TEXT: Swashbuckling Adventure on the High Seas
  Swashbuckling Adventure on the High Seas
  Swashbuckling Adventure in the Age of Kings
  A Supplement for
  A Supplement for
  
  © Copyright 2007 Rattrap Productions LLC
  www.rattrap-productions.com
  Written by
  Pete Murray
  Cover & Original Illustrations by
  Kim Allman
  Edited by
  Patrick Connor
  Based on rules by
  Richard A. Johnson
  Swashbuckling Adventure on the High Seas
  Swashbuckling Adventure in the Age of Kings
  A Supplement for 
  
  TABLE OF CONTENTS
  The Taking of the Treasure Galleon ................................................................................ 4
  Introduction ..................................................................................................................... 5
  New Rules ....................................................................................................................... 6
  Combat Result: Knockdown ............................................................................... 6
  Thrown Models ................................................................................................... 6
  Artillery ............................................................................................................... 7
  Sailing Ships ....................................................................................................... 8
  Boarding Action! Using the Ship Rules ............................................................ 10
  Campaign Rules ............................................................................................................ 14
  Going on Campaign .......................................................................................... 14
  Planning the Campaign ..................................................................................... 14
  Chapters ............................................................................................................ 15
  Bands................................................................................................................. 15
  Campaigning Efﬁ ciently ................................................................................... 16
  Ending Campaigns ............................................................................................ 22
  Advancing through the Ranks ........................................................................... 22
  Heroic Experience ............................................................................................. 23
  Reputation Experience ...................................................................................... 29
  Campaign Maps ................................................................................................ 30
  Abilities ......................................................................................................................... 34
  Combat Skills .................................................................................................... 34
  Knowledge Skills .............................................................................................. 34
  Other Skills ....................................................................................................... 35
  Virtues and Flaws .............................................................................................. 36
  Character Archetypes .................................................................................................... 38
  Buccaneer (Grade 3) ......................................................................................... 38
  Naval Ofﬁ cer (Grade 3) .................................................................................... 39
  Pirate Queen (Grade 3) ..................................................................................... 40
  Privateer (Grade 3) ............................................................................................ 41
  Royal Governor (Grade 3) ................................................................................ 42
  Sea Wolf (Grade 3) ........................................................................................... 43
  Bosun (Grade 2) ................................................................................................ 44
  Governor’s Daughter (Grade 2) ........................................................................ 45
  Junior Ofﬁ cer (Grade 2) .................................................................................... 46
  Marine Sergeant (Grade 2) ................................................................................ 47
  Quartermaster (Grade 2) ................................................................................... 48
  Rated Hand (Grade 2) ....................................................................................... 51
  
  Special Thanks
  Once again, this book could not have come about without the many 
  contributions of the playtesters, particularly Marc Anderson, John Carroll, 
  Mike Lorenzo, Markus Siebler, and Jim Stuht. Special thanks to Pat 
  Connor, the long-suffering editor and rules bofﬁ n for Rattrap Productions, 
  who edited this book both in meticulous detail and with blinding speed. 
  Special thanks as well to Rich Johnson for his unwavering support and his 
  unceasing efforts to promote this style of gaming. 
  Miniatures used in the book courtesy of  Brigade Games 
  and painted by Chris Smith.
  The ship and canons used are courtesy of Shifting Lands.
  Copyright © 2007 Rattrap Productions LLC; 
  ISBN: 0-9789241-2-6; EAN: 978-0-9789241-2-6
  Boarder (Grade 1) ............................................................................................. 52
  Cabin Boy (Grade 1) ......................................................................................... 52
  Carpenter’s Mate (Grade 1) .............................................................................. 53
  Foretopman (Grade 1) ....................................................................................... 54
  Gunner’s Mate (Grade 1) .................................................................................. 54
  Marine (Grade 1) ............................................................................................... 55
  Monkey (Grade 1) ............................................................................................. 56
  Parrot (Grade 1) ................................................................................................ 57
  Shore Party (Grade 1) ....................................................................................... 58
  Scenarios ....................................................................................................................... 59
  Scenario 1: Mutiny ........................................................................................................ 60
  Scenario 2: Buried Gold of Anegada ............................................................................ 64
  Scenario 3: Gaolbreak ................................................................................................... 68
  Scenario 4: Attack at the Stockade ................................................................................ 72
  Scenario 5: Spoiled Spoils ............................................................................................ 76
  Scenario 6: Mooncussers .............................................................................................. 79
  Sample Characters for Under the Black Flag ............................................................... 82
  Timeline ........................................................................................................................ 87
  
  4
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  THE TAKING OF 
  THE TREASURE GALLEON
   
  Admiral Don Pablo Luis Ramirez Vasquez, formerly of the treasure galleon Santo 
  Benedicto, was angry.
   
  “This is an insult to Spain!” he cried, straining against his bonds. “You damned 
  Ingles; your punishment will be inevitable and severe!”
   
  Raucous jeering was his only reply as the laughing pirates carried the treasures from 
  the hold up to the deck, dumping coins and jewels into heaps under the cold supervision 
  of the pirate quartermaster. The quartermaster weighed the treasure using the same 
  stilyard that weighed the daily meat ration, pausing now and again to scratch ﬁ gures in 
  his book. 
   
  The pirate captain appeared on deck before the galleon’s cowering crew. The 
  quartermaster laid aside his pen, and pirate and Spaniard alike fell quiet.
   
  “Ye’ve been badly used, lads,” said the captain. “Badly used and that’s the Gospel 
  truth of it. Ye’ve been taken from yer homes and loves, and sent to fetch the gold of the 
  ﬁ lthy Dons with nary a bit of it for yerselves.” His tone was sympathetic, and many of 
  the galleon’s crew looked at him with interest.
   
  Don Pablo roared again. “Infernal pirate! Do you mean to subvert these men as 
  well?”
   
  The captain gazed at him coldly. “I offer them fair shares in the articles. I offer 
  them the freedom of sailing for no king or nobleman, under the command of Black Jack 
  Richardson. The decision is theirs.”
   
  “Wretch! Heretic!” spat Don Pablo. “If I were free of these chains...”
   
  “What would ye do?” said Black Jack, with a lethal calm. “Drop those irons and 
  give him an honest cutlass, and let’s see what manner of man he is.”
   
  The crews formed a ring from which there could be no escape. Don Pablo swiped 
  ﬁ ercely with the cutlass, but Black Jack merely sidestepped. Don Pablo pressed twice 
  more, only to be parried and repulsed each time. 
   
  Black Jack suddenly lashed out, his cutlass biting through tunic and shirt, drawing 
  blood. The crew gave a great cheer, and then Black Jack was everywhere, striking blows 
  that Don Pablo could not resist. In retreating he stumbled into the hands around him, 
  and was thrust back into the circle. He fell, raising his arm in a futile effort to ward off 
  Black Jack.
   
  Black Jack’s cutlass fell three times. Then he thrust the cutlass above his head, and 
  with the ﬁ res of Hell in his eyes and voice he bellowed: “Will ye join me under the black 
  ﬂ ag?”
   
  The crews of both ships roared their assent.
  
  5
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  INTRODUCTION
  Few characters on the stage of history grip the imagination the way a pirate does. To their enemies 
  they are cruel, they are rapacious, and they are capricious. No trick is to low for them; they defy the 
  very conventions of proper society. They are the Hostes Humani Generis—the common enemy of 
  mankind. 
  But they are more than inhuman monsters. They are wry and sardonic, full of gallows humor, and all 
  too well aware that their end is likely to be swift and violent. Their ofﬁ cers are charismatic. They have 
  a code of honor among themselves, caring even for their lamed and wounded, dividing their spoils 
  equitably before a council of all hands. Often as not they are driven to piracy by the cruelties of the 
  world. 
  Under the Black Flag is a supplement to the game Gloire: Swashbuckling Adventure in the Age 
  of Kings. You will need the rules in that book in order to use this book to its full potential. Pirates 
  are classical swashbucklers, whether on the screen or in print, and this book treats their world in the 
  romantic tradition of ﬁ ction rather than from a strictly historical perspective. Boarding parties swarm 
  aboard a man-of-war, treasure parties bury gold under a full moon on uncharted islands, heroes slide 
  down sails by slicing them with their daggers, buccaneers besiege stockades defended by desperate 
  garrisons, and mooncussers scuttle about the ﬂ otsam on a fatal reef. 
  These rules are designed to let players play games with only a handful of ﬁ gures and require only a 
  small space to play. As with Gloire, the intention is to follow the progression of a handful of characters, 
  though players will be pleased to ﬁ nd provision to allow for the advancement of minor characters as 
  well. 
  So, turn your back on the world of law and order and pledge your word to the Articles!
  
  6
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  NEW RULES
  COMBAT RESULT: KNOCKDOWN
  In close combat, an attacker may overwhelm a defender’s attempts to hold off an attack. If the attacker 
  beats the defender’s close combat result by 10 or more, the attacker chooses a combat outcome as per 
  the normal rules. After this and in addition, the defender’s model is moved back 1/2” in any direction 
  within the attacker’s 180 degree front arc and now counts as Prone. 
  THROWN MODELS
  It may happen that at some point a player may want to have a model throw an opponent’s model 
  (through a window, over a railing, etc.) Only models that have a higher Brawn (BW) stat than the 
  target, or have a special ability that allows it, can throw an opposing model. 
  In order to throw a model, the player makes a normal close combat attack. If successful, rather than 
  doing damage, the defender is moved back 1” + the difference in BW between the models. For example 
  if Hairy Bart the Bosun has a BW of 5 and Scarecrow Lunkett has a BW of 3, Hairy Bart could throw 
  Lunkett 3” (1” + (5-3)”). Lunkett can not throw Hairy Bart at all as his BW is not higher. In addition 
  to being moved, the thrown model is placed prone.
  A model that has a BW that is at least 2 higher than its opponent can lift the opposing model off the 
  ground. An attacker that lifts a model off the ground can, on its next action, move up to half its Speed 
  (SP) stat, rounded down, and then throw the opposing model. Using our example above, Hairy Bart 
  (SP 4) lifts Scarecrow Lunkett off the ground. On his next activation he can move 2” (half his SP) and 
  then toss Lunkett 3”.
  Models that are held off the ground, can attempt to break free by making a comparative BW test with 
  their captor, but the held model will have -1 modiﬁ er as it does not have the leverage to use its full 
  strength. A held model can also attack the model holding it. The attacker’s Blade (BD) stat will be 
  reduced by half, rounded down, but its captor will have a BD of 0. If the attacker wounds his captor 
  and the captor fails a Guts (GT) check, then the model is released and placed prone on the ground. So 
  Hairy Bart (BD 4, GT 6) has Scarecrow Lunkett (BD 3) held over his head. Lunkett attacks and rolls 
  a 7 +1 (his BD stat rounded down) and gets 8 total. Hairy Bart rolls a 6 + 0 (his BD stat reduced to 0 
  for holding Lunkett off the ground) for a 6 total. Lunkett wins and wounds Hairy Bart. Hairy Bart rolls 
  a 2 for his GT stat check and fails (2 + GT 6 = 8) and drops Scarecrow Lunkett to the ground, where 
  he is placed prone.
  These rules are considered part of the Close Combat Outcome results in Gloire as well.
  
  7
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  ARTILLERY
  These rules cover two types of artillery.
  Small Guns are light cannons, such as a ship’s swivel guns. They ﬁ re light shot or a small cluster of 
  grapeshot, and are intended for use against small boats or to repel boarders. A Small Gun requires a 
  crew of two to operate.
  Cannons cover most naval and ﬁ eld guns in the 4 to 9 
  pounder range. These require a greater number of crew 
  for effective use, but throw a correspondingly larger 
  amount of shot. A Cannon requires a crew of four to 
  operate. 
  Players can not choose to equip their models with 
  artillery as a part of creating their group. Artillery should 
  usually be included only as part of a scenario.
  Artillery Crew
  One model is designated as the gun captain for each 
  artillery piece, and is responsible for the aiming and 
  ﬁ ring of the piece. Rolls to hit and reload are made 
  using this model’s attributes. Reloading and ﬁ ring are 
  performed on the gun captain’s turn.
  The remaining members of the crew are responsible for sponging and reloading the gun, and perhaps 
  pointing the piece. While these crew help speed ﬁ ring times, they do not perform any other action. It 
  is not necessary to specify which model is performing which task. These models do not act on their 
  activation if the gun captain is loading or ﬁ ring the gun; they are assumed to be busy preparing the 
  piece.
  If the gun captain does not have the Artillerist ability, he halves his Musket (MK) stat when rolling to 
  see if the shot hits. If the gun captain does have the Artillerist ability, he rolls as usual to hit. Artillery 
  can not be ﬁ red in close combat.
  Reloading Artillery
  An artillery piece cannot be reloaded unless one or more of the crew models has the Artillerist ability, 
  though a piece may be ﬁ red once if it is already loaded and ready for action.  
  The wise sentinel knows that calm seas 
  may still bear pirates.
  
  8
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table I: Reloading Artillery
  Number of Crew with Artillerist Ability
  4
  3
  2
  1
  Turns Required to Reload Cannon 
  2
  3
  4
  5
  Turns Required to Reload Small Gun
  --
  --
  1
  3
  Table II: Artillery Weapon Chart
  Weapon
  Close
  Short
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Small Gun 
  (grapeshot)
  --
  --
  --
  4”
  -1
  6
  8”
  -2
  4
  --
  ---
  --
  Small Gun 
  (roundshot)
  --
  --
  --
  8”
  0
  12
  16”
  -1
  10
  24”
  -3
  6
  Cannon 
  (grapeshot)
  --
  --
  --
  8”
  +1
  8
  12”
  0
  6
  16”
  -2
  4
  Cannon   
  (roundshot)
  --
  --
  --
  12”
  -1
  20
  24”
  -3
  16
  32”
  -5
  12
  Grapeshot affects all models within 3” of the target point. This may be measured using a CD or other 
  suitable template.
  SAILING SHIPS
  Under the Black Flag is not intended to be a meticulous simulation of sailing vessels and combat 
  between such. Abstractions have been made for ease of play at the character level. If players want to 
  simulate the tactics of sail, then counters on a map can be used, with the GM arbitrating play. 
  Each class of ship has four stats and the use of these stats is highlighted in the Boarding Action 
  scenario that follows:
  Handling indicates how easy a ship is to maneuver. Small ships are easier to handle and more responsive, 
  and will have higher Handling stats than larger ships. 
  Boarding indicates how many ﬁ gures can cross from this ship to another during a boarding action. 
  Large ships with high and multiple decks have an easier time sending hordes of men aboard than do 
  small boats.
  
  9
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Broadside is a measure of the potency of a salvo of guns from the ship. It is not an exact count of 
  cannon or weight of shot thrown, merely a way to quickly resolve the relative strength of these salvos. 
  A ship with a large Broadside stat is simply more destructive than a ship with a small Broadside stat.
  Crew Min is the least number of crew a ship needs in order to operate. An under-crewed ship will 
  have great difﬁ culty in handling the complexities of sailing, and will not be able to sail at best speed 
  or ﬁ ght with any degree of efﬁ ciency. The model steering the ship is at -2 to Dodge (DG) checks for 
  each model that the vessel is below the crew minimum. For example, the Helmsman of a Brigantine 
  that has a crew of 4 would be at -8 for DG checks on that ship!
  The stats here represent an “average” ship of this type. The Sloop and Brigantine are better ﬁ ghting 
  ships than the Barque or Merchantman. The Galleon and Warship are similar in size, but differ in their 
  sail plans—a Warship features the latest innovations in foresails and hull design, making it a faster 
  ship capable of carrying more guns than its high-castled ancestor.
  Table III: Ship Classes and Ratings
  Ship Class
  Handling
  Boarding
  Broadside
  Crew Min.
  Sloop
  5
  4
  4
  6
  Barque
  3
  3
  2
  4
  Brigantine
  4
  5
  5
  8
  Merchantman
  2
  5
  4
  6
  Galleon
  2
  10
  8
  8
  Warship
  3
  8
  10
  10
  Modifying a ship
  A captain may choose to modify his ship in order to improve different aspects of performance. 
  Improvements to one aspect of a ship’s performance inevitably require tradeoffs in different areas—a 
  ship laden with guns might have a powerful broadside, but will be sluggish to handle. Any stat may be 
  improved by 1 point by reducing another stat by 1, or adding an additional 2 crew. Crew Min may be 
  reduced by 2 by reducing another stat by 1. However, no stat may drop below 1.
  Example: Black Jack Richardson acquires the sloop Constancy. Knowing that he is likely to have 
  to face a pirate hunter in a brigantine in a future scenario, Black Jack wants to improve his ship’s 
  Handling stat to an 8. To raise the Constancy’s Handling to an 8, Black Jack chooses to lose some of 
  her guns, and reduce the Broadside stat to 1. Black Jack hopes that in the coming confrontation, he can 
  board the pirate hunter before that brigantine’s superior ﬁ repower sinks the Constancy.
  
  10
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Rowing boats
  Small boats, such as launches or jolly-boats, and even the smallest sailing ships may be rowed. A 
  rowboat has a maximum number of crew it can hold, which is usually speciﬁ ed as part of the scenario. 
  A rowboat moves 1” for every model assigned to rowing. These models may do nothing else. In 
  addition, a boat has a Defensive Rating (DR) equal to the number of crew it can hold. Some sample 
  boats are provided below:
  Ship 
  Max Crew / DR
  Jolly-boat 
  4
  Launch 
  6
  Cutter 
  8
  Pinnacle or Canoe 
  12
  Boats and Damage
  There may be circumstances where players may want to damage a ship or boat. If the attacker hits, then 
  the player rolls a d10. On a result of 1-3, it is the ship or boat that is hit. If the ship is “wounded” three 
  times (i.e. the DR fails to stop the hit) then it is holed and begins to sink after the third “wound.” 
  On a result of 4-10, a randomly-determined model is hit rather than the boat.
  Sinking Boats
  Once a boat has started to sink, models must swim (as per the Swimming ability) or will drown once 
  the boat sinks. Each model without the Swimming ability drowns unless it rolls a 10 on a d10 roll. If 
  the model survives, then it moves as per the Swimming ability.
  At the start of each turn, roll a d10. If the result is 10, then the boat sinks. If the result is not 10, record 
  the result. The boat continues to sink and you will roll again at the end of the next turn. The next time 
  the d10 is rolled, the result is added to the previous results until the sum is equal to or more than 10, 
  at which point the boat sinks.
  BOARDING ACTION! USING THE SHIP RULES
   
  The two ships were close enough that there was no question of their broadsides missing. Above 
  the thunder of the guns, the crews bellowed as they lined the railings of the two vessels, pausing only 
  long enough to ﬁ re their pistols and muskets. Now came the crash of ships locking alongside, and 
  eager pirate hands rapidly lashed the vessels fast together.
   
  Swede Alex and Codﬁ sh Costello were two of the ﬁ rst pirates across to the French merchantman, 
  taking the few hands with muskets before they could discharge a ragged volley. Swede Alex cut down a 
  timid hand with a pike, Codﬁ sh dispatched the bosun, and together they raced across the quarterdeck 
  
  11
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  towards a terriﬁ ed captain. Swede Alex and Codﬁ sh together pressed the captain back to the taffrail, 
  while the two crews fought each other tooth and nail. 
   
  “Parlez!” gasped the French captain after his rapier disappeared over the railing.
   
  “First things ﬁ rst, Frenchy,” said Swede Alex. He hacked at the halyard of the ensign. The 
  hot wind of the guns seized the French ﬂ ag and it slowly sank down into the deep blue sea. The last 
  surviving merchant sailors laid their arms on the deck and raised their arms in surrender.
   
