold - special rule....................................................158 Booming Voice - commander skill.........................207 Boslopers - Dutch unit............................................117 Boucaniere - French unit...........................................96 Boucaniers - French unit...........................................97 Bows - weapons.......................................................163 Brace of Pistols - weapons.......................................165 Brandenburg Privateers faction...............................137 Bras de Fer, Alexander - French Historic Commander. 86 Bravado - event.......................................................228 Brawlers - special rule..............................................158 Brethren of the Coast faction..................................138 Brigantine - ship......................................................173 Broadside! - special rule...........................................158 Buccaneer Guns - weapons.....................................164 Buccaneer Tactics - special rule...............................158 Burgher Guard - Danish Militia force option.........137

C

Caballeria - Spanish unit...........................................47 Caballeria Lancero - Spanish unit.............................49 Camarao, Antonio Filipe - Native American Historic Commander............................................................127 campaign events table..............................................200 campaign games - capturing commanders...............202 campaign games - setting up...................................202 campaign games - withdrawing from battle............202 campaign resources.......................................... 203, 204 campaign system, overview......................................196

234

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

235

campaign turn..........................................................199 campaign, battle limitations.....................................198 campaign, battle opportunities......................... 199, 200 campaign, commander point cost in forces..............202 campaign, creating a force.......................................201 campaign, duration..................................................199 campaign, faction selection......................................198 campaign, force restrictions............................. 201-202 campaign, force types...............................................197 campaign, picking battles.........................................201 campaign, players without opponents......................201 campaign, point limits in games..............................199 campaign, resource purchasing................................201 campaign, turn initiative..........................................201 campaign, winning...................................................196 Canadian Militia faction...........................................79 Cannons, targeting different elevations...................184 Canoa - ship............................................................170 Captain Peter - Native American Historic Commander. ................................................................................126 Captain Tabary - Native American Historic Commander ................................................................................126 Captain Variant, multiplayer games.........................192 captured commanders in campaign games..............202 captured commanders, replacing..............................208 Captured Merchant - Advisors and Hostages characters ................................................................................155 Carbines - weapons.................................................163 Careful Planning - special rule................................158 Caribbean Tribes faction.........................................122 Caribs (Kalinago) faction........................................121 Carlile, Charles - English Historic Commander.......63 Carpenter - Fighting Men characters......................153 Castilian - special rule.............................................158 Caught Unaware - campaign tactic.........................205 Cause Distraction - campaign tactic........................205 characters - Advisors and Hostages................. 155, 156 characters - Fighting Men............................... 153-155 characters, overview.................................................152 Chasers - ship trait..................................................180 Chasseurs Commanders............................................81 Chasseurs faction.......................................................78 Church, Benjamin - English Historic Commander..61 Cinquentaine - Spanish Militia force option.............33 Coercion - campaign event......................................200 Cold Blooded - special rule.....................................158 Cold Weather table.................................................232 command actions in army scale games....................191 Command Company, in army scale games..............190 Command Points in army scale...............................191 Commandant Variant, for large numbers................193 Commandant Variant, multiplayer games...............193 commander nationality bonuses, in campaigns........197 commander point cost in campaign battles.............202 commander skills table for campaigns.....................207 commander, advancement chart for campaigns.......206 commander, experience levels in campaigns............206

John Donovan (Order #14647379)

commander, experience points in campaigns...........206 commander, improving in campaigns.............. 203, 206 commander, point cost in campaigns.......................206 Commander's View - event.....................................229 Commanders, English......................................... 59-68 Commodore - special rule.......................................158 Companies, activating in army scale........................191 Companies, in army scale games.............................190 Company Commanders, promoting in army scale...192 Comte d'Estrees, Jean - French Historic Commander.. ..................................................................................85 Concealed Numbers - campaign tactic....................205 Confusion - event....................................................227 Connected - commander skill................................207 Conscripts - campaign event...................................200 Corsairs Commanders...............................................37 Corsarios - Spanish unit............................................52 Corso, Juan - Legendary Spanish Commander... 43, 44 Corvette - ship........................................................175 Coureur des Bois - French unit.................................95 Crafty - commander skill.......................................207 creating a force, in campaign battles........................201 Crew/Abandon Sheets and Braces - assignment action ........................................................................ 184, 185 Crijnsen, Abraham - Dutch Historic Commander.109 critical damage and subsections...............................186 Cunning - special rule.............................................158

