The Pirate Lab: Heroes of the Spanish Main
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INDEX
Main Page - Introduction
PIRATES OF THE HOME SEAS (Campaign Rules) - Persistant fleets, persistant home maps
PIRATES OF THE HOME SEAS (Items) - Game items to be created
PIRATES OF THE BATTLEFIELDS (Campaign Addition) - Movable army units
PIRATES OF THE TREASURE FLEET - Persistant fleets, random maps
HEROES OF THE SPANISH MAIN - Persisant Crew/Avatar
HEROES OF THE SPANISH MAIN (Avatar Abilities) - Persistant abilities
HEROES OF THE SPANISH MAIN (Avatar Missions) - Missions for avancement
CONQUEST OF THE CARIBBEAN: 6 Player (Conquest Campaign) - 6-Player Campaign for domination of the Caribbean
CONQUEST OF THE CARIBBEAN: 3 Player (Conquest Campaign) - 3-Player Campaign for domination of the Caribbean
Piratelab website in development
Each player creates a name or Avatar for each faction they use. One player might make an American commander and/or a Privateer commander for his fleets, and so on. They may place their Avatar on one of the ships, and their fortunes and tales follow it. This Avatar token takes up no cargo space, and always escapes a sunk or captured ship. It is assumed they are transfered away from the ship to be taken to prison, but manage to get away. The victor is awarded an additional 3 gold for defeating the Avatar's ship. Avatars move across the water at L range speed as a ship would and can dock with other friendly vessels to take command.
Have each Avatar token start out as a Midshipmen aboard a vessel. They will rise through the ranks, by attaining gold and victories. You can only field one Avatar per game. Ranks:
Ranks are looked at every 4 th game. Points, victories, and prizes are counted up.
A Victory sinking or prize capture with the ship the Avatar is on is 3 points toward promotion. If the ship that their Avatar is on is sunk or derelict, they can abandon ship and “sail” back home or to a friendly ship using L-range. No ship can harm them. This token is merely a marker for their adventures. Having a persistant persona attached to your fleet and to various battles and adventures can also be used to create fanfiction more easily. Such as: “Captain Bleer escaped capture and sailed to (island name) and boarded the Mermaid.” Or related as a documentary would:,
To facilitate story-telling you can give each island an actual name for that map. You can also record each ship participating, as well as each major battle and mark which ship hit who, and what happened to the Avatars. Mark wind change, as well as changes of fortune. You may also include region names, using names printed on transparency sheets. Events can also be triggered for Avatars to be used like missions.
HEROES OF THE SPANISH MAIN (Avatar Abilities) Overview
List of Abilities
HEROES OF THE SPANISH MAIN (Avatar Missions) An Urgent Affair : A government official needs passage aboard ship to a location in the region. Do you accept this task? Place the VIP on your home island. Roll a wind die to determine direction to the target island, roll another die to determine L length away, then pick the closest island en route. Your avatar must take a ship and pick up the VIP and transport him to that island. Reward: 10 Promotion points + 5 gold
The Governor's Sister: Word arrives that Governor's sister, Lady Margaret, has been taken captive while sailing for home. Do you attempt a rescue? Place Lady Margaret on the nearest non-home island more than 2 L lengths away from your Avatar. Your character must use a ship to rescue the Lady and transport her to your home island. Reward: 10 Promotion points + 5 gold
Secret Dispatches: A courier bearing crucial Naval dispatches has been persued by foreign agents. Before being captured he entrusted them to an old friend on a nearby merchant vessel. If you decide to recover the dispatches, first roll a Wind Die to determine direction to the merchant. Place a neutral ship and the dispatches 4L away from your avatar. Reward: 10 Promotion points + 5 gold Vital Trade: A wealthy merchant has lost some of his ships to local pirates. He requests to use your fleet to deliver some goods for him. He promises you a percentage of the profits. Do you accept? Place the wealthy merchant on the closest island to your avatar. Roll a wind die to determine direction. Choose another island as your destination. Roll a die and determine direction, then pick the closest island en route. Your avatar must take a ship and pick up the merchant and transport him to the target island with to complete the trade. Reward: 10 gold + 5 Promotion points
Ship in Distress : A lookout has spotted a wrecked ship on some uncharted shoals. You are the only ship in the area. Will you attempt a rescue? Roll the wind die. Place a derelict neutral ship within 2L of your Avatar. Place a reef under it. Your Avatar must board the ship within 3 turns and dock with the derelict to take on survivors. On the fourth term, the ship is lost. Reward: 10 Promotion points + 5 more if you bring the survivors to an island.