  “There now,” said Codﬁ sh. “We’ve all the time in the world for a palaver now.”
  The Scenario
  Two ships are in the ﬁ nal minutes of maneuvering before boarding! In a ﬁ erce action like this, the only 
  way to win is to sink the enemy or to force him to strike his colors. This scenario uses many of the 
  attributes of a ship’s proﬁ le, and will introduce players to the new rules in Under the Black Flag.
  Victory Conditions
  The game ends when one player’s models are all rendered unconscious or killed, or the colors are 
  struck.
  The Board
  The scenario is played with two ship models 12” apart on 
  the table and the action takes place on the ship models, 
  rather than the table itself. Both models are facing the same 
  direction, and are assumed to be sailing in parallel. 
  Encounter Markers
  Encounter markers are not used in this Scenario. Some 
  players may wish to create Event Cards, which are drawn 
  at the beginning of each turn. These Event Cards may 
  include cards with no effect.
  Sample Event Cards:
  1. Low Powder. One ship discovers that the supply of 
  powder is lower than expected. On each turn the ship ﬁ res 
  a Broadside roll a d10. If the result is 10, the ship is out 
  of powder. If the result is less than 10, record that number. 
  The next time a Broadside is ﬁ red, roll the d10 again and 
  add the result to the previous number. If the sum is 10 or greater, the powder is exhausted.
  2. Overheated Guns. The guns of one ship are growing dangerously hot. Reduce the Broadside rating 
  of this ship by 1.
  3. Shift in the Wind. One helmsman is able to gain a slight advantage in the shifting winds. He gains 
  a +2 for his DG stat tests for this turn.
  Ship positions at the start of the 
  scenario.
  
  12
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  4. Thick Smoke: The plumes of smoke from both ships’ cannon ﬁ re have reduced visibility. All models 
  are at -1 to their Musket stat for the remainder of the game.
  5. Fire aboard! One ship has a ﬁ re break out below decks. At least two models must be sent below to 
  put out the ﬁ re. These models are removed from the deck, and may return if they make a successful 
  BR stat test at the beginning of a subsequent turn.
  6. Huzzah! One crew manages to boost their morale with a rousing cheer or battle cry. This crew is at 
  +1 for their Guts stat tests for the next three turns.
  Special Rules
  Initiative is determined by the quality of the 
  helmsman and the capability of the ofﬁ cers. At the 
  beginning of each turn, each player rolls a d10 and 
  adds the Handling rating of his ship. In addition, he 
  may add either his Helmsman ability’s modiﬁ er to 
  the roll, or the Tactics modiﬁ er of any Grade 3 model 
  on the ship. The player with the highest score has the 
  initiative, and moves his ship ﬁ rst. The second player 
  then moves his ship. All remaining models then take 
  their actions as per normal.
  Once the two ships become entangled for boarding, 
  neither ship may move nor ﬁ re broadsides, and 
  from that point on initiative works as per the normal 
  rules.
  To move a ship there must be a model with the 
  Helmsman ability at the wheel. On the Helmsman’s 
  action, he can choose to close with the other ship or 
  bear off. If he chooses to close, move the Helmsman’s 
  ship closer to the other ship by the difference in 
  Handling score in inches. If he chooses to bear off, 
  the ship is moved away from the other ship the 
  difference in Handling score in inches.
  Once the ships are within 6” of each other, then 
  models may attempt to cross from one ship to another by an Improvised Movement test on Brawn, as 
  they swing on the rigging over to the other ship. If a model fails, it falls in the water and is removed 
  from the game.
  When the ships are within 4” of each other, a Helmsman may choose to bring his ship hard alongside 
  in an effort to entangle his ship with the other. Both Helmsmen make a comparative DG check and 
  Black-beard hail’d him in this rude 
  Manner : Damn you for Villains, who are 
  you? And, from whence came you? The 
  Lieutenant made him Answer, You may 
  see by our Colours we are no Pyrates. 
  Black-beard bid him send his Boat on 
  Board, that he might see who he was; but 
  Mr. Maynard reply’d thus; I cannot spare 
  my Boat, but I will come aboard of you 
  as soon as I can, with my Sloop. Upon 
  this, Black-beard took a Glass of Liquor, 
  and drank to him with these Words: 
  Damnation seize my Soul if I give you 
  Quarters, or take any from you. 
  (From Capt. Johnson’s General History 
  of the Pyrates)
  
  13
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  add the Handling rating of their ship. If the entangling Helmsman wins, then the two ships are locked 
  together for the rest of the scenario. If the defending Helmsman wins, then the entangling ship is 
  moved 2” closer, and the entangling Helmsman is at -2 for his DG stat tests on the next turn.
  Ships become entangled at the foredecks. Models may cross freely from one ship to another at that 
  point, with a maximum number of models crossing safely equal to the Boarding rating. Models may 
  also move between the ships over open water by jumping or by Improvised Movement—models 
  moving in such a way do not count towards the limit of the Boarding rating.
  If the ships are ever separated by 24” or more, the scenario ends, as the retreating ship is assumed to 
  have slipped safely away.
  After both ships have moved, then a Broadside roll is made. Each player rolls a d10 and adds his ship’s 
  Broadside rating to the result. 
  If one player wins the Broadside roll by 5+, the opposing ship suffers a telling blow. The salvo rakes 
  the deck of the losing player’s ship, sending splinters of wood and hot metal across the unprepared 
  crew. Roll a d10 and make that many WS=4 attacks at MK=4 against random models on deck. In 
  addition, the Helmsman is at a -1 for all of his rolls for the ship for the rest of the game, due to damaged 
  rigging. The ship’s Handling rating is reduced by 2. If a ship’s Handling rating ever drops to 0, it is 
  dead in the water and cannot be moved.
  If one player wins, but by less than 5, then the losing player’s ship is hit by a ragged broadside. The 
  Helmsman must make a DG stat test. If he fails, then half a d10 (rounded down) attacks at MK=4 and 
  WS=4 are made against random models on deck. If he succeeds, then there is no effect.
  If the result is a tie, then there is no effect—either the crews were reloading, or the aim on both sides 
  was incredibly poor.
  Causing the enemy to strike his colors will immediately cause the crew of that ship to surrender, and 
  striking his colors for him will have the same effect. The easiest way to do this is to attack the ensign 
  staff itself. Each ship has an ensign at the rear of the ship. A model must be within close combat range 
  of the ensign staff with a cutting weapon to attempt to strike the colors. He then makes a Blade stat 
  test, with a -2 penalty for each enemy model within 6” who is not in close combat. If he succeeds, the 
  colors are struck, and the other player loses the scenario.
  
  14
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  CAMPAIGN RULES
  GOING ON CAMPAIGN
  A campaign is a series of linked games where the results of, and things learned in, one game affect 
  what happens in the next.
  A campaign can be likened to a novel being played out. Each scenario is like a chapter in the novel, 
  with the entire campaign being the book as a whole. Characters reappear from scenario to scenario in 
  a single campaign, and some players may choose to keep the same characters over many campaigns—
  the equivalent of having the same protagonists in several books.
  A great advantage to playing campaigns in Gloire is that there is no need for a dedicated Game Master. 
  All players can be involved in designing the campaign, the Encounters in each scenario, and rules that 
  govern how non-player characters behave. This serves to give everyone a sense of ownership in the 
  campaign, and keeps enthusiasm high.
  PLANNING THE CAMPAIGN
  A campaign begins with planning the plot or storyline. You can draw inspiration from history and 
  ﬁ ction alike. A campaign should begin with an intriguing hook, then develop the action, and conclude 
  with some climactic action.
  Here are some sample plots with some notes as to how they could be worked out in a pirate campaign. 
  Variants of these plots could also be used in a more traditional swashbuckling campaign as well. 
  Revenge!: The players are seeking revenge against a common enemy. The hook might be a scenario 
  where players need to escape from the overwhelming forces of the enemy, while gathering clues as to 
  their foe’s identity. For example, a pirate band may suddenly ﬁ nd their port town under attack by wave 
  after wave of marines. The pirates have to escape to the jungle (or an even more secret sanctuary) after 
  ﬁ nding enough evidence to point to who sent the invasion. The development might include scenarios 
  where the pirates attempt to steal a ship or recruit more followers. A ﬁ nal showdown with the wicked 
  Royal Governor would be the climactic ﬁ nal scenario.
  Treasure Hunt: The players are looking for riches and fortunes. The hook might be a scenario where 
  the players have to kidnap the ﬁ rst mate of a Spanish treasure galleon in order to ﬁ nd out when the 
  galleon sets sail. The development might be a scenario where the players have to break a famous 
  captain out of gaol in order to have him help in the coming ﬁ ght. The attempt to board and capture the 
  treasure galleon would provide the climax to the campaign.
  
  15
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  The Pardon: The players are looking for a way 
  to erase their previous criminal misdeeds. The 
  hook might be trying to arrange a meeting with 
  a covert agent of the government. Once players 
  meet up with the agent, the development might 
  include scenarios where the players have to 
  uncover the terms of their pardon, and the 
  climax is the last, most dangerous mission they 
  accomplish before their pardons are signed.
  CHAPTERS
  Once the plot line is sketched out, you will need 
  to develop scenarios to complete the campaign. 
  At least three scenarios are required in order to 
  use the Advancement rules in this book. It may 
  be easier to simply jot down rough ideas for 
  each scenario, and then wait until one scenario 
  ends before determining exactly how the next 
  scenario should be set up. That way, you can 
  adjust the conditions of the scenario based on 
  the results of the previous game. This gives you 
  the ﬂ exibility to reward players who are doing 
  well, or handicap a player who is running the 
  table against his opponents.
  Breaking down a campaign to manageable sizes also lets you work on ﬁ gures, terrain, and scenery for 
  each game. Paint or prepare only what you need for the next chapter, instead of doing all of the work 
  before you get started.
  This book includes a generic scenario called “Gaolbreak.” This handy scenario can be inserted into 
  the campaign when one player’s main characters have all been captured or imprisoned as a result of 
  a string of bad luck. After completing this scenario, the characters rejoin the campaign by their own 
  actions, rather than by the ﬁ at of a merciful referee. This is more satisfying to a player’s honor and 
  esteem, and most importantly provides the opportunity for another game.
  BANDS
  Once you have sketched out your campaign, players should create their bands of characters. A campaign 
  can use Total Grades, Grade Limits, or Partial Grade Limits.
  
  16
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  In a Total Grades (Figure I) campaign each player can choose characters of 
  any grade level that add up to a speciﬁ ed value. For example, a campaign 
  might have a Total Grade value of 8. This means that one player might take 
  one Grade 3 and ﬁ ve Grade 1 characters, while another could choose to take 
  four Grade 2 characters, and another might take two Grade 3 characters and 
  a Grade 2 character. In all these cases, the sum of the Grades taken equals 
  8—the value of the campaign.
  In Grade Limit (Figure II) campaigns, each player 
  must take the same number of grades. For example, 
  each player would get exactly one Grade 3, two 
  Grade 2 characters, and one Grade 1 character. 
  In a Partial Grade Limit (Figure III) campaign, 
  each player takes some ﬁ xed number of characters, 
  but is free to use other characters to total some 
  value. For example, each player may be required 
  to take a Grade 3 and a Grade 2 character, but would also be allowed to take 
  characters whose Grade values add up to a limit of 3.
  CAMPAIGNING EFFICIENTLY
  A campaign does not require a large investment in miniatures or scenery, if care is taken to plan things 
  at the beginning. Many players are reluctant to begin campaigns, either because they are new to the 
  game, or because they do not want to invest heavily in the period. The advantage to Gloire is that it 
  requires only small spaces to play (2’ x 2’ or 60cm by 60cm is sufﬁ cient) and only a handful of models 
  per side. 
  Try to plan scenery so that it can be used for multiple games. A graveyard of lost ships might be an 
  appealing-looking board, but it will be difﬁ cult to use in many situations. A small stand of trees, on the 
  other hand, can be used both to represent a jungle and as part of a garden in a walled palace.
  Likewise, ﬁ gures representing exotic enemies—lost Aztec kingdoms, tentacle-bearded pirate captains 
  from the briny depths—might be exciting to look at, but will be less generally useful than a simple 
  sailor.
  In this book, we will show you how to plan a three-game campaign that recycles ﬁ ve bits of scenery. 
  They are:
  • Stands of palm trees. Reasonably decent plastic and inexpensive palm trees can be purchased from 
  cake decorating stores; a bit of plastic aquarium vegetation can be used to make a small jungle stand. 
  Figure I: Total Grades
  Figure II: Grade Limit
  Figure III: Partial Grade 
  Limit
  
  17
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Glue several trees into a block of insulation foam or onto a base, and ﬁ ll the space between them with 
  lichen or thick ﬂ ocking. The result looks like a dense copse of trees that can be used for any outdoor 
  location. 
  • Cave. A cave entrance can be made by taking a couple of pieces of foam glued together and based. 
  The cave entrance is carved out and the entire piece painted to look rocky. This can be used as an 
  objective, a starting point for mysterious creatures, or simply as an interesting looking substitute to 
  impassible terrain.
  • Baggage pile. Almost any bunch of small crates, barrels, or sacks can be grouped together on a 
  single large base. This bit of scenery makes a great 
  objective item, may be used as cover, or can improve 
  the look of a dock, wharf, or warehouse.
  • Small cottage. A small mud or brick cottage with 
  a ﬂ at roof can be very useful. Three such cottages 
  can represent a small hamlet. A single cottage could 
  be a smuggler's den or a prison for the governor's 
  daughter. Keep the style relatively generic in order 
  to use this in many locations. 
  • Small water feature. A small pool or well can be 
  a handy objective too. It can also be an interesting 
  obstacle in that it blocks or restricts movement, but 
  not sight, so that characters may shoot weapons 
  across it. A small natural pond will have wider 
  applications than a town fountain, or a sacred Aztec 
  pool. 
  By using ﬁ gures and scenery that can be used across 
  a variety of scenarios, the time needed to prepare 
  for the next game is cut down considerably. The 
  players stay involved and interested, instead of 
  waiting months for you to ﬁ nish converting and 
  painting the ﬁ gures needed for “Davy Jones in the 
  Graveyard of Ships.”
  Recurring or Campaign Encounters
  It is handy to have a list of Encounters set in the 
  location of a campaign that can be used for any 
  scenario. Here are ten Encounters for the Caribbean, 
  Extras Worth their Weight 
  in Doubloons
  Figures that can be used in many scenarios
  • Ordinary sailors. Whether used as pirates, 
  navy men, or just hands in port, the ordinary 
  sailor is extremely useful to have ready to 
  go. You can use them to ﬂ esh out the bands 
  of your more exotic characters as well.
  • Soldiers. A handful of soldiers are 
  always handy as sentries or combatants. 
  Furthermore, these miniatures are extremely 
  common, as any 18th century ﬁ gure line will 
  have some ﬁ gures that can be used.
  • Civilians. Unarmed, non-combat ﬁ gures 
  are also very valuable in these games, as 
  they can be used to represent nobles in need 
  of rescue or capture, or even as Encounter 
  Markers that hold clues or misinformation. 
  More and more manufacturers are producing 
  civilians for the 17th and 18th centuries.
  
  18
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  which we will use for scenarios in this book. Players can adjust the encounters accordingly for 
  campaigns taking place in the streets of Paris, or the sun-drenched countryside of Spain. Encounters 
  are a great way to provide a good “feel” for a location without investing heavily in scenery, terrain, or 
  ﬁ gures.
  1. Squall: A sudden sharp rainstorm sweeps through. All loaded ﬁ rearms lose their current charge due 
  to the soaking, and models must spend a full action clearing their piece before attempting a reload. 
  A model attempting to reload while the squall continues must pass a Brains (BR) stat test in order 
  to complete the load with dry powder. The squall lasts for the rest of this turn and for the next two 
  full turns.
  2. Rum: The model ﬁ nds a bottle of rum, and may take a fortifying dose. This model automatically 
  passes its next Guts (GT) stat test.
  3. Distraction: The model ﬁ nds something portentous—a strangely-shaped rock, or perhaps an unusual 
  bird. All friendly non-Grade 3 models within 6” and in sight are at -2 to Dodge (DG) for their next 
  turn as they debate the meaning of this discovery. 
  4. Dangerous Wildlife: The model stumbles across a viper or other dangerous animal. If the scenario is 
  set with a sizable body of water, this could be a shark. Whichever player wins the initiative controls 
  the animal for this turn.
  5. Snares: The model steps in a trapper’s snare, and loses its next activation as it tries to free itself.
  6. Smuggler’s Cache: The model ﬁ nds a smuggler’s cache of arms and weapons. The model may 
  choose to equip itself with either a Long Blade or a Pistol. The Pistol is unloaded and comes with 
  three additional rounds of ammo.
  7. Reinforcements: Friendly faces arrive with a cheer! The player may bring on to the table any three 
  Grades worth of models from their original band which did not begin this game. These models start 
  at the same location as the player’s original starting location.
  8. Low Tide: The receding tide means the water is now fordable. Models may move through deep 
  water at half their Speed (SP).
  9. Voodoo Curse: Roll a d10 and record the result. You may replace any other player’s dice roll with 
  this result. That player may pay Hero Points to modify the result, but may not reroll.
  10. Brilliant Anticipation: The character suddenly gets an insight into his enemy’s actions. This player 
  automatically wins initiative on the next turn.
  Putting it Together
  Let’s take the concepts we’ve described above and use them to create a campaign for two players—one 
  playing the pirate side and the other the forces of the Government. 
  The storyline for the campaign will be the abduction and rescue of the Royal Governor’s daughter. 
  