D

Damaging Hits - artillery ranged attack optional rule... 188 Damnable Gun! - event................................... 229, 230 Damp Powder - campaign event.............................200 Danish Militia faction.............................................137 Darien (Cuna) faction.............................................121 de Fuentes de Galarza, Francisco - Historic Spanish Commander..............................................................41 de Graff, Laurens - Legendary French Commander..... ............................................................................ 89, 90 de Ochoa y Zarate, Andres - Historic Spanish Commander......................................................................40 de Oviedo, Gaspar - Historic Spanish Commander.. 39 de Peralta, Francisco - Historic Spanish Commander... ..................................................................................40 Deadeye - special rule..............................................158 decisive victory, campaign games.............................203 Dedicated Action, Relight Match Cords.................164 defense save - optional rules for shaken units..........188 defensive attacks, with Bayonets..............................164 defensive attacks, with Lances.................................164 defensive attacks, with Pikes....................................164 Delay Tactics - special rule......................................158 Dense Fog - weather...............................................232 Desjeans, Jean Bernard - French Historic Commander ..................................................................................84

Index

236

Determination - special rule....................................159 Dias Velho, Francisco - Unaligned & Peripheral Powers Historic Commander..............................................142 Diego the Mulatto - Dutch Historic Commander.. 107 Dignitary, in scenarios.............................................213 Dismount Action.....................................................166 Dissension - event...................................................228 Don Andreas - Native American Historic Commander ................................................................................126 Don Francisco - Historic Spanish Commander........41 Don Pedro - Native American Historic Commander... ................................................................................127 dragging grappled ships...........................................187 dragging ships while grappled.................................187 Drilled - special rule................................................159 Drilled Pikemen - special rule.................................159 Dunlop, William - Unaligned & Peripheral Powers Historic Commander..............................................143 Dutch Caribbean Militia faction.............................104 Dutch Commanders........................................ 106-112 Dutch factions............................................... 103 - 105 Dutch Historic Commander - Abraham Crijnsen.. 109 Dutch Historic Commander - David Nassy...........109 Dutch Historic Commander - Diego the Mulatto.. 107 Dutch Historic Commander - Jacob Binckes.........109 Dutch Historic Commander - Jan Erasmus Reyning... ................................................................................108 Dutch Historic Commander - Peter Stuyvesant.....108 Dutch Historic Commanders.......................... 107-109 Dutch Legendary Commander....................... 111, 112 Dutch Militia Commanders....................................106 Dutch Navy faction.................................................103 Dutch North American Militia faction...................105 Dutch Privateers faction..........................................103 Dutch Sea Commanders.........................................106 Dutch Standard Commanders................................106 Dutch Standard Commanders................................106

E

Elan - special rule....................................................159 Elusive - special rule................................................159 Engages - French unit...............................................99 English Army Commanders......................................59 English Buccaneer Commanders..............................60 English Buccaneers faction........................................55 English Caribbean Militia faction.............................55 English commanders........................................... 59-68 English Expeditionary Forces faction........................57 English factions................................................... 55-58 English Historic Commander - Barnard Speidryke.. 62 English Historic Commander - Benjamin Church...61 English Historic Commander - Charles Carlile.......63 English Historic Commander - Colonel Edward Morgan.............................................................................61

John Donovan (Order #14647379)

English Historic Commander - John Morris............64 English Historic Commander - Robert Searle..........62 English Historic Commander - Samuel Moseley.....64 English Historic Commander - Sir Thomas Whetstone..........................................................................61 English Historic Commander - Thomas Hewetson..63 English Historic Commander - Thomas Spragge.....62 English Historic Commanders............................ 61-64 English Legendary Commanders........................ 65-68 English Militia - English unit...................................71 English Militia Commanders....................................59 English Navy Commanders.......................................59 English Pirate Hunters faction..................................56 English Royal Navy faction.......................................56 English Standard Commanders.......................... 59, 60 English units....................................................... 69-73 Enter Ploeg - Dutch unit........................................114 equipment................................................................166 Escort (amphibious) - scenario................................214 Escort (land) - scenario...........................................213 Escort (sea) - scenario.............................................215 Escort scenario................................................ 213-215 Esmit, Adolph - Unaligned & Peripheral Powers Historic Commander....................................................144 European Artillery Crew - Unaligned & Peripheral Powers.....................................................................148 European Commander............................................140 European Militia Cavalry unit - Unaligned & Peripheral Powers..................................................................147 European Militia unit - Unaligned & Peripheral Powers............................................................................147 European Pikemen unit - Unaligned & Peripheral Powers.....................................................................148 European Sailors unit - Unaligned & Peripheral Powers............................................................................145 European Soldiers unit - Unaligned & Peripheral Powers............................................................................146 Evade - special rule..................................................159 Events, expanded table............................................226 Events, original table...............................................227 Exhausted - event....................................................227 experience points, calculating..................................203 Experience, in campaigns........................................196 Expert Ambushers - special rule..............................159 Expert Artillery Crew - special rule........................159 Expert Broadside! - special rule...............................159 Expert Pilot - commander skill..............................207 Expert Sailors - special rule.....................................159 Expertly Drilled - special rule.................................159 Explosives - weapons...............................................163

