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Port Royal Faction Overview: Jamaican Pirates

This article is a general discussion of the Jamaican Pirates faction in Port Royal. Content will cover their stats, strengths, easily built archetypes, and an example of an initial Company you can use for a campaign build.

Faction Overview

Pirates Faction Logo (white)

Jamaica became the “Richest and wickedest city on Earth” thanks to these men. Until recently, they would have operated as privateers with legal commissions to harass Spanish shipping and towns. The immense riches they looted from the Spanish poured into Port Royal, enriching the city while simultaneously keeping it safe. Unfortunately for these buccaneers, they were too successful. The Spanish relented their stubbornness and gave trade opportunities to the English Crown, turning the Jamaican privateers into Jamaican pirates when they refused to give up their plundering. Many left for the French ports of Hispaniola where to ply their trade legitimately remained. Others, simply carried on in their piracies or set off to cut logwood. In the wake, and even in the midst of the great earthquake, they have found an opportunity to enrich themselves from Port Royal once again.

Strengths and Archetypal Role of the Jamaican Pirates

  • Flexible faction with characters decent at melee or ranged combat
  • Wants to leverage faction rule, Intimidation, to apply Fatigue-based pressure and prevent their opponent from bouncing back.
  • Heavily armed with each officer getting a free weapon, the pirates can dish out impressive firepower from campaign start.

Faction Abilities of the Jamaican Pirates

IntimidationOnce per game, after rolling for initiative but before starting the Activation Phase, the player controlling this Company may spend 2 Fortune Points to give all Characters in this Company the Terror Special Rule for the remainder of the current turn only.

Intimidation allows you as the Pirate player to apply more pressure when you’ve started to turn the screw on your opponent. Here, the best time to use this powerful ability is when you’ve piled on fatigue across your opponent’s force and they need to Rally. When building a Crew, heavily consider weapons that will hit multiple targets, such as Grenades or the Blunderbuss, so that you can dish out fatigue across multiple targets.

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost.

Much like the pirates of reality and within Blood & Plunder, the pirates of Port Royal are extremely well-armed (some would say to their missing teeth!). This is represented by each officer adding a single weapon at no cost. When creating a company, I would debate taking more officers than in other factions in order to take advantage of this special rule, but be mindful of your starting Infamy, lest you give your opponent a handicap from the start.

Company Options

French Buccaneers Faction of miniatures in front of a ship that has run aground and some ruined houses

Jamaican Pirates Company Options

The following options represent the company’s ranking members.

The Captain

Pieces
6
Exp:
5
Fight:
6/6
Shoot:
6/6
Resolve:
5
Command, Fate(1),

The leader of your crew, The Captain is about as baseline as they come and for a hefty price. With an Experience of 5, Fight/Shoot Skill sets of 6, and a Resolve value of 5, the captain isn’t particularly good at anything – but he isn’t bad at anything either — fitting in your Crew as a rather flexible Character that fits with the general theme of the Pirates – a mix of melee and shooting.

Quartermaster (1)

Pieces
4
Exp:
5
Fight:
6/6
Shoot:
6/7
Resolve:
5
Brawler

Out of the Officer options available, the Quartermaster is an easy pickup for any Pirate crew. For 4 Pieces you get a Character who is Offensively well-balanced and with the Brawler keyword making him more likely to crit while in melee combat. Naturally, you will want to get your Quartermaster up into combat, but don’t be afraid to shoot a Pistol on your way in. With the Well-Armed Special rule, it is easy to load this Character up with two melee weapons for the dual wield bonus and a pistol. In games that I have played, I separate my Captain and Quartermaster with my Crew split for some extra flavor – what if my Quartermaster betrays my Captain?!

Boatswain (2)

Pieces
3
Exp:
5
Fight:
6/7
Shoot:
6/7
Resolve:
6
Marksmen

Typically in charge of training and whipping the Crew into shape, I am surprised the Boatswain picked up the keyword, Marksmen. However, this does offer a counter pick of an officer to the Quartermaster. Rather than favor melee combat, the Boatswain provides the option to lean into ranged combat, spending two actions to shoot with a base value of 5, rather than 6 – the best shooter the Pirates can muster outside of their veteran unit, the Old Buccaneer. However, with a free weapon and faster advancement rate, the Boatswain is a more palatable Character to recruit. Lastly, it should be noted that Marksmen does not limit you to muskets, as you could apply your Marksman bonus to a Blunderbuss (and pickup that Accurate keyword for another -1 and a base shoot of 4), for instance.