  19
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  There will be three chapters in this short campaign: The abduction, the pursuit, and the rescue attempt. 
  The players agree that this will be a Partial Grade Limit campaign, with each player taking a Grade 
  3, a Grade 2, and a further three Grade levels worth of characters. The pirate player opts to take a 
  Buccaneer, a Quartermaster, and three Shore Party characters. The government player instead opts to 
  take a Naval Ofﬁ cer, a Marine Sergeant, a Junior Ofﬁ cer, and a Foretopman.
  The players agree to split a pool of painted sailors, with three of them going to the pirate player for the 
  Shore Party characters, and one going to the government player as the Foretopman. The players agree 
  to paint their own remaining characters, as well as a model to represent the Governor’s Daughter. 
  For the ﬁ rst scenario, the players agree that since the whole purpose of this scenario is to begin the 
  action, the Governor’s Daughter should be abducted at the end of the chapter. The scenario is set in 
  the gardens of the Governor’s Palace. The small water feature is placed in the middle of the board and 
  the Governor’s Daughter will remain next to it until her abduction. The stand of palm trees is placed 
  somewhere on the board, along with the small cottage representing an outbuilding or a barracks for the 
  Marines. Four Marines are placed on the board, and will patrol as per the Night Watch rules in Gloire. 
  The pirates’ objective will be to get the Governor’s Daughter off the board as quickly as possible. If 
  they do it in less than a certain number of turns, it is assumed that they get away before the alarm could 
  be raised. If they take too long, then they still escape, but have pursuers hot on their heels.
  Figure I: Map for The Abduction
  
  20
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  We will use eight Encounter Markers for this scenario. Two of them will be empty encounters—
  revealing them does nothing. Two of them will be rolled randomly from our campaign’s pool of 
  Encounters. For the other four, we’ll have two that help the pirate side, and two for the government 
  side. Perhaps these are things like a warning bell, which acts to reduce the number of turns the pirates 
  have to make a getaway, or a misleading clue, which impedes the government’s search. If the pirates 
  escape in time, but trigger two of the Encounters that help the government, then the government has 
  the advantage during the next game.
  The players play out the ﬁ rst chapter, with the result that the pirates are able to make a clean getaway 
  giving them advantage of position in the second chapter.
  The second chapter is the pursuit. Since the pirates won, the players agree that the pirates can begin 
  the game closer to the middle of the table, rather than at the edge. (If the government had won, they 
  might be in the middle of the table, waiting for their quarry to arrive). A cave representing the entrance 
  to the pirates’ lair is placed in one far corner of the board. Since the pirates have the advantage of 
  distance, the players agree to create a Special Rule for the scenario which causes the character leading 
  the Governor’s Daughter to be slowed down by her struggling. This means the pirates will have to buy 
  the abductor time to reach the cave. The remaining scenery is placed on the table in such a way that 
  some maneuvering is required to get to the cave—it shouldn’t be just a straight shot in.
  Figure II: The Pursuit Map
  
  21
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  We’ll use only six Encounters for this game. Two are empty, two are taken from our pool of campaign 
  Encounters, and the last two are split evenly between the pirate and government side. We’ll assume 
  these are reinforcements. If uncovered, that side gets two additional Grade 1 characters for the next 
  game.
  This chapter is played out and ends with a near win for the pirates, but the government player uncovered 
  one of the reinforcements Encounters during the game, and adds two Grade 1 Marines to his band. The 
  last chapter in this campaign will be The Rescue. If the government player had won the last game, this 
  might have been a breakout scenario, with the pirates ﬂ eeing through the jungle back to their ship.
  The last Encounter takes place in the cave, which acts as storehouse and prison for the pirates. For this 
  game, the players use the crate pile for scenery, the water feature, and the cave entrance, assumed to 
  be an exit this time. Instead of using a green ground cloth as in our previous games, use a brown one 
  to represent the sandy ﬂ oor of the cave. The model for the Governor’s Daughter is placed next to the 
  water feature, and is assumed to be chained to the rock.
  Figure III: The Rescue Map
  For this scenario, we’ll use six Encounter Markers again. Two of these are taken from our pool of 
  campaign Encounter Markers (ignoring results that don’t make any sense in a cave, like squalls or 
  low tide). Of the remaining four Encounters one will be the keys to the chains holding the Governor’s 
  Daughter. Without the keys, characters have to spend an action and pass a Blade (BD) check to hack 
  at the chains, or pass two consecutive Brawn (BW) checks to free the Governor’s Daughter. One 
  
  22
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Encounter will be a barrel from the pirate’s cache of gunpowder—which may be exploded with 
  potentially horrifying results. The last two Encounters are an arrow trap—treated as someone ﬁ ring a 
  Bow with MK=3, and a freshly loaded pistol, which a character may arm himself with.
  ENDING CAMPAIGNS
  At the end of the last chapter of a campaign, reﬂ ect back on what went on over the course of the 
  campaign. Were there any unresolved plots? Did anyone comment on something as being worth 
  exploring later? Did the villain escape, or were the heroes unable to stop the villain’s machinations? 
  These can all prove useful in providing the hooks for a future campaign.
  Once you have played through a campaign, you will have plenty of ideas for starting a future campaign. 
  Recurring characters and their animosities and rivalries allow players to stay engaged in the setting. 
  You may eventually have a score of campaigns, all with the same characters. If players wish to retire 
  their bands and create new ones, try to weave the story of that band into the continuity of the scenario. 
  Perhaps a hero is wounded to the point of retirement. Perhaps a new member of the family inherits the 
  hero’s feud, or seeks to complete the work his illustrious predecessor could not.
  Above all else, losing a congenial campaign is a far better thing than to win a campaign at the cost of 
  the bonhomie with the other players.
  ADVANCING THROUGH THE RANKS
  Experience points are awarded to the team and can be allocated among all eligible models. No model 
  can ever receive more than 50% of the experience points at any one upgrade session. For example: 
  Rich is taking part in a campaign and after three games he has 26 Experience Points, no more than 13 
  of those points can be allocated to a single model. If Rich chooses to not spend any of the points yet 
  and for the next three games he receives 24 Experience Points, he would have 50 in total, but could 
  spend no more than 25 on any single model.
  In order to gain a new ability, upgrade a current ability, or jump to a new archetype the model will 
  need to pass a Brains (BR) stat test. Combat Skills are an exception, and require either a Musket 
  (MK) or Blade (BD) stat test. If the ability relates to your ranged combat score, such as Sharpshooter 
  or Deadeyed, then the model must pass a MK stat test in order to add the upgrade or new skill. If the 
  ability relates to close combat, such as Battle Cry or Fencing, then it must pass a BD stat test in order 
  to add the upgrade or new skill. If the ability is not directly associated with either BD or MK stat, 
  such as with Quick, then it is the player’s choice which stat to use. Each ability or upgrade can only 
  be attempted once. If the model fails the test, then it cannot attempt again on that ability or archetype 
  change until the next time the campaign allows for upgrades—in a long campaign that will typically 
  be after 3 games.
  
  23
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  In order for players to use Reputation Experience and add new characters to their team, they will also 
  need to pass a BR stat test. This test is taken by the model designated as the leader of the team. The 
  model must be a Grade 3. Players must state which new characters they would like to add to their team 
  and then take the BR stat test. If the player fails to get the new character, the Reputation Experience 
  points are not lost and can be used the next time a team can add new models.
  HEROIC EXPERIENCE
  Heroic Experience points are points that characters can use to increase their skills or promote 
  themselves to a new Grade level. Players earn Heroic Experience for completing games, with extra 
  points awarded for completing victory conditions, ﬁ nding clues, behaving majestically (or particularly 
  sinisterly). These Heroic Experience points are awarded after each scenario. Heroic Experience points 
  are awarded to the band as a whole.
  Heroic Experience Points
  4 Points
  Each scenario completed by the band.
  X Point(s)
  Per Victory Point, Clue, or Objective completed at the end of the scenario. 
  No more than 10 Heroic Experience Points can be earned in this fashion, 
  and no single Objective can be worth more than 5 Victory Points.
  1 Point
  Every 2 unused Hero Points (not counting Lucky Hero Points) at the end 
  of the scenario.
  1 Point
  Each Majestic or Sinister action performed during the scenario.
  Victory Points are one way to adjudicate victory conditions in a game, with the winner being the player 
  who earns the most Victory Points in the game. This is the method used in the scenarios “The Waylaid 
  Messenger” and “Tavern Brawl” in the Gloire rulebook. No single Encounter or Objective can be 
  worth more than 5 Victory Points, and the maximum number of Heroic Experience Points that can be 
  earned this way is 10 per scenario.
  A Majestic action is one where the model intentionally puts itself in harm’s way for another, or allows 
  an opponent to gain an advantage to its own cost. For example, Lord Templeton is ﬁ ghting the Chevalier 
  Scarron, and is seriously wounded in the legs. The Chevalier Scarron wins the initiative, but takes a 
  Wait action to allow Lord Templeton to limp away, and does not pursue. Chevalier Scarron’s band 
  would earn a Heroic Experience Point for this.
  
  24
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  A Sinister action is one where a villainous model does something particularly odious, such as wounding 
  a Prone model to the point of unconsciousness, shooting hostages on the cusp of being rescued, or 
  attacking the team of animals pulling a coach. 
  A band that has portrayed itself as essentially Heroic in a previous scenario is not entitled to earn points 
  for Sinister actions in a subsequent scenario; D’Artagnan would not earn any points for applying the 
  coup d’grace to a wounded Rochefort. Nor would a villainous band earn any points for a sudden 
  change of heart—Blackbeard cannot undo a lifetime of violence by bowing graciously to milady and 
  allowing her to take an Encounter Marker.
  Archetype Advancement
  Players that wish to increase the abilities of their characters can 
  use their Heroic Experience. It costs 5 points to increase an 
  ability or add a new one. Characters can never go beyond 
  the maximum for any Skill or Skill area. For example: 
  a Master Swordsman has a Knowledge Skill max of 
  1. If all he already has a Knowledge Skill, then he 
  cannot use Heroic Experience to take a second one. 
  The same archetype also has a maximum High 
  Strength of +2. If the model takes +1 to start, it 
  can use Heroic Experience to take an additional 
  +1 later, but cannot exceed the +2 total.
  Archetype Improvement
  Some characters can move from one archetype 
  to another. Those that can, rather than spending 
  the experience on new skills, may put it toward 
  archetype jumping. If a model purchases new 
  Skills or improves Skills it already has, then it 
  cannot upgrade to a new archetype. Models keep 
  the skills they had from the previous archetype, 
  but cannot increase an ability unless allowed in 
  the new archetype and can only take abilities from 
  the list for the new archetype. Models can only make 
  one jump during each upgrade session in a campaign. 
  Again, in a long campaign that might be after every third scenario.
  For example, a Guardist may spend 25 Heroic Experience Points to advance to the Veteran Archetype. 
  It can not immediately spend another 15 Heroic Experience Points to advance to the Master Swordsman 
  archetype, but must wait until another upgrade session to do so.
  
  25
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  It is harder to advance a Grade 1 model in Gloire than it is in .45 Adventure. This is because the 
  Grade 1 model in Gloire is equivalent to a Grade ½ model in .45 Adventure, so in essence the ﬁ rst 
  advancement is the equivalent of skipping a full grade.
  Table IV: Grade 1 Advancement (25 points)
  Starting Archetype
  New Archetype
  Boarder
  Bosun
  Bodyguard
  Sheriff
  Veteran
  Cabin Boy
  Junior Ofﬁ cer
  Carpenter’s Mate
  Rated Hand
  Quartermaster
  Coachman
  Merchant 
  Valet
  Cutpurse
  Merchant 
  Fop
  Fanatic
  Executioner 
  Doctor of Letters
  Foretopman
  Rated Hand
  Quartermaster
  Fusilier
  Veteran
  Guardist
  Sheriff 
  Veteran
  Gunner’s Mate
  Rated Hand
  Hermit
  Doctor of Letters
  Lackey
  Merchant 
  Valet
  Man of the Cloth
  Doctor of Letters
  Marine
  Marine Sergeant
  Noble Bystander
  Fop
  Pikeman
  Veteran
  Rufﬁ an
  Executioner
  Shore Party
  Bosun
  Rated Hand
  
  26
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table V: Grade 2 Advancement (15 Points)
  Starting Archetype
  New Archetype
  Bosun
  Sea Wolf
  Doctor of Letters
  Philosopher
  Executioner
  Highwayman
  King of Thieves
  Fop
  Courtier
  Evil Courtier
  Foreign Agent
  Governor’s Daughter
  Courtier
  Evil Courtier
  Foreign Agent
  Pirate Queen
  Junior Ofﬁ cer
  Royal Governor
  Naval Ofﬁ cer
  Merchant
  Squire
  Foreign Agent
  Quartermaster
  Buccaneer
  Rated Hand
  Privateer
  Naval Ofﬁ cer
  Sheriff
  Military Ofﬁ cer
  Squire
  Valet
  Courtier
  Evil Courtier
  Veteran
  Master Swordsman
  Courtier
  Evil Courtier
  Military Ofﬁ cer
  Permanent Injuries
  If a Grade 2 or Grade 3 model loses all the wounds from a single location during a game and they 
  are still lost at the end of the game (meaning the model has not been helped by another model with 
  Medical Knowledge), the player will need to roll on the Disabilities Table after the game. Grade 
  1 models will not roll on the Disabilities Table. Disabilities can range from no noticeable effect to 
  permanent disability. Players may use Heroic Experience Points to modify a die roll on any of the 
  Disabilities Tables.
  
  27
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table VI: Disabilities Table
  Die Roll
  Result
  1
  Roll on Permanent Disability Table for this Location
  2
  This model misses one game as it recuperates.
  3-10
  No lasting effect
  Table VII: Head Permanent Disability Table
  Die Roll
  Result
  1
  Simpleton: This model’s Brains stat is permanently reduced to 1. If this 
  model suffers this result again, it is permanently removed from play.
  2
  Addled Brains: This model’s Brains stat is permanently reduced by -1.
  3-5
  This model misses two games as it recuperates.
  6-8
  This model misses one game as it recuperates.
  9-10
  No lasting effect
  Table VIII: Torso Permanent Disability Table
  Die Roll
  Result
  1
  Constitutional Debilitation: This model’s Brawn stat is permanently reduced to 1. 
  If this model suffers this result again, it is permanently removed from play.
  2
  Flayed Chest: This model’s Brawn stat is permanently reduced by -1
  3-5
  This model misses two games as it recuperates.
  6-8
  This model misses one game as it recuperates.
  9-10
  No lasting effect
  Table IX: Arm Permanent Disability Table
  Die Roll
  Result
  1
  Total amputation: The model has its Musket and Blade stats halved (rounded 
  down). If this model suffers this result again, it is permanently removed from 
  play, barring exceptional circumstances.
  2
  Partial amputation: This model has its Musket and Blade stats reduced by -1. This 
  model may choose to take the Hook Hand Flaw at this time.
  3-5
  This model misses two game as it recuperates.
  6-8
  This model misses one game as it recuperates.
  9-10
  No lasting effect
  
  28
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table X: Leg Permanent Disability Table
  Die Roll
  Result
  1
  Total amputation: The model has its Speed and Dodge stats halved (rounded down). 
  If this model suffers this result again, it is permanently removed from play, barring 
  exceptional circumstances.
  2
  Partial amputation: This model has its Speed and Dodge stats reduced by -1. This 
  model may choose to take the Peg Leg Flaw at this time.
  3-5
  This model misses two games as it recuperates.
  6-8
  This model misses one game as it recuperates.
  9-10
  No lasting effect
  A model which is supposed to be recuperating may choose to join in a game during its recuperation 
  period, but begins the game with half of the wound boxes (rounded up) for that location marked off.
  On “Certain” Death
  In general, Grade 3 characters cannot be killed, except as a result of a Duel to the Death as per the 
  Gloire main rules. However, there may be circumstances during campaigns where a Grade 3 character 
  ends up in a situation where his or her demise appears to be a certain thing, such as a character being 
  swept from the deck of a storm-tossed ship in icy waters. In this case, players have two options: either 
  the character dies and is removed from further play, or a literary deus ex machina is invoked and the 
  Roberts himself made a gallant Figure, at the Time of the Engagement, 
  being dressed in a rich crimson Damask Wastcoat and Breeches, a red 
  Feather in his Hat, a Gold Chain round his Neck, with a Diamond Cross 
  hanging to it, a Sword in his Hand, and two Pair of Pistols hanging at the 
  End of a Silk Sling, ﬂ ung over his Shoulders (according to the Fashion 
  of the Pyrates;) and is said to have given his Orders with Boldness, and 
  Spirit; coming, according to what he had purposed, close to the Man of War, received her Fire, 
  and then hoisted his Black Flag, and returned it, shooting away from her, with all the Sail he could 
  pack...
  In an honest Service, says he, there is thin Commons, low Wages, and hard Labour; in this, Plenty 
  and Satiety, Pleasure and Ease, Liberty and Power; and who would not ballance Creditor on this 
  Side, when all the Hazard that is run for it, at worst, is only a sour Look or two at choaking. No, A 
  merry Life and a short one, shall be my Motto. 
  (From Capt. Johnson’s General History of the Pyrates)
  
  29
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Grade 3 character misses two games. Perhaps the character swims to a storm-wracked rock with his 
  last gasps, and then manages to attract the attention of a passing merchantman. 
  The exact determination is left up to the players in the campaign, but your author humbly submits that 
  the Golden Rule is a good guide in these instances, and a plausibility-stretching deus ex machina is 
  often a thing of beauty in its own right.
  REPUTATION EXPERIENCE
  Reputation Experience Points are used to purchase replacement Grade 1 characters or equipment. 
  Reputation Experience Points 
  2 Points
  Each Model a band has left at the end of a scenario. Unconscious or dead models do 
  not count towards this total.
  2 Points
  Each opposing player’s model rendered dead or unconscious by the band in the 
  course of the scenario.
  1 Point
  Each 2 Grade levels less than an opponent. In the case of a multi-player game, this 
  is measured against the player with the highest Grade total for the scenario.
  1 Point
  Each Majestic or Sinister action performed during the scenario.
  A Grade 1 character may be replaced by spending 5 Reputation Experience Points. Equipment from 
  the Merchant or Quartermaster list may be purchased for its value in Item Points. For example, it 
  costs 2 Reputation Points to purchase a Raucous Macaw from the Quartermaster’s list. Equipment 
  purchased from these lists lasts only for that scenario.
  Purchasing Scenario-Speciﬁ c Equipment
  Players may also choose to purchase equipment that may be useful for speciﬁ c jobs in a scenario, such 
  as tools for burying treasure, lanterns for increasing their vision distance at night, and so forth. Each 
  item will have speciﬁ c uses for the chapter and what items are available should be noted before the 
  game, allowing players to use their Reputation Experience to purchase them. The life of these items 
  will be determined by the campaign. If the players purchase digging tools in Chapter 1, they may 
  have no use in Chapter 2 and are no longer be considered part of the band’s equipment. If a lantern is 
  purchased to explore caves in Chapter 1 and Chapter 2 involves further exploration of the caves, then 
  the lanterns purchased in Chapter 1 will continue to be in use for Chapter 2. The life span of equipment 
  is at the players’ discretion and should be decided before the game begins. Players do not need to take 
  a Brains stat test in order to purchase equipment.
  Some examples of items are provided here. Players should feel free to create their own as well.
  
  30
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Cost
  Item
  Effect
  1
  Rope
  Bind helpless enemy or double climbing speed
  2
  Lantern
  Increase night vision distance by 6” Requires 1 hand to use.
  2
  Digging tools
  +2 to all Brawn stat tests to dig holes or dig up items.
  3
  Pilot’s Rutter
  +2 to all Helmsman stat tests, or reroll any one bad Encounter 
  involving a ship.
  6
  Lucky Charm
  +1 Hero Point, no more than 1 per model and 5 total.
  4
  Skeleton key
  Open locked door on d10 roll of 2+
  3
  Voodoo doll
  Force one enemy model to make a GUTS test or panic
  5
  False mustache
  +1 to Disguise checks
  2
  Forged papers
  +1 to all comparative Brains checks against guards
  5
  Prearranged signal
  +1 to all Meet my Minions checks
  CAMPAIGN MAPS
  It is handy to sketch out a schematic diagram of locations that may be used in the campaign, as well as 
  notes to accompany these locations. In a more open-ended campaign, the players may choose which 
  location they move to next in pursuit of the campaign’s ultimate goal. In addition to the locations, the 
  distance between them should be given. This distance is in Passages—an arbitrary unit of measurement 
  used for campaign purposes.
  The notes for each location should provide information about the kind of scenery and terrain found 
  there. For example, Port Royal is a bustling port town, so the game board may include the wharf, 
  houses, and a tavern. Skeleton Cay is an uninhabited island, so the scenery will include bushes, rocks, 
  and stands of palm trees. The sleepy trading village of Puerto Reservado has only a handful of huts on 
  the beach, with the great jungle beyond. 
  Sailing Between Scenarios
  The longer a ship is at sea, the more likely something will happen to it. A ship may travel up to its 
  Handling rating in Passages each day. Divide the number of Passages between the two locations in the 
  journey by the Handling rating of the ship. Once the player knows how many days a ship will be at 
  sea, determine the number of Watches that will be stood during this journey. 
  There are 3 Watches in each day, and each ship takes it turns to draw a card from the Safe Watch deck 
  at the start of each Watch or Watch fraction that the ship will be underway to the destination. Round 
  up to the next whole number if the result contains a fraction. Even sailing one Passage will be enough 
  to have a player draw a Watch card for that ship. 
  