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

237

F

faction selection in campaigns.................................198 factions, Dutch................................................ 103-105 factions, English.................................................. 55-58 factions, French................................................... 77-80 factions, Native American............................... 121-124 factions, Spanish.................................................. 33-36 factions, Unaligned & Peripheral Powers........ 135-139 Fair - weather.................................................. 231, 232 Fast Reload - special rule.........................................160 Feeble - special rule.................................................160 Felicitous - special rule............................................160 Field Gun - special rule...........................................160 Fighting Men, actions.............................................153 Fighting Men, arms and equipment........................153 Fighting Men, as casualties.....................................153 Fighting Men, cost..................................................153 Fighting Men, overview..........................................153 Fighting Platforms - subsections.............................186 Fighting Top - subsections......................................186 Firelock Muskets - weapons....................................164 Firepots - explosives................................................163 Fitzgerald, Philip - Spanish Historic Commander....42 Flibustiers - French unit............................................98 Flibustiers de Graff faction........................................80 Flibustiers Nau faction..............................................80 Fluyt - ship..............................................................177 Focused - campaign tactic.......................................205 force restrictions, in campaign battles.............. 201-202 force types, in campaigns.........................................197 Fore-and-Aft Rig - ship trait..................................180 Foreign Allies - special rule.....................................160 Forlorn Hope - English unit.....................................73 Fortune Points in army scale........................... 191, 192 Freak Accident - event............................................230 Freebooters - English unit.........................................72 Freezing Rain - weather..........................................232 French Allies - Abraham Crijnsen special rule........109 French Army Commanders.......................................81 French Buccaneer Commanders................................82 French Buccaneers faction.........................................77 French Canadian Privateers faction...........................79 French Caribbean Militia faction..............................77 French commanders............................................ 81-92 French Expeditionary forces faction..........................80 French factions.................................................... 77-80 French Historic Commander - Alexander Bras de Fer.. ..................................................................................86 French Historic Commander - Charles Tore............87 French Historic Commander - Jean Bernard Desjeans. ..................................................................................84 French Historic Commander - Jean Comte d'Estrees... ..................................................................................85 French Historic Commander - Jean Pinel.................87 French Historic Commander - Julien Lambert.........88

John Donovan (Order #14647379)

French Historic Commander - Monbars the Exterminator..........................................................................85 French Historic Commander - Pierre Lemoyne d'Iberville............................................................................83 French Historic Commander - Sieur de Grammont.86 French Historic Commanders............................. 83-88 French Legendary Commanders......................... 89-92 French Militia Commanders.....................................82 French Navy Commanders........................................81 French Royal Navy faction........................................78 French Standard Commanders............................ 81, 82 French units....................................................... 93 - 99 Friendly Fire - event................................................229 Friendly Rivalry - event...........................................230

G

Galleon - ship..........................................................179 Gallery - subsection.................................................185 Galley: (X) - ship trait.............................................180 General, in army scale games...................................190 God's Blessing or the Devil's Luck - special rule....160 Golden Island Tribe faction.....................................122 Grapeshot - equipment...........................................166 grappled ships, dragging diagram............................187 Great Warrior - special rule.....................................160 Grenadoes - explosives............................................163 Grizzled Veteran - Fighting Men characters...........155 Guarda Costa Commanders......................................38 Guarda Costas faction...............................................33 Guerilla Commander - special rule.........................160 Guerilla Fighters - Spanish Militia force option.......33 Gun Decks - subsection.................................. 186, 187 Gunnery Captain - commander skill......................207 Gust - wind table result...........................................231

H

Hamlyn, Jean - Unaligned & Peripheral Powers Historic Commander.........................................................141 Hard Chargers - special rule....................................160 Heat Stroke - special rule........................................160 Heavily Built - ship trait..........................................180 Heavy - weapon trait...............................................164 Heavy Bark - ship....................................................173 Heavy Fog - weather...............................................232 Heavy Matchlock Muskets - weapons.....................164 Heavy Melee Weapons - weapons...........................164 Heavy Rain - weather..............................................231 Heavy Snow - weather............................................232 Helpful Locals - event.............................................229 Hewetson, Thomas - English Historic Commander.63 Heyn, Piet - Legendary Dutch Commander.. 111, 112 Heyn's Commissievaarders faction..........................105