Capture the Chest: A neutral merchant ship carrying precious cargo has been wrecked on shallow shoals. A reward has been offered for the contents safe return. The first Avatar to bring the chest back to their home island wins the reward. Do you accept the contract? Place a derelict neutral ship directly between the home islands. Reward: 10 gold + 5 promotion points
Spy: You have received orders to deliver a Spy an enemy home island. Do you accept? Place the Spy on your home island. He must be transported on the same ship as your Avatar to the enemy home island. If the spy is successfully delivered, he may see the crew of any ship that docks at the island. Once used, the spy is removed from the game. Reward: 10 Promotion points + 5 gold
Friendly Escort: A friendly 2-masted ship is passing through the area from one side of the map to the other. Other nations may attack the ships of this convoy and retrieve 1 gold from each if sunk. Place one 2-masted ship on the edge of the map between the home islands. Your Avatar must be aboard the ship escorting the vessel. Roll a D6 to determine speed. If 1-3 the speed is S. If 4-6 the speed is L. Wind Rules apply for added speed. Reward: 10 promotion points + 5 gold
Ship's Bounty: One enemy ship has received a bounty upon it. It is to be destroyed at all costs. Your target is in the fleet of the opponent seated to your Left. Split his lineup into percentages of a D6. E.g. If he has 2 ships, you must roll 1-3 or 4-6. If he has 3 ships, roll 1-2, 3-4, or 5-6, and so forth. The result is the target. Your opponent has the option to immediately pay the bounty in gold to keep his ship from being targeted. Reward: 10 promotion points + 5 gold
Traitor in our Midsts: There is a turncoat out there providing information about your fleet. You must capture him. Upon exploring an island, roll a D6. On a 5 or 6, you discover the spy and take him into custody. If the next to last island does not reveal a traitor, the final island is immediately designated as harboring the traitor. Upon his capture, you are awarded promotion points. If you return him to your home island, you receive a cash prize. Reward: 10 promotion points + 5 gold.
Free Salvage: A foreign ship has run aground on an island. A reward has been offered for the salvaged ship. The first Avatar to bring the ship under tow to their home island will be rewarded. Do you accept the mission? Place a neutral ship directly between the home islands. Reward: 10 gold + 5 promotion points
Smuggler's Run: You have hired a privateer ship to slip weapons onto an island for some rebels. Select an island that is 3L in the wind die direction. Select a second island that is 3L in a wind die direction. The contraband must be delivered between these two islands (home islands included). Special abilities that involve docking at enemy islands (stealing gold) are not permitted for this ship during the mission. Because you are not flying an enemy flag, opponents may not attack your ship. Instead they may fire one warning shot. If it “hits” the smuggling ship must allow boarding or the attacker may open fire. Unless attacked, a smuggler cannot be rammed or pinned. Upon boarding, the attacker must roll a 5 or 6 to make a successful search of the ship. If the contraband weapons are found, the ship is automatically captured, and the contraband turned into 5 gold. Your Avatar is then set adrift to make his way back. Reward: 10 gold + 5 promotion points
Patrol Duty: Pick two islands near to an Avatar. The Avatar’s ship must sail to one and then the other. Upon reaching the target island, roll a D6. On a 4, 5, or 6, a ship in distress will appear off its coast, and within S range of an attacking 2-masted privateer. You may drive off the privateer by shooting both of its masts. It will attempt to flee at S speed (roll a wind die for direction). If it gets beyond L+L range, it escapes. For driving it off, you receive promotion points. If you manage to sink the ship, you receive a cash reward. Sail to the next island and roll for an encounter again. Reward: 10 promotion + 5 gold for each privateer you sink. |
-by Hayoo with assistance from Matapiojo, Kodefoo, and SonDrunk (Advanced)