  31
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Sample Campaign Map
  (Distance in Passages ÷ Handling rating) × 3 = Total number of Watch cards drawn.
  For example: The distance between Port Royal and Skeleton Cay is 6 passages. Three ships, the galleon 
  Santa Lucia, the sloop Royal James, and the Brigantine Cerberus leave Port Royal at the same time. 
  With her Handling of 2, it will take Santa Lucia exactly three days to reach Skeleton Cay (6 Passages 
  ÷ 2 Handling = 3 Days). During this time, there will be 3 Watches each day, so the Santa Lucia will 
  draw 9 Watch cards (3 Days × 3 Watches per day = 9 Watch cards drawn). If the Santa Lucia draws a 
  Red Jack and a Red King from the Safe Watch deck she would reach Skeleton Cay in two days (9–3 
  watches) instead of three.
  The Royal James has a Handling of 5, so it will take just over a day (6 Passages ÷ 5 Handling = 1.2 
  Days) to reach Skeleton Cay. The Royal James will draw 4 Watch cards (1.2 Days × 3 Watches per day 
  = 3.6 Watch cards, rounded up to 4).  The Royal James draws four “All’s Well” cards for her Watches 
  and arrives at the island in just over a day (4 Watches) as expected. 
  The Cerberus has a Handling of 4, so it will take 1.5 days to reach Skeleton Cay. Five Watch cards are 
  to be drawn, rounding up for the number of Watches stood while the ship is underway. The Cerberus
  is unlucky and draws the Black Jack and Black King; she will take just over two days to reach Skelton 
  Cay (4+1+2 watches).
  
  32
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table XI: Safe Watches
  Card Draw
  Result
  Red Ace-10
  All’s Well: An uneventful Watch passes. Reduce the number of Watches 
  remaining on the journey by 1.
  Red Jack or Queen
  Fair Sailing: Favorable winds speed the ship along the way. Reduce the 
  number of Watches remaining on this journey by 2.
  Red King
  Best Point of Sail: Masterful seamanship and excellent airs combine to 
  put the ship on its best footing. Reduce the number of Watches remaining 
  on this journey by 3.
  Black 2-10
  All’s Well: An uneventful Watch passes. Reduce the number of Watches 
  remaining on the journey by 1.
  Black Jack or Queen
  Light Airs: Instead of blowing steadily, the wind goes through ﬁ ts and 
  starts. Increase the number of Watches remaining on this journey by 1.
  Black King
  Becalmed: The wind dies off entirely for a short time. Increase the 
  number of Watches remaining on this journey by 2.
  A ship may attempt to reduce the number of watches it takes to sail from one point to another by 
  choosing dangerous routes, or by pressing every scrap of sail into service. These practices are referred 
  to as “cracking on.” This sort of sailing is faster, but carries risks of damaging the ship or losing crew. 
  While cracking on, the player draws from the Difﬁ cult Watch deck. The number of Watches remaining 
  on the journey is reduced by 2 for each Difﬁ cult Watches the ship survives.
  For example: The Cerberus in our example from before wants to arrive at Skeleton Cay at the same 
  time as the Royal James, so her player chooses to begin by cracking on. The player draws from the 
  Difﬁ cult Watch deck and gets a Red 4. The number of Watches remaining on the journey is reduced 
  by 2, leaving the Cerberus with 3 Watches remaining (5 -2 Watches). The Cerberus will now arrive at 
  Skeleton Cay at the same time as the Royal James.
  The Santa Lucia does not want to be left behind. Her player chooses to draw from the Difﬁ cult Watch 
  deck for as long as possible. The ﬁ rst card drawn is a Red 5, so the number of Watches remaining is 
  reduced by 2, for a total of 7 Watches remaining. The player chooses to continue, and draws again 
  from the Difﬁ cult Watch deck. This time he draws a Black 3, so the number of Watches remaining is 
  only 5 now. Wanting to press his luck as long as possible, the player chooses to draw again from the 
  Difﬁ cult Watch deck, and gets a Red King, so there are only 3 Watches remaining. By cracking on, the 
  Santa Lucia has sailed the equivalent of two days’ travel at in just three Watches!
  
  33
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Table XII: Difﬁ cult Watches 
  Card Draw
  Result
  Red card, Black Ace-5
  All’s Well: Reduce the number of Watches remaining on the Journey by 
  2.
  Black 6-9
  Rigging Carried Away: The strain of sailing with so much canvas aloft 
  causes sheets to break and sails to tear. The damage is not too severe, but 
  the ship may not draw from the Difﬁ cult Watch deck for the rest of this 
  trip.
  Black 10
  Man Overboard! A randomly-chosen model aboard ship is swept 
  overboard. If the model is a Grade 1, the player may choose to abandon 
  him to his fate, but all friendly models will be at -2 to their Guts (GT) 
  stat for the next scenario. If the man overboard is rescued, increase the 
  number of Watches remaining on this journey by 1.
  Black Jack
  Hard Sailing: The ship crashes through the seas, pitching and rolling 
  wildly, knocking the crew about. Each model aboard must make a Dodge 
  (DG) stat test or begin the next scenario with one wound to a random 
  location. Reduce the number of Watches remaining on this journey by 2.
  Black Queen
  Gale! The ship passes through a powerful storm, which batters the 
  rigging and strains the hull to the point of leaks. The ship’s Handling is 
  reduced by 2 and it cannot draw any more Difﬁ cult Watch Encounters 
  until it can put into a port or harbor for repairs. Increase the number of 
  Watches remaining on the journey by 1.
  Black King
  Struck a Reef! The ship comes aground and her hull is badly damaged. 
  Each model aboard must pass a Dodge (DG) stat test or begin the next 
  scenario with a wound to a randomly-determined location. Increase the 
  number of Watches remaining on the journey by 3. The ship’s Handling is 
  reduced by 2 and she cannot draw any more Difﬁ cult Watch Encounters 
  until she can be put into a port or harbor for repairs.
  If one ship overtakes another while sailing, it can compel the opposing ship to take part in a Boarding 
  scenario. It takes one Watch to complete this scenario (no event need be drawn).
  If a ship reaches a location ﬁ rst, the player controlling that ship automatically wins initiative in the 
  next scenario for a number of turns equal to however many Watches that the ship is ahead of its 
  competitors. If the ship wins by a full day (3 Watches) or more, then that crew may take a full turn 
  before the other crew is even placed on the board!
  
  34
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  NEW SPECIAL ABILITIES
  COMBAT ABILITIES
  Artillerist: This model has been extensively trained and drilled to load, aim, and ﬁ re cannon. As a 
  result, a trained team of artillerists has a much higher rate of ﬁ re than a crew of novices. This model 
  does not suffer any penalties in trying to aim cannon, and can reload the gun. (The Military Ofﬁ cer and 
  Veteran archetypes from Gloire may take this ability.)
  Musket Drill: This model is experienced in commanding blocks of soldiers armed with ﬁ rearms so 
  that instead of a ragged volley, the line ﬁ res as one with deadly effect. This model must have at least 
  two additional friendly models, all in base contact with each other, and armed with muskets or pistols 
  in order to use this ability. All models in the ﬁ ring group are given a Wait order until model with the 
  last Action in the group can be activated, at which point all the models ﬁ re. Any model in a 90 degree 
  front ﬁ ring arc of the shooting group must immediately take a GT stat test or Panic per the rules for 
  wounding, regardless of whether or not they actually were wounded. Models in the ﬁ ring line get an 
  additional +1 to the BR check if forced to take one while reloading. (The Military Ofﬁ cer and Veteran 
  archetypes from Gloire may take this ability.)
  KNOWLEDGE ABILITIES
  Meet My Minions: A model with this ability does not need to place any Grade 1 models from his band 
  on the table at the start of the game. Any number of models may be withheld for pivotal confrontation 
  or ambush. At any point where this model is confronted with an enemy model within 3”, he may 
  simply state—“Enemy, please meet my minions.” The model with Meet My Minions makes a BR 
  check. Success allows all Grade 1 minion models not in play to be placed within 3” of either this model 
  or his enemy. Minions who are placed after their logical initiative turn are assumed to be waiting or 
  getting ready. Minions may not be initially placed in base contact, but can move into contact on their 
  activation. Failure indicates that the model with Meet My Minions looks around, but his minions have 
  bungled their cue. The minions instead are placed by the opposing player anywhere on the board but 
  at least 12” from any enemy models (but not in traps or spots that would cause immediate damage to 
  the minion.) If this model is knocked unconscious or cannot communicate, than he cannot have his 
  minions appear.
  Navigation: This model is skilled at ﬁ xing positions and dead reckoning. At the beginning of the game, 
  this model may move any number of scenario markers up to 6” total combined movement. This can be 
  either one marker moved 6”, six markers moved 1”, or any combination thereof.
  Parley: This model is a clever negotiator. This model may attempt to win the services of any GM-
  controlled or neutral models on the table. This model and the target model make a comparative BR 
  check, with the target at an additional -2 penalty. In addition, the model may attempt to win the 
  
  35
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  services of a Grade 1 model controlled by another 
  player, although the parleying model halves his BR 
  score before the comparative BR check. 
  OTHER ABILITIES
  Able Seaman: This model is able to set and maintain 
  the rigging of a sailing vessel. This model may 
  climb at an extra 1” per climb action, if a rope is 
  provided. In addition, the model may assist others 
  in the operation of the ship, particularly in scenarios 
  where boat handling is involved. For each model 
  with Able Seaman ability, the commanding model 
  gets +1 to his Helmsman checks.
  Coxswain: This model counts as two models when 
  counting the number of models rowing a vessel.
  Disciplinarian: This model understands that 
  sometimes the best way to instill discipline is to set 
  an example. This model may attack a friendly model 
  once during the game. If the attack inﬂ icts a wound, 
  then all friendly models are +1 to their GT checks 
  for the rest of the game. If the attack does not wound, 
  then there is no affect except that the targeted model 
  is -1 for its GT checks for the rest of the game. The 
  model that was attacked will not retaliate.
  Helmsman: This model is experienced at handling a 
  sailing or rowing vessel. This model adds +1 to its 
  DG for stat tests when steering a boat.
  Seamanship: This model is gifted in its ability to 
  adapt to the shifting conditions at sea, and can 
  anticipate many problems before they get worse. 
  This model may modify its Watch Encounter roll 
  by 1, and may spend a Hero Point to modify this 
  roll by an additional one, when engaged in a Sailing 
  action between scenarios. The Hero Point is charged 
  against the player in the next scenario.
  How Captain Davis captured 
  the Fort at Gambia
  When Davis arrived, Dinner not being ready, 
  the Governor proposed that they should 
  pass their Time in making a Bowl of Punch 
  till Dinner-Time: It must be observed, that 
  Davis’s Coxen waited upon them, who had 
  an Opportunity of going about all Parts of 
  the House, to see what Strength they had, he 
  whispered Davis, there being no Person then 
  in the Room, but he, (Davis) the Master, the 
  Doctor, the Coxen and Governor; Davis on 
  a sudden drew out a Pistol, clapt it to the 
  Governor’s Breast, telling him, he must 
  surrender the Fort and all the Riches in it, or 
  he was a dead Man. The Governor being no 
  Ways prepared for such an Attack, promised 
  to be very Passive, and do all they desired, 
  therefore they shut the Door, took down all 
  the Arms that hung in the Hall, and loaded 
  them. Davis ﬁ res his Pistol thro’ the Window, 
  upon which his Men, without, executed 
  their Part of the Scheme, like Heroes, in 
  an Instant; getting betwixt the Soldiers and 
  their Arms, all with their Pistols cock’d in 
  their Hands, while one of them carried the 
  Arms out. When this was done, they locked 
  the Soldiers into the Guard-Room, and kept 
  Guard without. 
  (From Capt. Johnson’s General History of 
  the Pyrates)
  
  36
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Swimming: This model is a strong swimmer and need not fear drowning. This model may move 
  through water that is deeper than he is tall at a speed of half his Brawn (BW) stat, rounded down.
  NEW VIRTUES AND FLAWS
  Cruel: This model is bloodthirsty and will not show mercy to an enemy. If an enemy model disengages 
  from combat, this model must try to render that enemy dead or unconscious before exploring an 
  objective marker or assisting a friend. This ﬂ aw may not be taken in conjunction with the Forbearing 
  virtue.
  Drunken Sot: This model is perpetually addled by rum or strong drink. This model gets -1 to both BR 
  and DG but an additional +1 GT.
  Grudge: This model always begins a game with a complaint against his fellows. If this model is 
  beyond 6” from the leader, and paired with a friendly model, this model must pass a BR check or 
  attack the friendly model.
  Hook hand: This model has lost his hand as a result of an old wound, and in its place wears a heavy 
  hook or sailor’s marlinspike. The model begins the game with 1 automatic Arm wound, and may 
  not use any two-handed weapon. However, the model always counts as armed with an Improvised 
  Weapon, and it may not be disarmed of this weapon.
  Peg leg: This model has lost a leg (traditionally he then gains a cook’s commission aboard ship). 
  The model’s SP stat is reduced by 2. The model may choose to carry a crutch, in which case its SP 
  is reduced by 1, but the model may not carry or use a two-handed weapon without putting the crutch 
  down. A crutch may be used as an improvised weapon in close combat.
  Eyepatch: This model has lost an eye in the rough life at sea. This model gets -2 to its MK and BD stats 
  due to a loss of depth perception. 
  
  37
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  
  38
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  NEW CHARACTERS
  Buccaneer (Grade 3)
  The Buccaneer is a cunning pirate captain, preferring to take his prey by blufﬁ ng, clever ploys, or 
  misdirection. Naturally devious, but never cowardly, his crew follows him because they know that for 
  all of his unorthodox methods and peculiarities, he will always deliver the prize into their hands.  
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=4
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=4
  Guts=6
  4
  BW=4
  GT=6
  BW=3
  GT=5
  BW=2
  GT=4
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=4
  MK=4
  BD=3
  MK=3
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=3
  SP=4
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Short Blade (1)
  Long Blade (1)
    +2 TH for Long Blade (1)
    -1 TH for Long Blade (-1)
    +2 WS for Long Blade (1)
    -1 WS for Long Blade (-1)
  Pistol (1)
     +1 TH for Pistol (+1)
     +1 WS for Pistol (+1)
     Extra ammo for Pistol (+1)
     Brace of Pistols (+2)
  Combat Skill Max. >>> 4
  Ambidextrous (1)
  Artillerist (1)
  Di Conti’s Thrust (1)
  Fencing (+2) (1 per +1)
  Killer Instinct (1)
  Lagardere Lunge (1)
  Quick (+2) (1 per +1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 3
  Helmsman (1)
  Hide (1)
  Lucky +2 (1 per +1)
  Nerves of Steel (+2) (1 per +1)
  Night Vision (1)
  Seamanship (1)
  Knowledge Skill Max. >>> 3
  Disguise (1)
  Genius +1 (1)
  Meet My Minions (1)
  Navigation (1)
  Parley (1)
  Savvy (1)
  Tactics +2 (1 per +1)
  Voice of Command (1)
  Armor Max. >>> 2
  Head +1 DR (1)
  Torso +2 DR (1 per +1)
  
  39
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Naval Ofﬁ cer (Grade 3)
  The naval ofﬁ cer is the king of his ship. Armed with a royal commission, and carrying the sanction 
  of the state, he wears his mantle of authority with ease and experience. Life at sea brings him honor, 
  glory, and prize money, and he seeks to shine among his peers in the pursuit of these.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=8
  4
  BW=3
  GT=8
  BW=2
  GT=7
  BW=1
  GT=6
  BW=1
  GT=6
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=4
  MK=3
  BD=3
  MK=3
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=4
  Speed=4
  4
  DG=4
  SP=4
  DG=4
  SP=3
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Long Blade (1)
    +2 TH for Long Blade (1 per +1)
    -1 TH for Long Blade (-1)
    +2 WS for Long Blade (1 per +1)
    -1 WS for Long Blade (-1)
  Pistol (1)
     +1 TH for Pistol (1)
     +1 WS for Pistol (1)
     Extra ammo for Pistol (+1)
  Musket (3)
     Extra ammo for Musket (+1)
  Combat Skill Max. >>> 3
  Artillerist (1)
  Battle Cry (1)
  Fencing (+2) (1 per +1)
  Gentleman’s Miss (1)
  High Strength (+2) (1 per +1)
  Musket Drill (1)
  Rush Attack (1)
  Sang-froid (1)
  Sharpshooter +2 (1 per +1)
  Other Skills Max. >>> 2
  Disciplinarian (1)
  Fearless (1)
  Helmsman (1)
  Ignore Pain (1)
  Lucky (1)
  Majestic (1)
  Nerves of Steel (+2) (1 per +1)
  Seamanship (1)
  Knowledge Skill Max. >>> 3
  Genius (+2) (1 per +1)
  Iron Will (1)
  Tactics (+2) (1 per +1)
  Voice of Command (1)
  Armor Max. >>> 4
  Head +2 DR (1 per +1)
  Torso +3 DR (1 per +1)
  Arms +2 DR (1 per +1)
  Legs +2 DR (1 per +1)
  
  40
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Pirate Queen (Grade 3) 
  The Pirate Queen has achieved a distinction that is rare among men, and a feat almost impossible for 
  women—she is the head of a band of pirates loyal to her. She leads by threat and promise, never afraid 
  to demonstrate that her courage is the equal of any man’s. Those who experience her subtle tricks and 
  do not learn to fear them are seldom granted a second opportunity to do so.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=4
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=3
  GT=5
  BW=2
  GT=4
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=4
  MK=4
  BD=3
  MK=3
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=4
  Speed=5
  4
  DG=4
  SP=5
  DG=3
  SP=4
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Short Blade (1)
  Long Blade (1)
    +2 TH for Long Blade (1)
    -1 TH for Long Blade (-1)
    +2 WS for Long Blade (1)
    -1 WS for Long Blade (-1)
  Pistol (1)
     +1 TH for Pistol (+1)
     +1 WS for Pistol (+1)
     Extra ammo for Pistol (+1)
     Brace of Pistols (+2)
  Combat Skill Max. >>> 4
  Concealed Weapon (1)
  Di Conti’s Thrust (1)
  Fencing (+2) (1 per +1)
  Killer Instinct (1)
  Knife Thrower (1)
  Lagardere Lunge (1)
  Quick (+1) (1 per +1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 2
  Fearful Presence (1)
  Helmsman (1)
  Lucky +2 (1 per +1)
  Nerves of Steel (+2) (1 per +1)
  Observant (1)
  Seamanship (1)
  Knowledge Skill Max. >>> 3
  Deception (1)
  Disguise (1)
  Genius +1 (1)
  Meet My Minions (1)
  Mesmerize (1)
  Parley (1)
  Tactics +2 (1 per +1)
  Voice of Command (1)
  Armor Max. >>> 2
  Head +1 DR (1)
  Torso +2 DR (1 per +1)
  