Index

238

Hidden - special rule...............................................160 Hidden, High Standing effects on...........................184 High Standing - special rule....................................160 High Standing effects on Hidden...........................184 High Tolerance - campaign tactic...........................205 Historic Commanders, Dutch......................... 107-109 Historic Commanders, English........................... 61-64 Historic Commanders, French............................ 83-88 Historic Commanders, Native American ....... 126-128 Historic Commanders, Unaligned & Peripheral Powers.................................................................... 141-144 Horse - equipment..................................................166 Hostage - campaign event.......................................200 Hostigadores - Spanish unit......................................47 Hot - weather..........................................................231 Hybrid Rig - ship trait............................................180

I

Ice Storm - weather.................................................232 Ill Omens Abound - event......................................228 Impulsive - special rule............................................160 Indian Fighters - English unit...................................70 Indomitable - special rule........................................160 Infanterie - French unit.............................................93 Informant - campaign tactic....................................205 Initial Shot and Luck Hits - artillery ranged attack optional rule................................................................188 Initial Shot -artillery ranged attack optional rule....188 initiative in campaigns.............................................201 Inside Information - campaign event......................200 Inspiring - special rule.............................................160 Inspiring Command - event....................................227 Iroquois faction........................................................123

J Jamaican Militia - English Caribbean Militia force option........................................................................55 Jewish Militia - Dutch Caribbean Militia force option. ................................................................................104 Jewish Militia unit - Unaligned & Peripheral Powers... ................................................................................146 Juan Corso's Corsairs faction.....................................36

K

Kapers - Dutch unit................................................113 Kidd, William - Legendary English Commander.65, 66 Kidd's Privateers faction............................................58 King Golden Cap - Legendary Native American Commander............................................................ 129, 130

John Donovan (Order #14647379)

King Oldman - Native American Historic Commander. ................................................................................127 King Philip - Native American Historic Commander.. ................................................................................128

L

La Florida - Spanish Militia force option.................33 La Volante - Jean Pinel.............................................87 Lambert, Julien - French Historic Commander........88 Lanceros - Spanish unit.............................................50 Lances - weapons....................................................164 Land Events Table...................................................229 Lauded Engagement - campaign event...................200 Lead by Example - special rule................................160 Leader of Men - commander skill..........................207 Legendary Dutch Commander - Piet Heyn... 111, 112 Legendary English Commander - Morgan, Henry....... ............................................................................ 67, 68 Legendary English Commander - William Kidd.65, 66 Legendary French Commander - Francois l'Olonnais.. ............................................................................ 91, 92 Legendary French Commander - Jean David Nau........ ............................................................................ 91, 92 Legendary French Commander - Laurens de Graff...... ............................................................................ 89, 90 Legendary Gunner - special rule.............................160 Legendary Native American Commander - King Golden Cap............................................................. 129, 130 Legendary Spanish Commander - Juan Corso.... 43, 44 Legendary Spanish Commander - Manuel Rivero de Pardal................................................................... 45, 46 Lemoyne d'Iberville, Pierre - French Historic Commander......................................................................83 Les Enfants Perdus - French unit..............................97 Light Fog - weather................................................232 Light Frigate - ship.................................................176 Light Gunboat - Piragua upgrade option................170 Light Rain - weather....................................... 231, 232 Light Snow - weather..............................................232 Lightly Built - ship trait..........................................180 Lingering Smoke - event.........................................229 Local Guide - Advisors and Hostages characters....156 Local Knowledge - special rule................................160 Local Support - campaign resource.........................204 Logwood Cutters faction.........................................138 l'Olonnais, Francois - Legendary French Commander. 91, 92 Long Range - weapon trait.....................................164 Longboat - ship.......................................................171 Los Corsarios de Pardal faction.................................36 Low Profile - ship trait............................................180 Low Profile and artillery ranged attack optional rule.... ................................................................................188 Lucky - event...........................................................227

BLOOD & PLUNDER | No Peace Beyond the Line Expansion Book

239

Lucky - special rule.................................................160 Lucky Hits and Initial Shot - artillery ranged attack optional rule................................................................188 Lull - wind table result............................................231