Cabin Boy (2) and Landsman

Pieces
2
Exp:
6
Fight:
7/7
Shoot:
7/7
Resolve:
5
None

The Pirate Cabin Boy and Landsman have the exact same poor quality stateline – in fact, they are the exact same character, essentially. Given this, the Cabin Boy is always the better pick for the faster advancement rate, unless you need to buff your crew numbers because you already have too many Officers. In this case, however, both the Freebooter and Seadog are only 1 more piece of eight and bring much more to the table.

Freebooters and Sea Dogs

Pieces
3
Exp:
5
Fight:
6/6
Shoot:
7/7
Resolve
5
Marksman
or
Brawler

The Freebooters and Sea Dogs of the Jamaican pirates are you two main core units. The choice between them, however, is made easier by the fact that they have the same stat line for the same affordable cost – 3 pieces. Where they differ, however, is in what keyword they begin with – either Marksman for the Freebooter or Brawler for the Sea Dog. Which keyword you lean into depends on your Crew construction. The Pirates aren’t winning any shooting awards at a base shoot of 7, but with Marksman and the Accurate trait on a Blunderbuss, you can get down to a base of 5. If you plan on getting into melee, Brawler is a much stronger keyword, allowing for a doubled chance to critically hit, which can turn the tide of battle instantly. For most Crews, I’d recommend at least 1 of each, so that you can begin earning Experience for both Crew groups from Campaign start.

Old Buccaneer (3)

Pieces
5
Exp:
4
Fight:
6/6
Shoot:
6/7
Resolve:
5
Marksman,
Brawler

The Old Buccaneer is the Veteran Pirate character. For 5 pieces you (2 more than the Freebooter or the Sea Dog) you boast an Experience of 4, an improved Shoot skill of 6 and bring both Keywords (Marksman and Brawler) to the table. While the Old Buccaneer is expensive, it is your most versatile unit: possessing strength in both melee and ranged combat with the ability to weave in and out of both. I would highly recommend an Old Buccaneer in most Pirate Crews, certainly heavily equipped with weapons that speak to their versatility. Lastly, I would be remiss not to mention the Marksman and Blunder-accurate combo would get you to a sweet base Shoot skill of 4.

Example Crew Member Names

Naming character models adds a personal touch, making your crew more immersive and memorable. Here are some traditionally pirate names you can use to draw inspiration. While pirates were formed from many nations, we have taken a flair of the creative here. Creative nicknames like are good for helping keep the function of your models in perspective, such as “Henri the Hammer” for a Melee expert. Names that reflect each character’s skills or personality, add depth to your campaign’s storytelling.

Example 30 Pieces of Eight Starter Build

Company Name: “James Dhook’s Dirty Pirates”

By Christian Busch.

Download or copy this force.

ItemPieces
OFFICERS
Captain
Blunderbuss
Rapier
6
Free
1
2x Boatswains
Musket each
Dagger each
6
Free
Free
Cabin Boy
Blunderbuss
Dagger
2
Free
Free
CREW
3x Sea Dogs
1 Sword each
9
3
Landsman
Blunderbuss
Dagger
2
1
Free

Play Style Recommendations for the “James Dhook’s Dirty Pirates” Starter Company

From Community Member, Christian Busch:

Really going for max officers to get those free weapons. With 8 bodies to throw around, James Dhook and his pirate crew will look to keep the pressure on the opponent, getting in close with his Sea Dogs, Cabin Boy, and Landsman to harass the enemy. The Cabin Boy and Landsman are a bit of a sleeper here with their blunderbusses that hit like they are Boatswains and get blast to hopefully catch the enemy unawares. The real Boatswains are there to pick off stray enemies trying to flee the party while Captain Hook will look to get in close and pick off the weak, being apt in both melee and close ranged. The list is probably the highest I’ve seen, Infamy-wise, so you will want to rush in and be aggressive to overcome the plunder token placement advantage your opponent will have. Finally, after your initial rush, hopefully you’ve stacked up a bunch of fatigue on your enemies and you can blow you Terror faction ability just when your enemy needs to Rally and get back in the fight the most.

The names were Kane from JM Barrie’s pirates in Peter Pan.

Jamaican Pirates Campaign Sheets

Standard Sheets
📥 Letter Size | 📥 A4 Size

Print Friendly Version
📥 Letter Size | 📥 A4 Size

Port Royal Factions - record sheets collage

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