  41
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Privateer (Grade 3)
  The Privateer is a legal pirate, armed with a Letter of Marque which gives him sanction to sail against 
  the enemies of the state which granted it to him. He may be backed by investors, who outﬁ t him 
  in exchange for a share of his prizes. This ﬁ nancial arrangement tends to imbue him with a certain 
  caution, and he values his own life highly. 
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=4
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=7
  4
  BW=3
  GT=7
  BW=2
  GT=7
  BW=1
  GT=6
  BW=1
  GT=6
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=4
  MK=4
  BD=3
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=3
  SP=4
  DG=2
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Short Blade (1)
  Long Blade (1)
    +1 TH for Long Blade (+1)
    -1 TH for Long Blade (-1)
    +1 WS for Long Blade (+1)
    -1 WS for Long Blade (-1)
  Pistol (1)
    +1 TH for Pistol (+1)
    Extra Ammo for Pistol (+1)
  Combat Skill Max. >>> 3
  Ambidextrous (1)
  Fencing (+2) (1 per +1)
  Gentleman’s Miss (1)
  Killer Instinct (1)
  Maitre d’Armes (1)
  Powder Monkey (1)
  Quick (+2) (1 per +1)
  Sang-froid (1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 3
  Helmsman (1)
  Hide (1)
  Lucky +2 (1 per +1)
  Majestic (1)
  Nerves of Steel (+2) (1 per +1)
  Seamanship (1)
  Sprint (+2) (1 per +1)
  Knowledge Skill Max. >>> 3
  Genius (+2) (1 per +1)
  Deception (1)
  Language (1)
  Navigator (1)
  Tactics (+2) (1 per +1)
  Armor Max. >>> 3
  Head +2 DR (1 per +1)
  Torso +3 DR (1 per +1)
  Arms +1 DR (1)
  Legs +1 DR (1)
  
  42
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Royal Governor (Grade 3)
  The Royal Governor is the king’s appointed ruler of the colony. Responsible for the security of trade 
  and the king’s law, he is given a wide degree of latitude to accomplish these duties. From time to 
  time he may involve himself more directly in the dangerous affairs of the region, though he goes 
  forward reluctantly. He is a skilled negotiator, as desperate men know the value of his pardon for their 
  crimes.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=3
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=7
  4
  BW=3
  GT=7
  BW=2
  GT=6
  BW=2
  GT=5
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=5
  Blade=3
  4
  MK=5
  BD=3
  MK=4
  BD=3
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=3
  SP=4
  DG=2
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Short Blade (1)
  Long Blade (1)
    +1 TH for Long Blade (1)
    -1 TH for Long Blade (-1)
    +1 WS for Long Blade (1)
    -1 WS for Long Blade (-1)
  Pistol (1)
     +1 TH for Pistol (+1)
     +1 WS for Pistol (+1)
     Extra ammo for Pistol (+1)
  Fowling Piece (4)
  Combat Skill Max. >>> 3
  Deadeyed (1)
  Fencing +2 (1 per +1)
  Gentleman’s Miss (1)
  High Strength +2 (1 per +1)
  Killer Instinct (1)
  Pugilist +2 (1 per +1)
  Quick +1 (1)
  Sharpshooter +2 (1 per +1)
  Other Skills Max. >>> 3
  Camouﬂ age (1)
  Fearless (1)
  Horsemanship (1)
  Lucky (1)
  Majestic (1)
  Nerves of Steel (+2) (1 per +1)
  Knowledge Skill Max. >>> 3
  Animal Handling (1)
  Genius +2 (1 per +1)
  Language (1)
  Parley (1)
  Savvy (1)
  Tactics +2 (1 per +1)
  Armor Max. >>> 3
  Head +2 DR (1 per +1)
  Torso +2 DR (1 per +1)
  Arms +1 (1)
  Legs +1 (1)
  
  43
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Sea Wolf (Grade 3)
  The Sea Wolf, cruel and strong, is the terror of nations. Where others might take by guile or stealth, he 
  takes by force, leaving only those survivors that will spread his terrifying reputation. A powerhouse in 
  combat, he may suffer when discretion trumps violence.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=4
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=4
  Guts=6
  4
  BW=4
  GT=6
  BW=3
  GT=5
  BW=2
  GT=4
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=4
  MK=4
  BD=3
  MK=3
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=3
  SP=4
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Available Attributes: 10
  Weapon Max. >>> 4
  Club (1)
  Short Blade (1)
  Long Blade (1)
    +1 TH for Long Blade (1)
    -1 TH for Long Blade (-1)
    +1 WS for Long Blade (1)
    -1 WS for Long Blade (-1)
  Pistol (1)
     +1 TH for Pistol (+1)
     +1 WS for Pistol (+1)
     Extra ammo for Pistol (+1)
     Brace of Pistols (+2)
  Combat Skill Max. >>> 4
  Artillerist (1)
  Battle Cry (1)
  Deadeye (1)
  Fencing (+2) (1 per +1)
  Flurry of Blows (1)
  High Strength +2 (1 per +1)
  Killer Instinct (1)
  Pugilist (+2) (1 per +1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 4
  Disciplinarian (1)
  Fearful Presence (1)
  Ignore Pain (1)
  Intimidate (1)
  Nerves of Steel (+2) (1 per +1)
  Night Vision (1)
  Knowledge Skill Max. >>> 2
  Deception (1)
  Genius +1 (1)
  Meet My Minions (1)
  Hunter (1)
  Savvy (1)
  Tactics +1 (1)
  Voice of Command (1)
  Armor Max. >>> 2
  Head +1 DR (1)
  Torso +1 DR (1)
  
  44
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Bosun (Grade 2)
  Strong and intimidating, the bosun is responsible for both the captain’s gig and administering 
  punishment at the mast. The combination of exalted privilege among the hands and his own fortitude 
  can make some bosuns tyrannical, whereas others become strong and trusted leaders of the foremast 
  jacks.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  BR=1
  Unconscious
  Torso (2-4)
  Brawn=4
  Guts=8
  4
  BW=4
  GT=8
  BW=3
  GT=6
  BW=2
  GT=4
  Unconscious
  Arms (5-7)
  Musket=2
  Blade=4
  4
  MK=2
  BD=4
  MK=2
  BD=3
  MK=1
  BD=3
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=3
  DG=1
  SP=2
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 4
  Short Blade (1)
  Long Blade (1)
    +3 WS for Long Blade (1 per +1)
    -2 TH for Long Blade (-1 per -1)
  Bullwhip (1)
  Club (1)
  Combat Skill Max. >>> 4
  Battle Cry (1)
  De Fontbrune’s Pass (1)
  Ferocious (1)
  Flurry of Blows (+2) (1 per +1)
  High Strength (+2) (1 per +1)
  Killer Instinct (1)
  Lagardere Lunge (1)
  Pugilist (+2) (1 per +1)
  Rush Attack (1)
  Other Skills Max. >>> 3
  Coxswain (1)
  Disciplinarian (1)
  Fearless (1)
  Fearful Presence (1)
  Ignore Pain (1)
  Intimidate (1)
  Nerves of Steel (+2) (1 per +1)
  Sprint (+1) (1)
  Knowledge Skill Max. >>> 1
  Mechanic (1)
  Tactics +1 (1)
  Armor Max. >>> 2
  Head +2 DR (1 per +1)
  Torso +1 DR (1)
  
  45
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Governor’s Daughter (Grade 2)
  The Governor’s Daughter may be ﬁ ery or fainting, depending on her temperament. Still, she is canny 
  and forthright, and not entirely defenseless. The wilds of the colonial frontier lead to a certain fortitude 
  of character, and she may face with horror the prospect of spending her life as the decorative partner 
  in an arranged marriage.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=3
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=3
  4
  MK=3
  BD=3
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 2
  Short Blade (1)
  Long Blade (1)
  Pistol (1)
    +1 WS for Pistol (+1)
    Extra Ammo for Pistol (+1)
  Combat Skill Max. >>> 2
  Concealed Weapon (1)
  Fencing +2 (1 per +1)
  Gentlemen’s Miss (1)
  Killer Instinct (1)
  Quick +2 (1 per +1)
  Sang-froid (1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 3
  Fearless (1)
  Lucky (1)
  Majestic (1)
  Nimble (1)
  Observant (1)
  Sprint (+1) (1)
  Knowledge Skill Max. >>> 3
  Deception (1)
  Genius +3 (1 per +1)
  Iron Will (1)
  Language (1)
  Savvy (1)
  Armor Max. >>> 3
  Head +2 DR (1 per +1)
  Torso +3 DR (1 per +1)
  Arms +1 DR (1)
  Legs +1 DR (1)
  
  46
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Junior Ofﬁ cer (Grade 2)
  Combining the fearlessness of youth and slavish devotion to service and duty, the Junior Ofﬁ cer may 
  be relied upon to venture where wiser captains fear to go. Eager to elevate himself in the service, 
  whether solely for the sake of honor or for the more tangible rewards of prize-share, the Junior Ofﬁ cer 
  is trustworthy, even as his youth does not permit him the wisdom of experience.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=4
  4
  MK=3
  BD=4
  MK=2
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 3
  Long Blade (1)
    +2 TH for Long Blade (1 per +1)
    -1 TH for Long Blade (-1 per -1)
    +2 WS for Long Blade (1 per +1)
    -2 WS for Long Blade (-1 per -1)
  Pistol (1)
   +1 TH for Pistol (1)
   +1 WS for Pistol (1)
    Extra Ammo for Pistol (+1)
  Combat Skill Max. >>> 4
  Ambidextrous (1)
  Artillerist (1)
  Fencing (+2) (1 per +1)
  Gentleman’s Miss (1)
  High Strength (+2) (1 per +1)
  Quick (+2) (1 per +1)
  Sharpshooter (+1) (1)
  Other Skills Max. >>> 3
  Able Seaman (1)
  Devotion (1)
  Fearless (1)
  Helmsman (1)
  Ignore Pain (1)
  Lucky (1)
  Nerves of Steel (+2) (1 per +1)
  Undying Loyalty (1)
  Knowledge Skill Max. >>> 3
  Iron Will (1)
  Language (1)
  Mechanic (1)
  Tactics +2 (1 per +1)
  Armor Max. >>> 1
  Head +1 DR (1)
  Torso +1 DR (1)
  
  47
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Marine Sergeant (Grade 2)
  This marine sergeant is a veteran of many years and ships, and has seen as many battles as he has 
  distant ports. Never so comfortable but when commanding a company of men, the sergeant is a steady 
  combatant and a consummate soldier.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=3
  4
  MK=4
  BD=3
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 4
  Long Blade (1)
  Musket (3)
    Extra Ammo for Musket (+1)
    Bayonet for Musket (+1)
  Combat Skill Max. >>> 4
  Artillerist (1)
  Deadeyed (1)
  Fencing (+2) (1 per +1)
  High Strength (+2) (1 per +1)
  Musket Drill (1)
  Pugilist (+2) (1 per +1)
  Quick (+2) (1 per +1)
  Sharpshooter (+2) (1 per +1)
  Other Skills Max. >>> 3
  Devotion (1)
  Disciplinarian (1)
  Fearless (1)
  Intimidate (1)
  Lucky (1)
  Observant (1)
  Nerves of Steel (+2) (1 per +1)
  Sprint (+1) (1)
  Undying Loyalty (1)
  Knowledge Skill Max. >>> 1
  Iron Will (1)
  Savvy (1)
  Tactics +1 (1)
  Armor Max. >>> 3
  Head +2 DR (1 per +1)
  Torso +3 DR (1 per +1)
  
  48
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Quartermaster (Grade 2)
  On a pirate ship, the quartermaster is the crew’s chosen representative. A savvy captain pays him 
  heed, because the quartermaster speaks with the authority of the crew. He also divides the treasure 
  into shares, and keeps account of the ship’s stores. From time to time he may dispense these as they 
  advance the crew’s pursuit of treasure.
  A Quartermaster may take up to ten points worth of Hold Cargo per Scenario. These items may be 
  shared amongst the members of his band.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=5
  4
  BR=5
  BR=4
  Unconscious
  Torso (2-4)
  Brawn=2
  Guts=6
  4
  BW=2
  GT=6
  BW=1
  GT=5
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=2
  4
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=4
  4
  DG=3
  SP=4
  DG=2
  SP=3
  DG=1
  SP=2
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 2
  Short Blade (1)
  Club (1)
  Pistol (1)
    +1 WS for Pistol (+1)
    Extra Ammo for Pistol (+1)
  Blunderbuss (2)
  Combat Skill Max. >>> 1
  Ambidextrous (1)
  Deadeye (1)
  Fencing +1 (1)
  Quick +1 (1)
  Sharpshooter +1 (1)
  Other Skills Max. >>> 2
  Fearless (1)
  Hide (1)
  Lucky (1)
  Observant (1)
  Knowledge Skill Max. >>> 3
  Deception (1)
  Genius +2 (1 per +1)
  Language (1)
  Mechanic (1)
  Medical Knowledge (1)
  Parley (1)
  Armor Max. >>> 3
  Head +2 DR (1 per +1)
  Torso +3 DR (1 per +1)
  
  49
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Hold Cargo: 10 points
  Rum Ration(3): A captain knows that a motivated crew ﬁ ghts well, and few things motivate a sailor 
  as well as rum. Once per game, up to three ﬁ gures may add +2 to their GT attribute, but suffer a -1 to 
  BR and -1 to DG due to the effects of this heady wine.
  Sextant (5): The Sextant allows a navigator to take his position more accurately. This device allows 
  one model to act as if he had the Navigation ability, if this model passes a BR stat test at the beginning 
  of the game.
  Spyglass (8): A portable telescope allows the user to inspect objective markers within 6”. By spending 
  a full turn, and passing a BR stat test, the user may activate an encounter marker as if he had come into 
  contact with them. If this encounter marker is a trap, the user does not suffer the effects of the trap.
  Raucous Macaw (2): This brilliant and irritating bird is a canny mimic. Once per game, the 
  Quartermaster or a designated model may make an Improvised Attack against another model which 
  automatically succeeds, as the macaw bellows a particularly obscene phrase, or ﬂ aps distractingly at 
  exactly the wrong time.
  Swivel Gun (8): The Quartermaster can occasionally be induced to send ashore one of the ship’s guns. 
  The Quartermaster’s faction is given a Swivel Gun as per the light artillery rules. This piece requires 
  a crew of two to move or operate, as per the Artillery rules.
  Seemly Articles (2): Pirates are a democratic lot, and to ensure honor among thieves, they write 
  Articles among themselves. Fair and generous Articles are a powerful motivator to a crew, as a pirate’s 
  ﬁ rst loyalty is to himself. If there are mercenaries in the game, or GM-controlled human models, the 
  user may attempt to secure their services. The user and the target model must make a comparative BR 
  check. If the user wins, then the target will act as if under the user’s control. 
  English Naval Powder (3): The Royal Navy insists that its powder be of the highest quality. All 
  friendly models equipped with black powder weapons get an additional +1 WS for this game.
  Old Weevil’s Wedding Cake (6): Hardtack may be rough fare, but it ﬁ lls the belly for a hard action. 
  Three models may consume these biscuits. For each torso wound these models suffer, they use the last 
  crossed-out box in the wound chart, instead of the ﬁ rst unmarked box, for their stat rolls, until the last 
  box in the torso is crossed out, at which point they abide by the rules for torso wounds.
  
  50
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  The Articles of Roberts’ Crew
  I. Every Man has a Vote in Affairs of Moment; has equal Title to the 
  fresh Provisions, or strong Liquors, at any Time seized, and use them 
  at pleasure, unless a Scarcity make it necessary.
  II. Every Man to be called fairly in turn, by List, on Board of Prizes, because they were on 
  these Occasions allowed a Shift of Cloathes: But if they defrauded the Company to the Value of a 
  Dollar, in Plate, Jewels, or Money, Marooning was their Punishment.
  III. No Person to Game at Cards or Dice for Money.
  IV. The Lights and Candles to be put out at eight o’Clock at Night: If any of the Crew after that 
  Hour, still remained inclined for Drinking, they were to do it on the open Deck.
  V. To keep their Piece, Pistols, and Cutlash clean, and ﬁ t for Service.
  VI. No Boy or Woman to be allowed amongst them. If any Man were found seducing anny of 
  the latter Sex, and carried her to Sea, disguised, he was to suffer Death.
  VII. To Desert the Ship, or their Quarters in Battle, was punished with Death or Marooning.
  VIII. No striking one another on Board, but every Man’s Quarrels to be ended on Shore, at 
  Sword and Pistol.
  IX. No Man to talk of breaking up their way of Living, till each had shared 1,000 Pounds. 
  If in order to this, any Man should lose a Limb, or become a Cripple in their Service, he was to 
  have 800 Dollars, out of the publick Stock, and for lesser Hurts, proportionally.
  X. The Captain and Quarter-Master to receive two Shares of a Prize; the Master, Boatswain, 
  and Gunner, one Share and a half, and the other Ofﬁ cers, one and a Quarter.
  XI. The Musicians to have Rest on the Sabbath Day, but the other six Days and Nights, none 
  without special Favour.
  
  51
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Rated Hand (Grade 2)
  The rated hand is an experienced sailor, either the ship’s master, or the head of his watch, or a master 
  gunner. Awarded extra shares for his expertise, he may long for the day when he commands his own 
  ship, or he may want nothing more than a small income and a comfortable shore to retire to.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=4
  4
  MK=3
  BD=4
  MK=2
  BD=3
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
   
  Available Attributes: 7
  Weapon Max. >>> 3
  Short Blade (1)
  Long Blade (1)
  Club (1)
  Pistol (1)
    Extra Ammo for Pistol (+1)
  Blunderbuss (2)
  Combat Skill Max. >>> 2
  Ambidextrous (1)
  Artillerist (1)
  Fencing (+2) (1 per +1)
  High Strength (+2) (1 per +1)
  Pugilist (+2) (1 per +1)
  Quick (+2) (1 per +1)
  Sharpshooter (+1) (1)
  Other Skills Max. >>> 3
  Able Seaman (1)
  Devotion (1)
  Helmsman (1)
  Hide (1)
  Lucky (1)
  Night Vision (1)
  Nerves of Steel (+2) (1 per +1)
  Seamanship (1)
  Sprint (+1) (1)
  Undying Loyalty (1)
  Knowledge Skill Max. >>> 3
  Iron Will (1)
  Genius (+2) (1 per +1)
  Mechanic (1)
  Navigation (1)
  Armor Max. >>> 1
  Head +1 DR (1)
  Torso +1 DR (1)
  
  52
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Boarder (Grade 1)
  The Boarder is a crewman armed and ready to swarm aboard an enemy ship with pistol, pike, or 
  cutlass.  Boarders may be lucky enough to be rewarded for this hot work with an extra ration of rum, 
  or an extra share of prize money, but the best do it for the savage joy of battle.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Available Attributes:
  This model may take 2 Weapon choices and a total of 2 from the Combat and Other Skills categories.
  Weapon Max. >>> 2
  Long Blade (1)
  Pistol (1)
  Spear (1)
  Short Blade (1)
  Combat Skill Max. >>> 2
  Battle Cry (1)
  Fencing +1 (1)
  Rush Attack (1)
  Other Skills Max. >>> 1
  Nerves of Steel +1 (1)
   
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  Cabin Boy (Grade 1)
  The Cabin Boy is an apprentice at sea, running errands for the captain and learning the trade of the 
  sea. In the literature he is often a lovable scamp, such as Jim Hawkins of the Hispanola. More than 
  one famous hero has begun his career as a lowly cabin boy, and every cabin boy dreams of being an 
  admiral one day.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  
  53
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Available Attributes:
  This model may take 2 Weapon choices and a total of 3 from the Other Skills category.
  Weapon Max. >>> 1
  Pistol (1)
  Short Blade (1)
  Combat Skill Max. >>> 0
  Other Skills Max. >>> 3
  Hide (1)
  Lucky +2 (1)
  Swimming (1)
  Nimble (1) 
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  Carpenter’s Mate (Grade 1)
  The Carpenter’s Mate is responsible for maintaining and repairing the hull of the ship. When ﬁ ve feet 
  of water ﬁ ll the hold and the enemy is in pursuit, there is no one the captain relies more upon than the 
  Carpenter and his men. Sometimes the carpenter’s mate will lend a hand  handling the ship or assisting 
  the surgeon as his loblolly boy, and in this capacity he may learn the tricks of these trades as well.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Available Attributes:
  This model begins with Mechanic and may take 1 Weapon choice and a total of 3 from the Combat, 
  Knowledge and Other Skills categories.
  Weapon Max. >>> 1
  Club (1)
  Short Blade (1)
  Long Blade (1)
  Combat Skill Max. >>> 1
  Lagardere Lunge (1)
  Other Skills Max. >>> 2
  Helmsman (1)
  Seamanship (1)
  Swimming (1) 
  Knowledge Skill Max. >>> 1
  Medical Knowledge (1)
  Armor Max. >>> 0
  