M

Marineros - Spanish unit...........................................51 Marineros Piqueros - Spanish unit............................52 Marins - French unit.................................................98 Marksmen - special rule..........................................160 Master Gunner - Fighting Men characters.............153 Matamaha - Native American Historic Commander.... 128 Match Cords - weapon trait....................................164 Match Cords, relight...............................................164 Matchlock Muskets - weapons................................164 Merchant Frigate - ship...........................................176 Milice a Cheval - French unit...................................93 Milice Canadienne - French unit..............................95 Milices des Caraibes - French unit............................94 Milicianos - Spanish unit..........................................50 Milicianos Artilleros - Spanish unit..........................48 Milicianos Indios - Spanish unit...............................51 Milicianos Piqueros - Spanish unit...........................49 Miliciens - French unit..............................................99 Miliciens Artilleurs - French unit..............................94 Militia Artillery Crew - English unit........................70 Militia Cavalry - English unit...................................69 militia force type, in campaigns...............................197 Militia Pikemen - English unit.................................69 Militie - Dutch unit................................................114 Militie Artillerie - Dutch unit.................................116 Militie Cavalerie - Dutch unit................................115 Militie Piekeniers - Dutch unit...............................115 Misfire - event.........................................................228 Misfortune - event...................................................227 Misfortune at Sea - special rule...............................160 Mizzen Mast - Corvette upgrade............................175 Mobile - special rule................................................160 Monbars the Exterminator - French Historic Commander......................................................................85 Morgan, Colonel Edward - English Historic Commander......................................................................61 Morgan, Henry - Legendary English Commander....... ............................................................................ 67, 68 Morgan's Buccaneers faction.....................................58 Morris, John - English Historic Commander...........64 Moseley, Samuel - English Historic Commander.....64 Motivated - special rule...........................................160 Mounted Patrol - Dutch Caribbean Militia force option..........................................................................104 Mounted units and climbing...................................166 Mounted units and Lay in Wait special rule............166 Mounted units and melee combat...........................166

John Donovan (Order #14647379)

Mounted units and move actions............................166 Mounted units and Muskets...................................166 Mounted units and Rough Terrain..........................166 Mounted units and Shaken.....................................166 Mounted units and Structures.................................166 Mounted units, Dismounting..................................166 movement and subsections......................................185 Multilingual - special rule.......................................160 multiplayer variants......................................... 192, 193 Musician - Fighting Men characters.......................153 Musketeers - English unit.........................................71 Muskets - weapons..................................................164 Mutual Hatred - Jean Bernard Desjeans...................84

N

Nassy, David - Dutch Historic Commander...........109 Native American Commanders....................... 125-130 Native American factions................................ 121-124 Native American Historic Commander - Antonio Filipe Camarao........................................................127 Native American Historic Commander - Captain Peter........................................................................126 Native American Historic Commander - Captain Tabary......................................................................126 Native American Historic Commander - Don Andreas ................................................................................126 Native American Historic Commander - Don Pedro... ................................................................................127 Native American Historic Commander - King Oldman..........................................................................127 Native American Historic Commander - King Philip.. ................................................................................128 Native American Historic Commander - Matamaha.... ................................................................................128 Native American Legendary Commander...... 129, 130 Native American Nationality special rules...............121 Native American units..................................... 131-132 Nau, Jean David - Legendary French Commander....... ............................................................................ 91, 92 Naval Landing Force - Armada de Barlovento force option............................................................................34 Naval Landing Force - English Royal Navy force option............................................................................56 Naval Landing Force - Heyn's Commissievaarders force option.............................................................105 new optional rules....................................................188 new rules.......................................................... 184-188 Night Raider - special rule......................................161 Night/Dawn Raid - campaign tactic.......................205 Non-Combatants, Conscripts special rule...............200 North American English Militia faction...................57 Northeastern Woodland Tribes faction...................123 Northern Tribes Commanders................................125

Index

240

O

Officer - Fighting Men characters...........................153 Ostend Privateers faction..........................................35 Out of Practice - Logwood Cutters force option....138

P

Paddles - ship trait...................................................180 Panama Invasion Force - Morgan's Buccaneers force option........................................................................58 Panicked - event......................................................228 parent sections and subsections...............................185 Perez de Garay, Mateo - Historic Spanish Commander ..................................................................................39 picking battles in campaigns....................................201 Pikes - weapons.......................................................164 Pinel, Jean - French Historic Commander................87 Pinked Stern - ship trait..........................................180 Piquiers Milicien - French unit.................................96 Piragua - ship..........................................................170 pirate force type, in campaigns................................198 Pirates faction..........................................................135 Pistols - weapons.....................................................165 Plug Bayonets - weapons................................. 164, 165 Plunder (amphibious) - scenario.............................223 Plunder (land) - scenario.........................................222 Plunder (sea) - scenario...........................................224 Poisoned Arrows - equipment.................................166 Poor Leadership - special rule.................................161 Poorly Equipped - special rule.................................161 Portuguese Bandeirantes faction.............................135 Portuguese-Brazilian Tercios & Militia faction.......136 Pressed Men unit - Unaligned & Peripheral Powers..... ................................................................................145 primary skill category, for campaign commanders...206 Privateer Brigantine - ship......................................174 privateer commission - privateer force bonus, in campaigns......................................................................197 Privateer Fluyt - ship...............................................178 privateer force type, in campaigns............................197 Privateer Sloop - ship..............................................172 Privateers - North American English Militia force option ..................................................................................57 Prize, in scenarios....................................................219

