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Pirate BORG Rules Reference

1. This document lists various melee and ranged weapons used in naval combat, including their damage dice and other stats. 2. It also outlines rules for ship movement and crew actions on ships each turn, such as firing broadsides, raising sails, and repairing damage. 3. Initiative is determined by rolling d6 + a ship's agility for each vessel. Combat involves rolling attack and defense against target difficulty ratings, with critical hits and fumbles having additional effects.

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0% found this document useful (1 vote)
2K views1 page

Pirate BORG Rules Reference

1. This document lists various melee and ranged weapons used in naval combat, including their damage dice and other stats. 2. It also outlines rules for ship movement and crew actions on ships each turn, such as firing broadsides, raising sails, and repairing damage. 3. Initiative is determined by rolling d6 + a ship's agility for each vessel. Combat involves rolling attack and defense against target difficulty ratings, with critical hits and fumbles having additional effects.

Uploaded by

netobvious
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MELEE WEAPONS

anchor d10 60s 2 handed


NAVAL COMBAT ABILITIES & TESTS VIOLENCE
bayonet d4 15s MOVEMENT STRENGTH Melee, lift, grapple, Come About
belaying pin d4 10s INITIATIVE (D6)
AGILITY Defend, balance, swim, flee, Full Sail
boarding axe d6 20s • Move at least 1 hex, up to speed in hexes.
boarding pike d10 60s 2 handed PRESENCE Smarts, perceive, charm, shoot, Repair 1-3 Enemies go first
• Rotate 60° (1 hex face) x2 anywhere along move. 4-6 PCs go first
broadsword d8 35s TOUGHNESS Resist poison & rum, hold breath, fall
broken bottle d2 - Limit 1rotation per hex. Individual: d6 + Agility
cat o' nine tails d4 15s
SPIRIT Willpower, Use Ancient Relics, Arcane Rituals
chain d6 25s INITIATIVE
cudgel d4 10s TESTS DIFFICULTY RATING (DR) MELEE DR12 STRENGTH
cutlass d6 25s All ships roll d6+Ship Agility every turn. PCs win ties. RANGED DR12 PRESENCE
fine rapier d8 50s Roll d20 ± ability ≥ than 6 easy, even for a landlubber
grappling hook d6 35s DEFENSE DR12 AGILITY
harpoon d8 35s EACH TURN DR to succeed. 12 normal
hatchet d6 20s Creatures: always roll raw 18 nigh impossible Players roll for Attack and Defense
heavy club d6 20s 0 Check point of sail if using Wind Rules (pg. 78). d20 against the DR.
hook d4 8s in combat: enemies don't roll.
1 Captain moves ship. Standard difficulty is DR12.
knife/dagger d4 10s
machete d6 25s 2 Non-captain PCs choose 1 crew action each. ENCUMBRANCE REST
marlinspike d4 10s 3 Ships that didn't take 2 crew actions take up to 2. You can carry 8 + Strength Short Recover d4 HP
officer’s cutlass d8 50s CRIT (NATURAL 20)
rapier d6 30s normal sized items. After Long Recover d8 HP
scimitar d6 25s CREW ACTIONS (DR12) Attack x2 damage, then
that, Strength or Agility tests Infection No healing from
smallsword d4 20s 1 per PC or 2 per ship. (PC ability in Parentheses). reduce armor one tier.
tomahawk d6 20s are DR + 2. rest, take d6 damage/day.
FIRE BROADSIDES* Skill (+ Presence) Defense PC gets free attack.
unarmed/insults d2 - Max: (8 + Strength) x2 No Food/Drink Restore 0
whale bone d4 - *must be in arc of fire. HP. After 2 days: lose d4 HP.
wood plank d4 -
FIRE SMALL ARMS Crew Skill (+ Presence)
FUMBLE (NATURAL 1)