  54
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Foretopman (Grade 1)
  The Foretopman is a crewman responsible for setting the sails and working the rigging. Though many 
  hands are trained for this work, the foretopman is especially adroit at it, and may even serve as the 
  lookout.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Available Attributes:
  This model begins with Able Seaman and may take 1 Weapon choice and a total of 2 from the Other 
  Skills category.
  Weapon Max. >>> 1
  Club (1)
  Short Blade (1)
  Combat Skill Max. >>> 0
  Other Skills Max. >>> 2
  Night Vision (1)
  Nimble (1)
  Observant (1)
  Seamanship (1)
  Swimming (1) 
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  Gunner’s Mate (Grade 1)
  The gunner’s mate is a crewman especially trained to work the cannons aboard a ship. In battle, he will 
  serve his gun with the skill of long hours of practice, and when not at quarters, will polish and clean 
  his piece so that it sparkles. 
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  
  55
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Available Attributes:
  This model begins with Artillerist and may take 1 Weapon choice and a total of 2 from the Combat and 
  Other Skills categories.
  Weapon Max. >>> 1
  Club (1)
  Short Blade (1)
  Long Blade (1)
  Combat Skill Max. >>> 1
  Powder Monkey (1)
  Other Skills Max. >>> 2
  Nerves of Steel +1 (1)
  Undying Loyalty (1)
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  Marine (Grade 1)
  The Marines are soldiers stationed aboard a military vessel. In combat between ships, they are sent 
  aloft to pick off enemy ofﬁ cers or join the boarding parties. Their strong loyalty makes them one of 
  the captain’s greatest assets.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Available Attributes:
  This model may take 4 Weapon choices and a total of 1 from the Combat and Other Skills categories.
  Weapon Max. >>> 4
  Long Blade (1)
  Musket (3)
  Bayonet (1)
  Combat Skill Max. >>> 1
  Deadeyed (1)
  Other Skills Max. >>> 1
  Undying Loyalty (1)
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  
  56
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Monkey (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=1
  4
  BR=1
  Killed
  Torso (2-4)
  Brawn=4
  Guts=3
  4
  BW=4
  GT=3
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=4
  Speed=5
  4
  DG=4
  SP=5
  DG=2
  SP=3
  Crawl Only
  Available Attributes: 3
  Brachiation: The monkey’s ability to swing on ropes, vines, or chandeliers is remarkable, even 
  among his fellow primates. The monkey may move 8” for an Improvised Movement instead of the 
  normal 6”.
  Infuriating Pest: The monkey’s antics provoke a model within 6” to the point of violence. Unless 
  that model pays 1 Hero Point, that model must attempt to wound the monkey before performing any 
  other task, including attacking other models (he may still defend himself as normal) or exploring 
  Objective Markers.
  Simian Nimbleness: The monkey never fails a Dodge stat test when attempting to perform an 
  Improvised Movement, climb, or catch an object. The monkey must still roll to defend himself as 
  normal against gunshots or other ranged attacks.
  Tame: This monkey has been well-acclimated to humans. This monkey may join a band of characters 
  without any of them having the Animal Handling ability, and will not leave the group.
  Primate Grenadier: The monkey can attack an enemy by hurling any foul object found on hand. This 
  attack has a range of 8”, and cannot be combined with a Move action. If the attack hits, the target 
  loses two Actions as it is overcome with disgust and shock. The target may still defend as normal, 
  and may pay 1 Hero Point to reduce the effect to a single lost Action.
  Comical Mimicry: The monkey takes a turn to copy the mannerisms of a person, evoking a hearty 
  laugh from his friends. All models on the same side as the monkey are at +2 to their GT checks for 
  the next turn.
  
  57
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Parrot (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=1
  4
  BR=1
  Killed
  Torso (2-4)
  Brawn=1
  Guts=3
  4
  BW=4
  GT=3
  Killed
  Legs (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Wings (8-10)
  Dodge=5
  Speed=8
  4
  DG=5
  SP=8
  DG=2
  SP=4
  Crawl Only
  Available Attributes: 3
  Raucous Call: The parrot utters a loud catchphrase over and over, distracting unfriendly models. All 
  unfriendly models within 6” of the parrot are at -2 MK for their next Action.
  Lookout: The parrot can warn its owner of impending ambushes or traps. If the parrot and its owner 
  are within 4” of a trap or concealed unfriendly model, the owner will discover the trap or ambush on 
  a successful BR stat test.
  Tame: The parrot is well-acclimated to humans. This parrot may join a band of characters even if 
  none of them has the Animal Handling ability, and will not leave the group.
  Feathered Retriever: The parrot has been trained to recover small objects. The parrot may carry any 
  object lighter than a pistol to its owner. These may include small Objective items such as keys, maps, 
  or amulets. 
  Disgust from Above: The parrot may attack a target by dropping a mess from above. This ranged 
  attack may be used on any model that the parrot passes over on a Move action. If the target is hit, it 
  loses its next two Actions as it is overcome with disgust and shock. The target may pay 1 Hero Point 
  to reduce this to a single lost Action.
  Parrot’s Charge: The parrot charges at its target in a ﬂ urry of ﬂ apping wings, squawks, and whistles. 
  The target must pass a DG stat test or lose what it is carrying as if it were affected with the Maladroit 
  ﬂ aw, as it shields itself from this impressive, if not particularly harmful, display.
  
  58
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Shore Party (Grade 1)
  The shore party is responsible for rowing ashore and protecting ofﬁ cers and important persons in these 
  sallies. The members of the party are trusted members of the crew; for the captain trusts that they will 
  not succumb to the temptation to jump ship. They in turn will do their utmost to bring themselves to 
  the captain’s attention.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Available Attributes:
  This model may take 4 Weapon choices and a total of 1 from the Combat and Other Skills categories.
  Weapon Max. >>> 4
  Long Blade (1)
  Musket (3)
  Short Blade (1)
  Pistol (1)
  Combat Skill Max. >>> 1
  Sharpshooter +1 (1)
  Fencing +1 (1)
  Other Skills Max. >>> 1
  Sprint +1 (1)
  Swimming (1)
  Knowledge Skill Max. >>> 0
  Armor Max. >>> 0
  
  59
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  SCENARIOS
  The scenarios provided here are described as standalone scenarios, but can easily be adapted to 
  campaign use. For example, a campaign may begin with the Mutiny scenario, as the pirates begin 
  their career. Next might be the Attack at the Stockade scenario as the pirates storm the government’s 
  defenses prior to sacking the town. Boarding scenarios can be interspersed as the pirates attempt to 
  take ships, or the government sends pirate hunters to bring them to heel. And perhaps in the end our 
  pirates are settled down, but still partaking in the odd bit of Mooncussing, just to keep their hands in 
  things.
  
  60
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  MUTINY!
  Alone, utterly alone, on the vast face of the Atlantic Ocean, creeping slowly in light winds, sailed the 
  merchant sloop Gorsham. Now twelve days out of the Canaries, her crew had not set foot on land for 
  ten months as the master had plied the Triangle at a pace that had left lines frayed and sails and nerves 
  tattered to match. Every one of the sailor’s curses had struck the unlucky Gorsham—diseases, spoiled 
  food, no leave, discipline both cruel and capricious, and half rations of rum. 
  The purser was arguing with the master again.
  “You’ve been taken on the goods for Jamaica,” said the purser, for the tenth time in as many days. 
  “What’s not beset with the worm’s got the mildew, and you won’t command a tenth of your purchase 
  price should anyone take a close look at the cargo.”
  The master truculently returned: “Again, I have no interest in your assessment of the cargo. You will 
  desist from raising this issue further or there will be consequences. Besides, there is money coming in 
  that will supplement any shortage in gains.”
  The purser felt his blood run cold. “You’d be referring to back pay,” he said slowly. “The crew’s back 
  pay for ten months of every one of the hells of the sea.”
  The master sufﬁ ced himself with an oily smile and a ﬁ nger laid alongside his nose. “The crew,” he said, 
  “will receive pay where and when I give it to them, as authorized by the owner. Perhaps in Boston.” 
  And he returned to scratching meaningless notes in his log, indicating the interview was ﬁ nished.
  The purser left wordlessly. The anger in him burned more ﬁ ercely than it had at any point so far in 
  their wretched voyage. Boston! Half the surviving crew would bolt in Jamaica if no pay or leave was 
  given, and there was no guarantee of pay should the ship make it to Boston. What if the Jamaica cargo 
  proved of no worth? Then the rations would be sold, making thin meals even thinner, and the rum 
  would dry up completely.
  There was no justice, that God should allow a stupid wretch like the master to steal an honest sailor’s 
  wages, deny his leave, stock the hold with wasted cargo while the rigging and sails went unattended, 
  let good men die of cholera for want of a little medicine or a surgeon to bleed them, all in the name of 
  a few more shillings for a rich man. The purser was not a philosopher or a scholar of law, but in that 
  moment he understood his place in the world with a bitter clarity.
  The rage had burned from hot to cold. The other sailors looked wordlessly at their messmate, whose 
  eyes glittered with a strange, hard light. They had mentioned mutiny to him these past weeks, and he 
  
  61
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  had shouted them down as fools, that the law would come after them and send them to Execution Dock, 
  that it was better to suffer a little longer. After each meeting with the master, he had reassured them to 
  hang in just a little longer, that money would come and leave would come, and the cares of the present 
  would vanish.
  As purser, he had the keys to the arms locker. He marched right up to it now, unlocked it, ﬂ ung it open, 
  and took out a musket. As a young man, he had witnessed an abortive mutiny on another ship, one 
  that had been ruthlessly suppressed almost at its inception. At the beginning of that mutiny, one of the 
  mutineers, a freed slave named Isaiah, had drunk rum and gunpowder from the barrel of a musket. It 
  was an act rich and strange and deep with meaning, and it had been seared into his memory.
  Now he carried a musket up on deck, as men turned out of their bunks in silence, the electric tension 
  of the ship catching all hands save the master, oblivious in his cabin below.
  “Rum,” he said, and hands silently passed him a full pannikin, a priceless offering from someone’s 
  secret hoard. 
  If I remember nothing else of this day, though the purser, I will remember how clear the air and water 
  are, the smell of the powder in the cartridge, and the dark brown rum. Rum and gunpowder went into 
  the barrel of the musket, and in silence he gulped it down before the entire crew.
  Mutiny! Whispered among the hands on deck. Mutiny! Louder now, and the slap of feet running to the 
  arms locker. Mutiny! The clatter of metal as hands grasped cutlass and axe and pistol. Mutiny! Now 
  a shout at the maintop. Mutiny! And at last, the master of the ship looked up from his books, his face 
  betraying terror, into other faces, wearing expressions of cruel retribution. 
  Before the sun set that day, one lone ship, crawling across the face of the Atlantic, had been reborn the 
  Revenge. She sailed now under a black ﬂ ag.
  THE SCENARIO
  The crew of a merchant ship has been incited to mutiny. The captain and a few loyal crew members 
  must hold out long enough to evacuate important passengers into the ship’s pinnacle. The mutineers 
  must capture as many hostages as they can. 
  THE CHARACTERS
  The player controlling the Captain and the loyal crew members should be outnumbered by the crew. 
  One way to do this is to have the loyalists begin with six total grades worth of characters and the 
  mutineers begin with eight total grades. If this is being played as a one-off game, try using a Naval 
  Ofﬁ cer, Marine Sergeant, and two Marines for the loyalists and a Sea Wolf, Bosun, Rated Hand, and 
  two Boarders for the mutineers.
  
  62
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  VICTORY CONDITIONS
  Each side gets a set number of victory points for the passengers they are able to rescue or capture. If 
  the mutineers manage to render any of the crew player’s models unconscious, they are worth twice as 
  many victory points as their Grade value.
  THE BOARD
  The game takes place below decks of the merchantman. Use a board 36” by 12”, divided into thirds 
  by length. The ﬁ rst third represents the galley and area below the foc’sle, where the mutiny breaks out. 
  The mutineer faction begins here, and newly recruited mutineers arrive here as well. The middle third 
  is where the Encounter Markers and passengers are located. The aft third is the Great Cabin, where the 
  crew must escape with their passengers. The crew’s faction begins in the Great Cabin.
  ENCOUNTER MARKERS
  This game uses eight encounter markers. Use Ace through eight of one suit of playing cards.
  1. (Ace): Reverend Plumtree. The minister is from a well-connected family. His sermons given aboard 
  ship have been poorly received, as the sailors take issue with his disapproval of drunkenness and 
  concupiscence. Reverend Plumtree suffers from gout, and is at -1 Speed. Otherwise he uses the stats 
  of a Man of the Cloth. He is unarmed. He is worth 2 Victory Points.
  2. (Two): Mrs. Phillips and Nell. Mrs. Phillips is the wife of the admiral and is protecting their young 
  daughter. Mrs. Phillips uses the stats of a Noble Bystander, but has a Dodge of 1. She is armed with a 
  pistol with +1 WS and no reloads. They are worth 3 Victory Points.
  3. (Three): Squire Tomlinson. Tomlinson’s sense of propriety is offended by the mutiny, and he will try 
  to restore order, even in deﬁ ance of common sense. Tomlinson uses the stats of a Squire. The player 
  who wins initiative controls him each turn unless a loyal crew model is in base contact (the mutineer 
  players may use their control to draw him out where he may be surrounded and captured.) He is worth 
  1 Victory Point.
  
  63
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  4. (Four): Viola Pennyman. The excitable 
  maiden must make a GT stat test at the 
  start of her activation. If she ever fails it, 
  she faints and must be carried off. A model 
  may carry away Viola, but is at -2 to Speed, 
  Musket, and Blade while doing so. Viola 
  uses the stats of a Noble Bystander. Viola 
  is worth 1 Victory Point.
  5. (Five): Sir Lawton Childers. Sir Lawton 
  has managed to irritate everyone on this 
  voyage. He uses the stats of a Noble 
  Bystander, and has the Prone to Flattery 
  Flaw. He is worth 1 Victory Point.
  6. 
  (Six): 
  Nothing. 
  This 
  promising 
  looking barrel contains only apples, not 
  passengers.
  7. (Seven): Arms Locker. This Encounter 
  Marker’s location is ﬁ xed and it remains 
  on the board. If the mutineers ever gain 
  control of this Encounter Marker, they may 
  choose to arm their Grade 1 reinforcements 
  with Long Blades or Pistols with three 
  reloads, rather than their usual Clubs and 
  Short Blades.
  8. (Eight): Struck a Reef! The ship, out of control, strikes a reef. All models must make a DG check 
  or be thrown Prone.
  SPECIAL RULES
  At the start of each turn for the ﬁ rst three turns, the mutineer side gets reinforcements. The mutineers 
  may choose to take either four Grade 1 Boarders armed with short blades and clubs, or a single Grade 
  2 Rated Hand who chooses his abilities and weapons as normal. The reinforcements appear in the area 
  where the mutineers began.
  
  64
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  BURIED GOLD OF ANEGADA
  The steady, rhythmic rasp of shovels digging in the sand was muted by the heat-haze rising off the sun-
  bleached island of Anegada. To this joined a long stream of oaths, as two more sailors carried a heavy 
  sea chest towards the workers.
  Ezekiel London did not dig and he did not carry the chest. His eyes nervously scanned the island’s 
  expanse of scrub and broken rock, his ears listening for calls or whistles which would warn him that 
  Black Jack was coming.
  “Put your backs into it!” he hissed, tearing his eyes away long enough to glower at the sweating hands 
  in the hole. “If Black Jack catches wise we’re as good as done for!”
  The thin keening of the bosun’s whistle calling to quarters conﬁ rmed his worst fear. The empty launch 
  had been discovered, and now it was just a matter of time before Black Jack came after him with all 
  the fury of hell.
  “Faster!” he cried in desperation. “Dig faster!” 
  Now in the distance were angry shouts, and they were drawing nearer...
  THE SCENARIO
  Gold that is buried in secret among few has more valuable shares than one buried among many! But 
  before the loot can be split, it must be hidden, and  splitting the loot must wait until it is safely buried 
  in the ground, and any inconvenient witnesses are disposed of... 
  The crew of a pirate ship has come ashore on the island of Anegada to bury their ill-gotten loot. This 
  also offers an opportunity to rearrange the command of the pirate ship.
  THE CHARACTERS
  Players begin with equal or roughly equal forces for this game. If this is being played as a one-off 
  game, each side gets a Grade 3 pirate (Buccaneer, Pirate Queen, Privateer, or Sea Wolf), a Rated Hand, 
  and two Shore Party characters. 
  VICTORY CONDITIONS
  In order to win, a player must have a model under his control present at or within 3” of the burial site of 
  the treasure, and then be the ﬁ rst player to have all of his models return to the beach where the players 
  begin the game.
  
  65
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  THE BOARD
  The game takes place on a board about 24” x 24”, with a small area representing the beach where 
  the crew has come ashore. The players place their models here, where the X is marked on the map. 
  The island of Anegada is ﬂ at and rocky, with nothing taller than a few scrubby mangrove trees. A few 
  patches of dense thicket can be added. These block visibility and take 2” of movement for each 1” 
  distance traveled. A ﬁ gure in these thickets is at -2 to their Blade (BD) stat.
  ENCOUNTER MARKERS
  There are two sets of Encounter Markers. The ﬁ rst set is in play until the treasure is buried. The second 
  set is used after the treasure is buried and the players are trying to escape or cut down on the number 
  of claimants to the treasure. The Encounter Markers are distributed evenly across the board.
  Encounter Marker Set 1:
  Ace: Landmark. You ﬁ nd a landmark to assist in burying the treasure. Two such landmarks must 
  be found before the treasure can be buried. If this is the second landmark, then the treasure may be 
  buried.
  Two: Incredibly Large and Irate Hermit Crab. Hermit crabs in the Caribbean grow to giant sizes. This 
  is a particularly vicious and nasty specimen, wearing an old skull as his shell. The crab immediately 
  attacks whichever model revealed this Encounter. On all subsequent turns the player who wins the 
  initiative will control the crab until it is killed or ﬂ ees off the board.
  