Q

Quick - special rule.................................................161

John Donovan (Order #14647379)

R

Rain of Arrows - special rule...................................161 Ranging Party - North American English Militia force option........................................................................57 Raze (amphibious) - scenario..................................211 Raze (land) - scenario..............................................210 Raze (sea) - scenario................................................212 Reers, Cornelius - Unaligned & Peripheral Powers Historic Commander....................................................142 Reformado - Fighting Men characters....................154 Reinforced Bulkheads - Bark upgrade option.........171 Relight Match Cords, dedicated action...................164 reputation points, calculating...................................203 Reputation, in campaigns........................................196 Rescue (amphibious) - scenario...............................217 Rescue (land) - scenario...........................................216 Rescue (sea) - scenario.............................................218 Resilient - special rule.............................................161 Resourceful - commander skill...............................207 Resources, in campaigns..........................................196 resources, purchasing in campaigns................. 201, 203 Reyning, Jan Erasmus - Dutch Historic Commander... ................................................................................108 Rivero de Pardal, Manuel - Legendary Spanish Commander................................................................ 45, 46 Rough Seas - event..................................................230 Rough Terrain and mounted units...........................166 Ruthless - special rule..............................................161

S

Sailing Master - Fighting Men characters..............154 Sailing Master - special rule....................................161 Sailors - special rule.................................................161 Salty Dogs - event...................................................230 Savvy - special rule..................................................161 scenarios.......................................................... 210-224 Scottish Militia faction............................................139 Scouts - special rule.................................................161 Sea Commander......................................................140 Sea Dogs - English unit............................................73 Sea Events Table.....................................................230 Search & Recover (amphibious) - scenario.............220 Search & Recover (land) - scenario.........................219 Search & Recover (sea) - scenario...........................221 Search Markers, in scenarios...................................219 Searle, Robert - English Historic Commander.........62 secondary skill category, for campaign commanders.206 Shallow Draft - ship trait........................................180 Sharpshooter - Fighting Men characters.................154 ship movement in army scale...................................191 ship movement, while grappled...............................187 ship stats reference chart..........................................181 ship traits.................................................................180

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241

ship variant reference chart......................................182 Ship: La Volante - special rule.................................161 Ships - campaign resource.......................................204 Ship's Boat - ship trait.............................................180 Ships of Hoorn - Dutch Navy force special rule.....103 Ship's Pilot - Advisors and Hostages characters......156 Siege Expert - special rule.......................................161 Sieur de Grammont - French Historic Commander.86 Simple Rig - ship trait.............................................180 Skirmishers - special rule.........................................161 Skute, Sven Svensson - Unaligned & Peripheral Powers Historic Commander..............................................144 Sleet - weather.........................................................232 Sloop - ship.............................................................172 Sloop of War - ship.................................................174 Slow Reload - special rule.......................................161 Soldados - Spanish unit.............................................48 Soldaten - Dutch unit.............................................116 Son of Neptune - Fighting Men characters............155 South American Tribes faction................................122 Southeastern Woodland Tribes faction....................124 Southern Tribes Commanders.................................125 Spanish Corsairs faction............................................34 Spanish factions................................................... 33-36 Spanish Historic Commander - Andres de Ochoa y Zarate.............................................................................40 Spanish Historic Commander - Blas Miguel............42 Spanish Historic Commander - Cristobal Arnaldo de Isassi..........................................................................41 Spanish Historic Commander - Don Francisco........41 Spanish Historic Commander - Francisco de Fuentes de Galarza.................................................................41 Spanish Historic Commander - Francisco de Peralta.40 Spanish Historic Commander - Gaspar de Oviedo..39 Spanish Historic Commander - Mateo Alonso de Huidobro ..................................................................................42 Spanish Historic Commander - Mateo Perez de Garay ..................................................................................39 Spanish Historic Commander - Philip Fitzgerald....42 Spanish Militia Commanders...................................38 Spanish Militia faction..............................................33 Spanish standard commanders............................ 37, 38 Spanish units..................................................... 47 - 52 special rules, complete list................................ 158-162 Speidryke, Barnard - English Historic Commander.62 Spiritual Leader - Advisors and Hostages characters.... ................................................................................156 Spragge, Thomas - English Historic Commander.....62 Spry - special rule....................................................161 Spy - Advisors and Hostages characters..................156 Squall - weather.......................................................232 Stalling Tactics - campaign tactic............................205 Standard Bearer - Fighting Men characters............154 Standard Melee Weapons - weapons.......................165 starting commander nationality chart for campaigns..... ................................................................................197