ANCIENT RELICS & ARCANE RITUALS
FULL SAIL Agility (+ Agility) Attack Weapon breaks, is lost,
RANGED WEAPONS COME ABOUT Agility (+ Strength) USING ANCIENT RELICS: or misfires.
blowpipe – 30s See darts REPAIR Crew Skill (+Presence) After using, Test Spirit DR12. Defense PC takes x2 damage,
blunderbuss d4(d10) 65s Reload 2, d10 Recover d6 HP (50% max) or Fail: Stunned 1 round, and can't use again it until dawn. then reduces armor
within 10' Fumble: Relic is destroyed or depleted!
buccaneer musket 2d8 100s Reload 2 fix misfired cannons. by1 tier.
flintlock pistol 2d4 50s Reload 2 DROP ANCHOR Reduce ship speed to 0.
harpoon gun d8 60s Strength DR12 WEIGH ANCHOR Ship is no longer anchored. USING ARCANE RITUALS: MISFIRE (D6)
or pulled Can use d4 + Spirit times a day.
musket 2d6 80s Reload 2 BOARDING PARTY Switch to close combat. Fumble a black powder attack:
throwing axes d6 20s RAM All ships involved roll ram Test Spirit DR12 before using.
1-2 Backfire Take d2 damage.
throwing knives d4 8s damage + hexes traveled. Fail: Roll on the Mystical Mishap table (pg. 66).
3-4 Broken Weapon is broken.
SOMETHING ELSE Ritual, Relic, abandon ship... Fumble: Roll twice and take the lower result.
AMMO 5-6 Both
CRIT (NAT 20) FUMBLE (NAT 1) DEVIL'S LUCK
20 rounds of shot - 10s ARMOR
10 berserk darts d4+ 20s x2 dmg, then hull reduced Broadsides or small arms USE 1 POINT TO:
Toughness DR12 or attack closest creature for d4 rounds Roll when taking damage to reduce
one tier. misfire. Must repair. d Deal max dmg. with 1 attack d Lower dmg dealt to you
10 poison darts d4+ 20s your loss. Armor doesn't work against
Toughness DR12 or d6 damage d Reroll any die roll by d6
black powder weapons!
10 sleep darts d4+ 20s SINKING d Lower one test's DR by 4 d Neutralize a Crit or Fumble
Toughness DR12 or sleep d6 rounds IF DEPLETED: LIGHT. (tier 1) -d2
DERELICT (ZERO HP OR LESS) After resting at least six hours, roll class’s designated die (d2 for MEDIUM. (tier 2) -d4, +2 DR
BOMBS Can't move or take crew actions while in combat. Landlubbers) and regain that much Luck. Agility tests, Defense +2 DR
DAMAGE A DERELICT: Roll a d8. HEAVY. (tier 3) -d6, +4 DR
Test Agility DR12 to hit an area. Hit: Creatures within 5'
of the area test Agility DR12 or take damage. 1-2 No effect. BROKEN (0 HP) D4: Agility tests, Defense +2 DR
Fumble: hit self and/or d4 allies instead. Crit: x2 dmg. 3 Sinks in d2 rounds. METAL LINED HAT. -1 damage
4 Sinks next round. 1 Instant death.
smoke bomb - 10s Blind for d4 rounds 2 Hemorrhage: Death in d2 hours unless treated. All tests are DR16 the MORION. -1 damage or
improv. grenade d10 20s 5 Sinks now. you can choose to ignore all
clay grenade 2d8 30s first hour. DR18 the last hour.
6 Minor explosion. All aboard test Agility DR12 3 Brain injury: You awake in 1 hour with a -3 to Presence for d8 days. damage from one attack but the
iron grenade 3d6 40s
fire pot d6 15s d6/turn: 1-2 spreads, or take d6 damage. 4 Roll a d6: 1-5 = Broken or severed limb. 6 = Lost eye. Can’t act for d4 helmet is destroyed.
6 fire goes out. 7 Major Explosion. Ship sinks, all aboard take d8 dmg. rounds then become active with d4 HP.
stink ball 2d4 20s Toughness DR12 or 8 Magazine Explosion. Instant death to all aboard. 5 Unconscious for d4 rounds, awaken with 1 HP and 0 Devil's Luck.
poisoned NEGATIVE HP: DEAD
6 Unconscious for d2 rounds, awaken with d4 HP and d2 Devil's Luck.

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