  66
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Incredibly Large and Irate Hermit Crab 
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=1
  4
  BR=1
  Killed
  Torso (2-4)
  Brawn=4
  Guts=8
  4
  BW=4
  GT=8
  BW=3
  GT=6
  BW=2
  GT=4
  Killed
  Claws (5-7)
  Musket=N/A
  Blade=4
  4
  MK=N/A
  BD=4
  MK=N/A
  BD=2
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Three: Landmark. You ﬁ nd a landmark to assist in burying the treasure. Two such landmarks must 
  be found before the treasure can be buried. If this is the second landmark, then the treasure may be 
  buried.
  Four: Nothing: You ﬁ nd the bleached bones of a skeleton with a knife protruding from the rib cage. 
  Although chilling, this Encounter has no effect.
  Five: Distraction: You come across something that is distracting to your crew—either a tempting 
  supply of (spoiled) rum, an obscenely shaped rock, or a bush which looks like a frigate under sail. For 
  the next turn, all non-Grade 3 models within 6” and in sight under your control are Dodge (DG) 1 as 
  they debate the distraction to the exclusion of their duty.
  Six: Nothing: You ﬁ nd a broken oar stuck in the ground with a rusting morion helmet atop it. There is 
  nothing around to explain this oddity; this Encounter has no effect.
  Seven: Landmark. You ﬁ nd a landmark to assist in burying the treasure. Two such landmarks must 
  be found before the treasure can be buried. If this is the second landmark, then the treasure may be 
  buried.
  Eight: Landmark. You ﬁ nd a landmark to assist in burying the treasure. Two such landmarks must 
  be found before the treasure can be buried. If this is the second landmark, then the treasure may be 
  buried.
  Encounter Marker Set 2:
  Ace: Squall: A sudden sharp rainstorm sweeps through Anegada! All loaded ﬁ rearms lose their current 
  charge due to the soaking, and models must spend a full action clearing their piece before attempting 
  a reload.  A model attempting to reload while the squall continues must pass a Brains (BR) stat test in 
  order to complete the load with dry powder. The squall lasts for the rest of this turn and for the next 
  two full turns.
  Two: Nothing: You ﬁ nd a scrap of sailcloth tangled in a thicket. This Encounter has no effect.
  
  67
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Three: Mass dissent: The crews begin a loud argument over which character is most worthy to become 
  the new captain. All Grade 1 Crew models may not act until they pass a BR stat test on their activation. 
  They may still defend themselves as normal.
  Four: Horrible Idol: You ﬁ nd a native idol, rudely fashioned from bundles of twigs and strings of 
  shells. The idol is deeply unsettling, and when it topples to the ground without your having touched 
  it, you feel a mixture of panic and dread. The model that found this has its Guts stat halved for the 
  remainder of this game.
  Five: Phantom Trail: You suddenly see a path through the thorny underbrush of Anegada directly back 
  to the beach. This model may immediately move half the remaining distance towards the beach or 6”, 
  whichever is greater.
  Six: Nothing: You ﬁ nd a large pile of disappointingly empty rum jugs. This Encounter has no effect.
  Seven: Loose scree: You suddenly ﬁ nd yourself in a ﬁ eld of loose volcanic scree. This difﬁ cult ground 
  takes 2” of movement for each 1” moved, but does not hinder combat. The ﬁ eld is centered on the 
  Encounter Marker and extends in a 3” radius from it (use a CD as a template).
  Eight: Treachery! You immediately gain control of one of your opponent’s Grade 1 models. You 
  control this model for the rest of this game. If this is a campaign game, the model will remain under 
  your control for the remainder of the campaign. If there are no Grade 1 models in the game, choose 
  a Grade 2 model under your opponent’s control. That model loses its next activation, seduced by the 
  seeds of treachery you planted earlier.
  SPECIAL RULES
  Burying the Treasure: The treasure is represented by a small token— a chest, crate or some other 
  handy object. A single model may carry the treasure, but will have his Speed (SP), Dodge (DG), 
  Musket (MK), and Blade (BD) stats halved while he does so. Two models may share the load, in which 
  case they suffer no penalties to SP, but have their DG, MK, and BD stats reduced by -1. 
  Once a player’s band has found two landmarks, they may bury the treasure. The treasure may not 
  be moved until after a player has found two Landmarks. The treasure must be moved to a different 
  quadrant of the board from its starting location before it is buried. To dig a hole, a model must spend a 
  full turn digging and pass two Brawn (BW) stat tests at the same location to bury the treasure. 
  
  68
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  GAOLBREAK!
  “Oh, cleverly done!” said Lieutenant Buxbridge in quiet exultation as Clever Bill the carpenter slipped 
  open the lock of their cell with a key carved from a beef bone. Buxbridge woke the sleeping Captain 
  Clive with a ﬁ nger on his lips. Captain Clive started, but said nothing. The three men then crept from 
  the cell, the ﬁ res from the sconces throwing weird, creeping shadows along the walls with them.
  The gaoler sat on his stool near the door, drooling in the sleep of the drunk. Ever so gently, Buxbridge 
  slipped the keys from the man’s belt, though rough handling would probably not have wakened the 
  jailer from his rummy somnolence.
  Though they were free, the small matter remained of escape from the prison, though they had no 
  intention of leaving quite yet. Buxbridge wanted to recover his father’s sword. Clever Bill wanted to 
  repay the lump he had received when they had been caught. And Captain Clive would have died before 
  he left behind the log of the Royal James...
  THE SCENARIO
  The characters have managed to gain freedom from their gaol cells, but have not yet ﬂ ed the prison. 
  Unarmed and deprived of their belongings, they face a difﬁ cult choice—take the easy route and ﬂ ee 
  with their lives alone, or risk re-capture and confrontation in search of their effects. 
  Occasionally in a campaign, the winds of fortune blow ill for one side, and a player ﬁ nds all his models 
  dead or unconscious in the course of the scenario. In such situations, this scenario may be a useful 
  ﬁ ller chapter. It allows the captured models to return to the action in a heroic style, rather than simply 
  by edict of the referee.
  THE CHARACTERS
  In addition to guards on patrol, the defending player begins with as many Guards as the escaping 
  player has models. These may be secretly placed in the rooms at the beginning of the game. Even 
  though guards are relatively weak, the escaping players’ characters are unarmed, and the defender may 
  alert more of his own guards! If playing this as a one-off game, the escapees have a Royal Governor, 
  Junior Ofﬁ cer, and Cabin Boy. Use only 8 Ability Points to create the Royal Governor and 5 for the 
  Junior Ofﬁ cer. They each possess a Long Blade and Pistol that have been conﬁ scated. 
  VICTORY CONDITIONS
  The scenario is completed if the models escape from the far end of the board. If the models retrieve 
  their equipment or clues, but are unable to retrieve their weapons, then they may be granted a limited 
  
  69
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  ability to replace these, by taking up to half the maximum allowed number of weapons from their 
  characters’ archetypes.
  THE BOARD
  The board is a 24” by 24” board with a central hallway and six rooms on each side. Two guards are 
  placed at the opposite end of the hallway from where the players begin. These guards patrol using 
  the Night Watch rules in the Gloire rulebook. Use the stats for the Guards found at the end of this 
  scenario. 
  The exact style of the prison and rooms is not critical. It might be a stone fort in a harbor, a hewn-out 
  cave in some pirate sanctuary, or perhaps even below the deck of a ship. Simply reﬂ ect the kind of 
  location the captor’s side might use as a prison.
  ENCOUNTER MARKERS
  In lieu of Encounter Markers, each room has different contents. When the player’s model opens the 
  door of the room, you may turn the counter over a card to reveal the room’s contents.
  1. Prisoner: You ﬁ nd a man on a ﬁ lthy bed of straw. He has been imprisoned for a considerable time. 
  In exchange for taking an action to free him from his chains, he agrees to tell you what he knows of 
  the prison. Reveal the contents of two rooms of the player’s choice. You have not yet retrieved these 
  items or activated these guards until you enter that room, but you know they are there.
  
  70
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  2. Empty: The room contains only a bare bed and small crockery bowl, neither of which will do you 
  any good at present.
  3. Armory: This room is the prison’s armory. You ﬁ nd your band’s weapons and armor stashed with the 
  rest of the arms of the prison guards. Players may also choose to replace their weapons with an equal 
  number of Attribute points worth from their archetype list of allowable weapons.
  4. Guards! This room contains four bunks with sleeping guards in it. If a “Call to Help” is raised, the 
  four guards immediately awake and will get their ﬁ rst activation on the next turn. They will use this 
  activation to get up from Prone, after which they will act as normal.
  5. Warden’s ofﬁ ce: This room is strewn with papers and the records of the prison. The clues discovered 
  by the band are kept here, and the characters may return them to their control. The Warden is in this 
  room as well. He uses the stats found at the end of this scenario. 
  If the Warden is rendered unconscious or taken by surprise, the contents of the ofﬁ ce may be riﬂ ed. On 
  a successful Brains (BR) stat test, a model ﬁ nds papers with valuable information, worth an additional 
  Heroic Experience Point at the end of the scenario. This test may only be taken once, as the gaolbreak 
  precludes a meticulous search.
  6. Storeroom/Guards: This room contains the moldy bread and meat intended for the prisoners. As 
  soon as the players open this door, two Guards emerge from the room most distant on the board from 
  this room. These Guards begin to patrol as per the Night Watch rules.
  7. Prisoner: You catch a prisoner attempting to dig his way into the next room. He agrees to share 
  his secret escape route and information about the next room. Pick one adjoining room and reveal its 
  contents. You have not yet activated this Encounter. A model may take a full action to crawl into the 
  adjoining room. At the end of that action place that model in the center of that room.
  8. Storeroom: This room contains the stocks and supplies of the guards. Characters will ﬁ nd their 
  scenario items or tools in this room as well and may add them back to their stock. If they choose, they 
  may replace these items with an equal number of Reputation Points worth of scenario items.
  9. Guard dogs! This room contains the dogs normally used to track down escaped prisoners. They 
  immediately begin barking loudly. This counts as a Call for Help. 
  10. Guards! This room contains two guards on break. They immediately count as a Call to Help, and 
  will act on the next turn.
  11. Prisoner: You ﬁ nd a newly arrived prisoner, full of anger and willing to join you. You may add a 
  Grade 1 model of your choice to your band if you successfully complete this scenario.
  
  71
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  12. Prisoner: You ﬁ nd a prisoner sympathetic to your escape, but unwilling to risk escape with you. He 
  does, however, agree to create a distraction. You may control the movement of any Guards not under 
  a Call for Help on the next turn.
  SPECIAL RULES
  The Warden: The Warden is embittered by years of playing caretaker to a rangy lot of prisoners for 
  poor pay and no recognition. He will not put up much of a struggle to prevent the characters from 
  escaping. The Warden may be taken by surprise if a character beats him in a comparative Dodge, Guts, 
  or Brain stat check. Players may add +1 to their roll if they have recovered their weapons. If taken by 
  surprise, he will surrender. Players may take an action to bind him to his chair and gag him. If they do 
  not, he will Call for Help as soon as they leave his room.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=2
  Guts=5
  4
  BW=2
  GT=5
  BW=1
  GT=4
  BW=1
  GT=3
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=2
  4
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=4
  4
  DG=3
  SP=4
  DG=2
  SP=3
  DG=1
  SP=2
  DG=1
  SP=1
  Crawl Only
  Weapons: Long Blade
  Guards: Guards use the Night Watch rules from Gloire, including those for limiting visibility to 12”, 
  though in this case it is due as much to inattention as the dim conditions of the prison. The guards 
  will not turn into a room whose door is closed. Unless a player states he is closing a door, a door will 
  remain open for a guard to possibly investigate.
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Weapons: Fist, Club
  Abilities: High Strength +1
  Unarmed! Characters begin this scenario with no weapons or armor. They may recover these once they 
  reach the Armory.
  
  72
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  ATTACK AT THE STOCKADE
  It was like no siege Lord Covington could remember from the wars with France. The buccaneers came 
  swarming through the palisade with the same fury they had shown at sea. He raised the musket, took 
  aim at one, and ﬁ red. Without looking to see his result, he passed the musket back to Doctor Dinwittie, 
  who handed him a loaded one in return.
  Young Tom clambered down the ladder from the roof. “The signal beacon’s useless, Doctor. The wood 
  is too old and rotten to light, so I’ll just fetch us some more.” Before anyone could stop him, he had 
  bolted through the door and was racing towards a small pile of sticks, and the furious charge of the 
  pirates.
  Lord Covington looked away from his loophole to glower at Lieutenant Buxbridge, whose mouth was 
  a little round circle of surprise.
  “Well, don’t stand there gawping, man! After Tom!”
  As Buxbridge charged through the door, sword drawn, Lord Covington turned to Captain Clive. “Seems 
  to me if we survive this, you may want to issue a commission to Young Tom as well.”
  “The thought had occurred to me,” said Captain Clive, as he too ﬁ red through his loophole.
  THE SCENARIO
  A decrepit stockade on an island is under attack! Perhaps the stockade contains valuable information 
  left behind by the previous occupants, or perhaps it is simply the last obstacle to overcome before 
  sacking a nearby town. The defenders must do their best to hold off the attackers in order to light a 
  signal beacon to call for help or warn that the pirates are approaching!
  THE CHARACTERS
  Players begin with equal or roughly equal forces for this game. If this is being played as a one-off 
  game, each side gets a Grade 3 character, two Grade 2 characters, and two Grade 1 characters.
  VICTORY CONDITIONS
  The defender wins if he can light the signal beacon atop the blockhouse. The attacker wins if the 
  defenders can be prevented from lighting their beacon, or by having a model alone inside the blockhouse 
  for two full turns before the beacon is lighted.
  THE BOARD
  This scenario is played on a 24” by 24” board. In the middle of the board is the blockhouse, which 
  
  73
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  may be placed on a gentle hill. A broken-down palisade fence runs near the perimeter of the board. 
  The stakes of the palisade have been knocked down in a number of locations, leaving gaps at least 1” 
  wide. The defenders begin the game at the door to the blockhouse. The attacker may place his models 
  at any number of the gaps in the palisade fence.
  ENCOUNTER MARKERS
  This game uses eight Encounter Markers. Encounter Markers are distributed evenly throughout the 
  space between the blockhouse and palisade.
  1. Brushwood: You ﬁ nd a small pile of wood dry enough to use in the signal beacon. A model may 
  carry this pile, though it is at -2 to both Blade (BD) and Musket (MK) stats while it does so. A model 
  may spend two actions to scatter or break up this brushwood, which renders it useless for the signal 
  beacon.
  2. Nothing! What looked like a promising small pile of ﬁ rewood is actually green wood and useless 
  for the signal beacon.
  3. Trap! The previous occupants of this palisade dug a pit trap here and concealed it under a mat of 
  leaves. All models within 2” of this Encounter Marker must pass a Dodge (DG) stat test or fall into 
  the pit. If this happens, they may not rejoin play until they pass a Brawn (BW) stat test and climb back 
  out.
  
  74
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  4. Flask of oil: You ﬁ nd a small barrel of gunner’s oil, still sealed. There is enough oil here to light 
  the signal beacon. A model may carry this barrel, though it is at -2 to both BD and MK stats while it 
  does so. A model may pass a successful BW stat check in order to stave in the barrel and spill the oil, 
  making it useless to light the beacon.
  5. Water bucket: You ﬁ nd an old bucket full of rainwater. If an attacker’s model is in base contact with 
  the blockhouse, it may attempt to soak down the signal beacon. The model with the bucket must pass 
  a MK stat test. If it does so, then he manages to throw the bucket so that it drenches the beacon. All 
  subsequent Brains (BR) stat tests to light the signal beacon are at -2 due to the soaking. A ﬁ rearm and 
  round will no longer automatically light the ﬁ re, but require a BR stat test without penalty.
  6. Brushwood: You ﬁ nd a small pile of wood dry enough to use in the signal beacon. A model may 
  carry this pile, though it is at -2 to both BD and MK stats while it does so. A model may spend two 
  actions to scatter or break up this brushwood, which renders it useless for the signal beacon.
  7. Nothing! The barrel labeled “oil” has leached its 
  contents out and the rainwater in over the years. The 
  oil is spoiled and useless.
  8. Dangerous wildlife: This brush pile is home to 
  a very large and nasty viper. You have disturbed it 
  and it attacks! For subsequent turns, the player who 
  wins the initiative may control the viper for that turn. 
  Use the Viper animal stats from the original Gloire
  rulebook.
  SPECIAL RULES
  Signal Beacon: The signal brazier atop the blockhouse 
  was once stocked with wood, but this has been left to 
  the elements so long that little remains but a useless 
  pulpy mass. The defenders will have to gather 
  ﬁ rewood or oil to put in the beacon, and then light 
  it. It takes a full action to load the beacon, and the 
  model must pass a Brains (BR) stat test. If this test 
  fails, the model has failed to build his ﬁ re in a way 
  that will burn easily. If he succeeds, then he may 
  light the ﬁ re.
  It takes one action to light the signal beacon. If a 
  model has a ﬁ rearm with at least one round remaining, 
  Person, or Persons...who...upon the 
  Conviction, or making due Proof of the 
  killing of all, and Every such Pyrate, 
  and Pyrates, before the Governor and 
  Council, shall be entitled to have, and 
  receive out of the publick Money, in the 
  Hands of the Treasurer of this Colony, 
  the several Rewards following; that is to 
  say, for Edward Teach, commonly call’d 
  Captain Teach, or Black-Beard, one 
  hundred Pounds...
  (From the 1718 Virginia Proclamation 
  for Rewards given for Apprehending or 
  Killing Pirates.)
  
  75
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  then the beacon may be lighted automatically with this round. If he does not, then he has to pass a BR 
  stat test to see if he can light it with tinder and ﬂ int. 
  The Blockhouse: Models in the blockhouse do not need to record their movement, and may shift to 
  any wall they like without paying a movement penalty. The blockhouse has one door. It takes 2” of 
  movement in order to reach the roof and the signal beacon. 
  There are loopholes in all four walls, which afford clear ﬁ elds of ﬁ re in all directions. A model shooting 
  from the blockhouse is protected against incoming ﬁ re. A model must spend a Hero Point in order to 
  shoot into the blockhouse through the loophole. If it does so, then the ranged attack is resolved as if 
  both models were in the open. A model on the roof counts as being in the open.
  The walls of the blockhouse are growing weak with age. A model armed with a Long Blade may hack 
  an entrance in the wall. The model must be in contact with the wall and pass a Blade (BD) stat test 
  in order to hack a hole big enough to admit his head and upper body. A second successful Blade stat 
  check will cut a hole big enough to allow a man to enter. 
  
  76
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  SPOILED SPOILS
  Moses Anderson ﬁ nished his sums and frowned gravely. He looked at Black Jack and slowly shook his 
  head. “Less than forty a share, by the weight.”
  Black Jack’s eyes narrowed. “The sum’s amiss, De Vriss. When we weighed our plunder from Havana 
  on the beach at Virgin Gorda, the shares came to near ninety a hand, and now you’ve tried to pass this 
  off on me. Where’s the rest of it?”
  De Vriss put a lace-draped hand to his chest as if he were hurt, but he was pale and sweat was 
  starting on his brow. “I know not of what you speak. It is all there, your seals still intact. Perhaps your 
  quartermaster has miscalculated,” he let the last part trail off, as accusing the quartermaster of the 
  Black Gull of miscalculation was to suggest a situation as ludicrous as it was mortally insulting.
  Black Jack snarled. “The Articles we signed were quite explicit on the matter of theft and 
  withholding.”
  The air was electric. Knives were gently slipped from their sheaths. In pockets and sleeves, hammers 
  of pistols were taken to full cock. Hands put down mugs and strayed near to the hilts of cutlasses.
  De Vriss’ big blue macaw took that moment to cry out: “The second register! The second register! 
  Chests of sand! Chests of sand!”
  It was De Vriss’ pistol which cut that animal’s life short, though you would have been hard pressed to 
  prove it in the melee that followed the macaw’s ﬁ nal pronouncement.
  THE SCENARIO
  Honor among thieves is a matter of relatives, and when deception is caught, violence is the judge 
  and jury of the matter. In this instance, pirate deptuations are disputing the account of a treasure. The 
  truth or ﬁ ction of the charges is now moot, and both sides are no longer concerned with honoring the 
  Articles as much as trying to take what they can.
  THE CHARACTERS
  Players begin with equal forces for this game. If this is being played as a one-off game, then each side 
  gets a Grade 3 pirate (Buccaneer, Pirate Queen, Privateer, or Sea Wolf), a Grade 2 ofﬁ cer (Quartermaster 
  or Rated Hand), and a Grade 2 Bosun.
  