John Donovan (Order #14647379)

starting commander stats, in campaigns..................197 Staysails - ship trait.................................................180 Stinkpots - explosives..............................................163 Strict - special rule...................................................161 Strike Tests in army scale................................. 191, 192 Stubborn - event......................................................227 Stuyvesant, Peter - Dutch Historic Commander.....108 Submerged Hazard - event......................................230 Subordinate - special rule........................................161 subsection - model and unit Limits.........................185 subsections...............................................................185 subsections - Fighting Platforms.............................186 subsections - Fighting Tops.....................................186 subsections - Gun Decks................................. 186, 187 subsections and critical damage...............................186 subsections and parent sections...............................185 subsections, moving between parent sections and subsections....................................................................185 subsections, targeting...............................................186 Superior Intelligence - special rule..........................161 Superior Range - weapon trait................................164 Supply Shortage - campaign event..........................200 Support: X - special rule..........................................161 Surprisal at Sea - special rule...................................161 Swedish Militia faction............................................136 Sweeps: X - ship trait..............................................180 Sweltering - weather................................................231 Swift - ship trait......................................................180 Swordsmen - special rule.........................................161

T

Tactician - special rule.............................................161 tactics, chart.............................................................205 tactics, in campaigns................................................196 tactics, selecting in campaigns.................................205 targeting different elevations with Cannons............184 targeting subsections................................................186 Temperate Climate weather table............................232 Tercio Commander...................................................37 Tercios faction...........................................................35 Terror - Nau, Jean David special rule........................92 Terror - special rule.................................................162 The Sound of Thunder - special rule........................162 Thrown weapons - weapons.....................................165 Thunderstorm - weather..........................................232 Tidal Current - event..............................................230 Timid - special rule.................................................162 Torches - equipment...............................................166 Torches, Extinguish Action.....................................166 Tore, Charles - French Historic Commander...........87 Torrential Downpour - weather..............................231 Tortuga or Petit Goave Militia - French Caribbean Militia force option .......................................................77 Tough - special rule.................................................162

Index

242

Training & Discipline - campaign resource.............204 Troop of Horse - North American English Militia force option........................................................................57 Tropical/Subtropical weather table..........................231 Troupe a Cheval - French Caribbean Militia force option. ..................................................................................77 Twist of Fate - event................................................227

U

Unaligned & Peripheral Powers Commanders.140-144 Unaligned & Peripheral Powers factions......... 135-139 Unaligned & Peripheral Powers Historic Commander Adolph Esmit..........................................................144 Unaligned & Peripheral Powers Historic Commander Cornelius Reers.......................................................142 Unaligned & Peripheral Powers Historic Commander Francisco Barreto de Meneses.................................143 Unaligned & Peripheral Powers Historic Commander Francisco Dias Velho...............................................142 Unaligned & Peripheral Powers Historic Commander Jean Hamlyn............................................................141 Unaligned & Peripheral Powers Historic Commander Sven Svensson Skute...............................................144 Unaligned & Peripheral Powers Historic Commander William Dunlop......................................................143 Unaligned & Peripheral Powers units.............. 145-149 Unbreakable - event.................................................228 Undisciplined Louts - campaign tactic....................205 units, activating in army scale..................................191 Universal Events Table............................................228 Unorthodox Force - special rule..............................162 Unreliable Support - campaign event......................200 Unruly - event.........................................................227 Unsecured Rigging - event......................................230 Unstable - ship trait.................................................180 Unwavering - special rule........................................162

V

Vanguard - special rule............................................162 Varied Experience - Brethren of the Coast force option 138 Vast Experience - special rule..................................162 Vendetta: X - special rule.........................................162 Very Inspiring - special rule.....................................162 Very Long Range - weapon trait.............................164 Veteran Freebooters - English unit............................72 Vexatious Fauna - event...........................................229 Vexatious Flora - event............................................229 Vigilant - campaign tactic.......................................205

John Donovan (Order #14647379)

W

Wabanaki faction.....................................................123 War Cry - special rule.............................................162 Warrior Archers - Native American unit.................131 Warrior Musketeers - Native American unit...........132 Warriors - Native American unit.............................132 weapons........................................................... 163-165 Weather Change - event..........................................227 weather tables.................................................. 231, 232 Well-Equipped - special rule...................................162 West India Company - Dutch Caribbean Militia special rule....................................................................104 West India Company - Dutch Privateers faction special rule..........................................................................103 Westo faction...........................................................124 Whetstone, Sir Thomas - English Historic Commander ..................................................................................61 Whipstaff - ship trait...............................................180 Wind Change - event..............................................227 wind table................................................................231 withdrawing - in campaign games...........................202