  77
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  VICTORY CONDITIONS
  The side that can leave the board with the most Victory Points is the winner. Victory Points may be 
  earned for running off with loot or the real account book which tells where more treasure may be 
  found. In addition, players earn Victory Points equal to the Grade value of Grade 2 or 3 characters 
  they are able to render unconscious. These points reﬂ ect more personally satisfying ways of settling 
  affairs.
  THE BOARD
  This scenario takes place on a 24” by 24” board, though it could also be played on a smaller board 
  if this scenario is to take place in a tavern or in the great cabin of a ship. There are at least two exits 
  from the board. A table should be placed in the center of the board. All models begin within 2” of the 
  table.
  ENCOUNTER MARKERS
  This scenario uses nine Encounter Markers. One random Encounter Marker is placed on the central 
  table. The remaining eight are distributed evenly around the board.
  1. The Real Account Book: This book contains the actual disposition of the treasure, but the text is 
  encrypted with a weak cypher. It is worth 1 Victory Points for any model that can escape with it, but 
  if a model has the book and can pass a Brains stat test, he can quickly break the cypher and determine 
  more information. In that case, the book is worth 2 Victory Points.
  
  78
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  2. Obviously Fake Account Book: This book appears to be identical to the real account book. It is 
  obviously fraudlent. If a model can exit the board with this book, it is worth 1 Victory Point, as 
  evidence of perﬁ dity on some party’s behalf.
  3. Clever Fake Account Book: This book appears to be identical to the real account book. It is encrypted 
  with a weak cypher. This book is not worth any Victory Points if it is not decoded ﬁ rst. If a model has 
  the book and can pass a BR stat test, he can break the cypher and determine it is useless. The book is 
  worth 1 Victory Point at that point.
  4. Sack of sand: This bag contains only sand, and is obviously there to present the illusion of being full 
  of gold. It is worthless.
  5. Treasure chest: This heavy chest contains the 
  bulk of coin from the treasure horde. Two models 
  may carry it, but suffer a -1 to their Dodge, Speed, 
  Musket, and Blade stats while they do so. One 
  model may attempt to carry it, but must pass a 
  Brawn stat test each turn, and will move only half 
  his Speed. This chest is worth 2 Victory Points.
  6. Sack of jewels: This heavy sack contains rare 
  and precious jewels. Though not large or heavy, it 
  will prevent a model from using its off hand, and 
  so that model may not use two-handed weapons 
  or the Ambidextrous ability. It is worth 1 Victory 
  Point.
  7. Sack of snakes: This sack was clearly designed 
  to injure whomever opened it! The model that 
  revealed this Encounter is attacked by an angry 
  snake. The snake has BD=3 and a WS=2. If 
  the attack wounds, it counts as Poisoned. After 
  attacking, the snake slithers away.
  8. Chest of bricks: This heavy chest contains only bricks and stones. It is worthless.
  9. Sack of coins: This bag contains the prooﬁ ng-weight of coins. While not a full treasure, it is a good 
  share’s worth. Though not large or heavy, it will prevent a model from using its off hand, and so that 
  model may not use two-handed weapons or the Ambidextrous ability. It is worth 1 Victory Point.
  
  79
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  MOONCUSSERS
  There is a hierarchy among the pirates. The great and successful pirates—Morgan, L’Olonnaise, 
  Roberts—are regarded as kings. The legions of pirates who lived short lives but went out in a ﬁ t of 
  violent glory are regarded as princes. The lowest of the low, the ones scorned by even their own fellow 
  renegades, are the mooncussers and wreckers. 
  This foul practice involves hanging lanterns near reefs in such a way as to lull passing ships into a 
  false sense of comfort. The ship then wrecks on the reef, with much loss of life, and the mooncussers 
  come and steal the salvagable cargo, murdering those souls who are fortunate enough to avoid death 
  by drowning. In many ways, they are like the crabs that scavenge on the edge of the sea, save that a 
  crab’s nature is given by God, and the nature of a mooncusser is that of the Enemy himself.
  The rewards are rare and sparse, and when the law comes down—whether it be the law of the 
  Brotherhood or the King—it comes down with a fury on the mooncusser.
  THE SCENARIO
  A party of mooncussers are out, preparing to 
  lure a passing ship onto the reef. There to stop 
  them are a band of attackers, whether pirates 
  out to snuff the threat to their shipmates, or 
  government agents to arrest the notorious gang. 
  The attackers must warn off the ship before it 
  crashes on the reef, but even now her dim bulk 
  may be seen sailing closer and closer to the 
  reef! 
  THE CHARACTERS
  Players begin with an equal number of Total 
  Grades for this game. However, the mooncusser 
  side is limited in the number of higher-grade 
  characters they can take. See the “Like Rats 
  Rather Than Men” section of the Special Rules 
  for rules for creating a mooncusser band.
  VICTORY CONDITIONS
  The mooncussers win if they are able to keep the attackers from warning off the ship before it hits the 
  reef. Every turn the ship will advance towards the reef. The attackers can warn off the ship by lighting 
  the bonﬁ re or cutting down the mooncusser lanterns.
  
  80
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  THE BOARD
  The scenario takes place on a 24” x 24” board. The attackers begin the game at one edge of the board. 
  The mooncussers set up along the middle third of the board. Encounter markers are placed randomly 
  and evenly around the two-thirds of the board farthest from the attackers. The far edge of the board 
  may be a beach.
  ENCOUNTER MARKERS
  This scenario uses six Encounter Markers. 
  1. Lanterns: You ﬁ nd a pole with the mooncussers’ lanterns hanging in such a way as to present the 
  appearance of another vessel’s light. A model may cut down the pole with a Long Blade on a successful 
  Blade (BD) stat test, or may attempt to heave it down on a successful Brawn (BW) stat test.
  2. Mooncusser supplies: You ﬁ nd the mooncussers’ tools under a dirty tarpaulin. If this game is played 
  as part of a campaign, you may choose an additional 3 Reputation Experience Points worth of tools for 
  the start of the next game. Otherwise, this Encounter has no effect.
  3. Mule: You ﬁ nd one of the mooncussers’ mules. It regards you with disinterest. This encounter has 
  no effect.
  
  81
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  4. Signal rocket: You ﬁ nd a signal rocket. By passing 
  a successful Brains (BR) stat test, you manage to 
  launch the rocket. Roll the d10 and subtract this 
  number from the “Ship’s Progress” result, as the 
  captain warns off out of caution.
  5. Horrible Sight: You ﬁ nd the spoiling remains of a 
  murdered sailor. This model must make an immediate 
  Guts stat test or Panic.
  6. Bonﬁ re: You ﬁ nd the bonﬁ re which will be lighted 
  after the ship hits the reef. It takes one action to light 
  the signal beacon. If a model has a ﬁ rearm with at 
  least one round remaining, then he may automatically 
  lights the bonﬁ re with this round. If he does not, then 
  he has to pass a BR stat test to see if he can light it 
  with tinder and ﬂ int. 
  SPECIAL RULES
  The Ship’s Progress: At the start of every turn after 
  the ﬁ rst, roll a d10 and record the result. On the next 
  turn, roll the d10 again and add the result to the 
  previous result. If the resulting sum ever equals or 
  exceeds 15, then the ship has reached the reef. If the 
  ship has not been warned off, it hits the reef and the 
  mooncussers win.
  Like Rats Rather Than Men: The mooncussers may 
  only take one Grade 3 character and one Grade 2 for 
  their band, and must ﬁ ll out the rest with Grade 1 
  models, to reﬂ ect their low character.
  ...So that you might have been indicted, 
  and convicted of eleven more Acts of 
  Pyracy, since you took the Beneﬁ t of 
  the King’s Act of Grace, and pretended 
  to leave that wicked Course of Life. Not 
  to mention the many Acts of Pyracy you 
  committed before; for which if your 
  Pardon from Man was never so authentick, 
  yet you must expect to answer for them 
  before God. 
  ...You being a Gentleman that have had 
  the Advantage of a liberal Education, 
  and being generally esteemed a Man 
  of Letters, I believe it will be needless 
  for me to explain to you the Nature of 
  Repentance...
  ...with respect to the Salvation of your 
  Soul, I must now do my Ofﬁ ce as a 
  Judge.
  The Sentence that the Law hath appointed 
  to pass upon you for your Offences, and 
  which this Court doth therefore award, is, 
  That you, the said Stede Bonnet, shall go 
  from hence to the Place from whence you 
  came, and from thence to the Place of 
  Execution, where you shall be hanged by 
  the Neck till you are dead. And the God 
  of inﬁ nite Mercy be merciful to your Soul. 
  (From the Lord Chief Justice’s Speech 
  upon sentencing Major Stede Bonnet)
  
  82
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Name: 
  Black Jack Richardson                           
   
    Class: 
  Buccaneer 
           (Grade 3)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=4
  4
  BR=4
  BR=3
  Unconscious
  Torso (2-4)
  Brawn=4
  Guts=6
  4
  BW=4
  GT=6
  BW=3
  GT=5
  BW=2
  GT=4
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=5
  BD=5
  MK=5
  BD=4
  MK=4
  BD=4
  MK=3
  BD=3
  MK=2
  BD=2
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=3
  SP=4
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Long Blade
  1”
  +1
  BW+1
  --
  --
  --
  ---
  --
  --
  --
  --
  --
  Pistol
  0
  -2
  4
  6”
  +1
  3
  12”
  0
  2
  --
  --
  --
  Skills: 
  Brace of Pistols, Fencing +1, Sharpshooter +1, Voice of Command, Navigation, Parley, Helmsman  
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon: Pistol 
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount Dead
  SAMPLE CHARACTERS FOR 
  UNDER THE BLACK FLAG
  On the next several pages are pre-generated characters using the archetypes 
  from Under the Black Flag. The characters comprise a Pirate group and 
  a Naval group. They total 8 Grade levels and can be used to help get you 
  started right away. If a character has a bonus to a stat, that bonus has been 
  factored into the character sheet. For example: Black Jack Richardson has 
  Fencing +1. If you look at his Base and Wound Level, you will see that the 
  +1 has already been added in for you.
  
  83
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Name: 
  Moses Anderson 
                             
   
   
    Class: 
  Quartermaster 
           (Grade 2)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=5
  4
  BR=5
  BR=4
  Unconscious
  Torso (2-4)
  Brawn=2
  Guts=6
  4
  BW=2
  GT=6
  BW=1
  GT=5
  BW=1
  GT=4
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=2
  4
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=4
  4
  DG=4
  SP=4
  DG=3
  SP=3
  DG=2
  SP=2
  DG=2
  SP=1
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Blunderbuss
  2”
  +4
  6
  4”
  -2
  3
  8”
  -3
  2
  --
  --
  --
  Skills: 
  Quick +1, Deception, Language, Medical Knowledge, Hide  
   
   
   
   
   
  Commonly carried items: Spyglass, Raucous Macaw 
   
   
   
   
   
  Weapon: Blunderbuss            Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                   Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  Name: 
  Steven Dundalk 
                             
   
   
    Class: 
  Shore Party 
           (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level (1)
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=3
  BD=2
  MK=2
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Musket
  --
  --
  --
  8”
  +1
  6
  16”
  0
  5
  24”
  -2
  3
  Short Blade
  0”
  +1
  BW+1
  BW+2
  0
  BW+1
  --
  --
  --
  --
  --
  --
  Skills: 
  Sharpshooter +1 
   
   
   
   
   
   
   
   
   
  Weapon: Musket                 Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (1) (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  
  84
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Name: 
  Codﬁ sh Costello 
                             
   
   
    Class: 
  Shore Party 
           (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level (1)
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=6
  DG=1
  SP=4
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Long Blade
  1”
  +1
  BW+1
  --
  --
  --
  ---
  --
  --
  --
  --
  --
  Pistol
  0
  -2
  4
  6”
  +1
  3
  12”
  0
  2
  --
  --
  --
  Skills: 
  Sprint +1  
   
   
   
   
   
   
   
   
   
  Weapon: Pistol 
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (1) (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  Name: 
  Joseph O’Guire 
                             
   
   
    Class: 
  Shore Party 
           (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level (1)
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Long Blade
  1”
  +1
  BW+1
  --
  --
  --
  ---
  --
  --
  --
  --
  --
  Pistol
  0
  -2
  4
  6”
  +1
  3
  12”
  0
  2
  --
  --
  --
  Skills: 
  Swimming 
   
   
   
   
   
   
   
   
   
  Weapon: Pistol 
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (1) (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  
  85
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Name: 
  Captain Roger Wilberforce Clive            
   
    Class: 
  Naval Ofﬁ cer 
           (Grade 3)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=8
  4
  BW=3
  GT=8
  BW=2
  GT=7
  BW=1
  GT=6
  BW=1
  GT=6
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=4
  4
  MK=4
  BD=6
  MK=3
  BD=5
  MK=3
  BD=5
  MK=2
  BD=4
  MK=1
  BD=3
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=4
  Speed=4
  4
  DG=4
  SP=4
  DG=4
  SP=3
  DG=3
  SP=3
  DG=2
  SP=2
  DG=1
  SP=1
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Long Blade
  1”
  +1
  BW+1
  --
  --
  --
  ---
  --
  --
  --
  --
  --
  Pistol w/+1TH
  0
  -2
  4
  6”
  +1
  3
  12”
  0
  2
  --
  --
  --
  Skills: 
  Fencing +2, Tactics +2, Voice of Command, Disciplinarian, Helmsman 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon: Pistol 
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount Dead
  Name: 
  Lieutenant Ulysses Buxbridge                
   
    Class: 
  Junior Ofﬁ cer 
           (Grade 2)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=3
  Blade=4
  4
  MK=3
  BD=5
  MK=2
  BD=4
  MK=2
  BD=3
  MK=1
  BD=2
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Long Blade w/+1TH
  1”
  +1
  BW+1
  --
  --
  --
  ---
  --
  --
  --
  --
  --
  Skills: 
  Fencing +1,, Artillerist, Language, Mechanic, Fearless 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                   Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  
  86
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  Swashbuckling Adventure in the Age of Kings
  shbu
  Sw
  Name: 
  Squinty Jones 
                             
   
   
    Class: 
  Foretopman 
           (Grade 1)
  Location (Die Roll)
  Base
  DR
  Wound Level (1)
  Head (1)
  Brain=2
  4
  BR=2
  Killed
  Torso (2-4)
  Brawn=3
  Guts=4
  4
  BW=3
  GT=4
  Killed
  Arms (5-7)
  Musket=2
  Blade=2
  4
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=1
  SP=3
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Short Blade
  0”
  +1
  BW+1
  BW+2
  0
  BW+1
  --
  --
  --
  --
  --
  --
  Skills: 
  Nimble, Observant  
   
   
   
   
   
   
   
   
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                  Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (1) (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  Swashbuckling Adventure in the Age of Kings
  shbu
  g
  Name: 
  Sergeant Thomas Spoons                        
   
    Class: 
  Marine Sergeant 
           (Grade 2)
  Location (Die Roll)
  Base
  DR
  Wound Level
  Head (1)
  Brain=3
  4
  BR=3
  BR=2
  Unconscious
  Torso (2-4)
  Brawn=3
  Guts=6
  4
  BW=3
  GT=6
  BW=2
  GT=5
  BW=1
  GT=5
  Unconscious
  Arms (5-7)
  Musket=4
  Blade=3
  4
  MK=4
  BD=3
  MK=3
  BD=2
  MK=2
  BD=2
  MK=1
  BD=1
  No attacks
  Cannot carry
  Legs (8-10)
  Dodge=3
  Speed=5
  4
  DG=3
  SP=5
  DG=2
  SP=4
  DG=2
  SP=1
  DG=1
  SP=1
  Crawl Only
  Weapon
   
  Close Combat 
  Short 
  Medium
  Long
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Range
  TH
  WS
  Fist
  0”
  0
  BW
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Musket
  --
  --
  --
  8”
  +1
  6
  16”
  0
  5
  24”
  -2
  3
  Long Blade
  1”
  +1
  BW+1
  --
  --
  --
  --
  --
  --
  --
  --
  --
  Skills: 
  Musket Drill, Tactics +1, Undying Loyalty 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapon: Musket                 Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Weapon:  
                   Ammo: ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑    ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑ ❑
  Mount (50%)
  Dodge=
  Speed=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  DG=
  SP=
  Mount 
  Dead
  
  87
  Under the Black Flag: Swashbuckling Adventure on the High Seas
  1493 – Treaty of Tordesillas grants Spain extensive territories in the Caribbean.
  1584 – Anglo-Spanish war marks start of major privateering in the Caribbean.
  1595 – Drake dies after failing to capture San Juan.
  1618 – Spain begins transferring some military units back to Europe, weakening its colonies.
  1622 – The Nuestra Señora de Atocha sinks in a hurricane near the Dry Tortugas.
  1648 – Treaty of Westphalia ends Thirty Years War. The Dutch, French, and English start more 
  extensive settlements in the Caribbean.
  1655 – England takes Jamaica. The capital of Port Royale becomes a buccaneer haven.
  1665 – Charles II becomes King of Spain. 
  1667 – L’Ollonais sacks Maracaibo and Gibraltar
  1671 – Morgan sacks Panama after crossing through the Chagres River swamps.
  1685 – The last great buccaneer raid against Panama ends unsuccessfully.
  1686 – Peter Blood and a band of enslaved rebels capture the Cincos Llagos and rename her the 
  Arabella.
  1694 – Henry Avery captures the daughter of the Mughal of India.
  1698 - “An Act for the more effectuall Suppressions of Piracy” is passed by Parliament.
  1701 – William Kidd hanged for piracy, leaving no record of the location of his buried treasure.
  1715 – Spanish forces attack the logwood settlement at Campeche, which had served as a pirate 
  base.
  1717 – Privateer Woodes Rogers becomes Royal Governor of the Bahamas, and offers the King’s 
  Pardon to buccaneers.
  1718 – Blackbeard blockades Charleston for medical supplies.
  1720 – Golden Age of Caribbean Piracy comes to an end after the War of Spanish Succession. 
  1722 – Bartholemew Roberts killed in battle with the Royal Navy off the coast of West Africa. 
  1724 – The enigmatic Captain Charles Johnson publishes A General History of the Robberies and 
  Murders of the most notorious Pyrates.
  1750 – The crew of the Hispaniola visit Flint’s Island.
  TIMELINE
  
  Swashbuckling Adventure in the Age of Kings
  Be sure to check out our full line of games 
  and supplements as well as our growing line 
  of miniatures for the pulp era!
  www.rattrap-productions.com
  www.pulp-heroes.com
  www.45adventure.com
  .45 Adventure: 
  Crimeﬁ ghting Action in 
  the Pulp Era
  Dragon Bones: 
  Adventures in the Gobi 
  Desert
  Amazing War Stories: 
  Pulp Action in WWII
  The Gargoyle: 
  Death Soldiers of the 
  Jade Hood
  Super Science Tales: 
  Terror of the Metal 
  Menace
  COMING IN JULY 2007
  Gloire: Swashbuckling 
  Adventure in the Age 
  of Kings
  Under the Black Flag: 
  Swashbuckling Adventure 
  on the High Seas
  Fantastic Worlds:
  Pulp Action in the Far 
  Reaches of Space
  COMING IN 
  NOVEMBER 2007
  
  Swashbuckling Adventure in the Age of Kings
  A Supplement for
  A Supplement for
  $18.00 US
  EAN: 978-0-9789241-2-6
  
SOURCE: textdata/thevault/Gloire/Gloire Under the Black Flag.pdf