Y

Young Warriors - Native American unit.................131

Z

Zeelanders - Dutch Caribbean Militia special rule.104 Zeelanders - Dutch Navy force special rule.............103 Zeelanders - Dutch Privateers force special rule.....103 Zeelieden - Dutch unit...........................................113

CAMPAIGN SHEETS COMMANDER’S CAMPAIGN LOG SHEET

Player name:

Command Range:

Commander name:

Command Points:

Nationality:

Main weapons:

Faction:

Side arms: Special Rule:

Force type: Militia

Privateers: (Ally:

Foe:

Total XP:

)

Pirates

Current RP:

Commander Experience Level: Experienced (10XP) Untested (0XP)

Seasoned (25XP)

Legendary (40XP)

Skills: Nautical

Stratagem

Leadership

Character

Primary Secondary

Primary Secondary

Primary Secondary

Primary Secondary

Sailors

Elusive

Broadside

Inspiring

Scout

Ruthless

Vendetta

Connected

(_______)

Expert Pilot

Skirmisher

Booming voice

Resourceful

Commodore

Lead by example

Tough

Lucky

Expert broadside

Evade (Native-only)

Swordsman

Sailing Master

Castilian

Very inspiring

Savvy (Native-only)

Crafty

Expert Ambushers (Native-only)

Elan

Battle Hardened (Native-only)

Resilient

Gunnery Captain

Guerilla Commander

Determination

Legendary Gunner

Aggressive

Terror

God's Blessing or Devil's luck

Motivated

RESOURCES Armaments: Tier 1

Tier 2

Training and discipline: Tier 1 Ships: Tier 1

Tier 2

Tier 2

Tier 3

Local Support: Tier 1 Artillery: Tier 1

TACTICS Attacker

Defender

Cause Distraction

Focused

Caught Unaware

Undisciplined louts

Concealed numbers Ambush

Informant

Dawn Raid

High Tolerance John Donovan (Order #14647379)

Vigilant

High Tolerance

Concealed numbers Ambush

Informant

Stalling Tactics

Undisciplined louts

Tier 2

Tier 2

Tier 3

CAMPAIGN BATTLE LOG SHEET Campaign Battle Opportunities: Campaign Week: Games to be completed by: Scenario

Theatre Attacker

Scenario

Theatre

2. Raid

5-6 Amphibious

1. Breakthrough 3. Control the Field 4. Take and Hold 5. Encounter 6. Raze

7. Escort

8. Rescue

9. Search and Recover 10. Plunder

John Donovan (Order #14647379)

Rep/XP Defender earned

1-4 Land 7-10 Sea

Rep/XP earned

Quick Reference Sheet ACTIONS PER CARD SUIT

TURN SEQUENCE

1.START PHASE

• Draw Activation cards (equal to # of units in force). Resolve Events as they are drawn.

♠ ♥ ♦ ♣

2.ACTION PHASE

• Perform Initiative Step – All players choose and reveal Activation Cards simultaneously to determine Initiative. Player with the highest suited card goes first (♠>♥>♦>♣). Highest card # breaks ties. If still tied players roll off. • Perform Activation Step: - Player that won Initiative chooses a unit and activates it. - That player takes Actions with Activated unit. - Player that lost Initiative chooses a unit and activates it. - That player takes Actions with Activated unit. • Repeat Initiative Step, followed by Activation Step, until both players have activated all of their units.

TRAINED

VETERAN

1

1 2

2

2 3

1

2 2

2

3 3

TYPES OF ACTIONS DEDICATED ACTIONS STANDARD ACTIONS

3.END PHASE

• Move ships if they have residual movement. • Check for spread of Critical Damage • Check to see if either player fulfilled the scenario’s victory conditions. • Check for Strike Points and Strike Tests. • Discard any cards left in hand, if applicable



INEXPERIENCED

• Move • Charge • Go Prone/Stand • Shoot (Ranged Attack) • Reload • Rally (if unit is not Shaken) • Throw Grapples (Ships only)

ASSIGNMENTS



• Fight (Melee combat) • Dismount • Spike Artillery • Start Fire • Rally (if unit is Shaken) • Repair • Change Sail Settings (Ships only) • Advanced Maneuvers (Ships only)

• Crew/Abandon Artillery • Crew/Abandon Sweeps

CHECKING DISTANCE TO TARGET RANGE

0” to