Table of Contents Deployment...... 1 Ending the Game & Results...... 1 Turn Structure...... 1 Phase...... 2 Activation Phase...... 3 Actions...... 3 Turning...... 4 Adjusting Sail...... 4 Different Types of Ship...... 5 Crew...... 6 Running Aground...... 6 Sailing off the Table...... 6 Gunnery...... 7 Attacks...... 8 Inflicting Damage...... 9 Damage Table...... 9 Damage Markers...... 10 Reloading...... 11 Raking Fire...... 11 Fire!...... 12 Grappling...... 13 Boarding Actions...... 14 Anti-Personnel Fire...... 15 Morale...... 16 Ramming and Collisions...... 17 The – 1571...... 18 Christian – Lepanto (1571)...... 18 Ottoman Ships – Lepanto (1571)...... 18 The – 1588...... 19 English Ships – Spanish Armada Period (1588)...... 19 Spanish Ships – Spanish Armada Period (1588)...... 20 The Anglo-Dutch Wars – 1652 - 1674...... 21 English Ships – First Anglo-Dutch War (1652 – 1654)...... 21 Dutch Ships – First Anglo-Dutch War (1652 - 1654)...... 22 Deployment Both players roll a D6. The winner can choose to either place the wind marker and deploy first, or give this opportunity to the other player. The first player to deploy can do so within 12” of any one table edge. To place the wind marker, nominate one table edge to be the direction the wind is coming from. Place the Wind Marker on that table edge, pointing away from the edge. Once one player has placed the wind marker and deployed within 12” of any one table edge, the other player can place their ships anywhere on the table, but not within 24” of an enemy ship.

Ending the Game & Results The game will last for 10 turns, after which a D6 will be rolled to determine if the game continues: End of Turn 10 11 12 13 14+ Game will continue on a 2+ 3+ 4+ 5+ 6

End of Game Results At the end of the game, add up the score listed below for each of the damage conditions you have inflicted on the enemy fleet. Multiply the score by the Structure Rating of the ship on which they were inflicted. The total is how many “Victory Points” you have earned. Damage Heavy Bloodbath Dead in Surrendered Sunk Captured Condition Casualties the Water Score 1 2 1 2 3 4

Example: Your fleet causes 1 enemy ship to have Heavy Casualties, and another to be Surrendered. The enemy ship with the Heavy Casualties is a Structure Rating 3 ship, making it worth Victory Points 3. The ship that Surrendered is a Structure Rating 4 ship, making it worth 8 Victory Points. Your total will be 11 Victory Points.

Turn Structure Each turn is structured in the following way: 1. Sailing Phase 2. Activation Phase 3. Boarding Phase 4. Sinking & Anti-Personnel Fire Phase Sailing Phase: All ships move directly forwards based on their direction relative to the wind. Activation Phase: Roll for activation, then players alternate activating ships one-by-one. Resolve Fires as ships on Fire activate. Roll any Morale Checks after a ship takes Crew Casualties from a Salvo. Boarding Phase: Grappling, then Boarding Actions are conducted in that order. Grappling is considered to happen simultaneously, and so are Boarding Actions. These are covered in more detail on page 10. Sinking & Anti-Personnel Fire Phase: Roll for any Sinking ships to see if they are removed, then conduct any Anti-Personnel Fire. Sinking is covered on page 8, and Anti-Personnel fire on page 9. After all 4 phases have finished a new turn begins, starting again from the Sailing Phase.

1 Sailing Phase In this phase all ships must move directly forward, depending on their position in relation to the wind direction. This forward move is known as a “Sailing Move” Order of Sail: The fleet with the highest Crew Rating will make all their Sailing Moves moves first, followed by the fleet with the lower Crew Rating. If both fleets have the same Crew Rating, roll a D6 each turn to determine which fleet will make their Sailing Moves first. You can freely choose the order that the ships in your fleet make their Sailing Moves, and you may need to plan this carefully to avoid collisions. Determining a Ship's direction in Relation to the Wind: Use the Sailing & Turn Aide provided at the end of these rules to determine a ship's direction in relation to the wind: Line the Sailing & Turn Aide up with the table edge where the wind is coming from, and hold it above the ship you want to move. Make sure the ship is directly in the center of the Sailing & Turn Aide, then draw an imaginary line from the bow of the ship directly forwards. Where this line intersects the Sailing & Turn Aide will show you what direction the ship is facing in relation to the wind. It will also show you how fast the ship will move. Sailing Speeds Ships use their Movement Rating as a basis for their Sailing Move, which may be altered depending on which way the ship is facing in relation to the wind. Note that Unweatherly ships must use the Unweatherly Sailing & Turn Aide, which gives them a much poorer ability to sail towards the wind. Rounding Numbers: Always round speeds down to the nearest inch, to a minimum of 1” of forward movement. Two examples of the Wind & Turn Aide in use:

This ship will move at half speed. This ship will move at ¾ speed

Reaching: This is the best position in relation to the wind. The ship is angled away from the wind, allowing all the sails can catch the wind and provide forward thrust. • Ships Reaching move their regular Standard movement value Running: This is the second best position in relation to the wind. The Ship is facing directly away from the wind, but the rear-most sails block the wind to the front sails. • Ships Running move ¾ of their movement value Close-Hauled: This is also known as “Beating towards the Wind” and provides very little forward thrust. • Ships Close-Hauled will move ½ their movement value

2 In Irons: This is the worst position in relation to the wind, the wind is pushing against the direction you are trying to travel. Ships generally avoid sailing in this direction, and usually only do so as part of Tacking, which is sailing Close-Hauled, then turning into the wind and sailing Close-Hauled in the opposite direction. This allows ships to sail upwind, albeit very slowly. Usually ship only spend a short amount of time In Irons. • Ships In Irons will move ¼ of their movement value, and must place an In Irons marker. If a ship starts and ends the Activation Phase In Irons, it must make a crew check. If this crew check is failed, the ship must roll a D6: 1-4..... Taken aback: Ship moves 2” directly away from the wind 5-6..... Sail damage: Ship suffers 1 Sail Damage. If a ship doesn't end the Activation Phase In Irons, it can remove the In Irons marker.

Activation Phase Each turn, at the start of the Activation Phase, both players make a number of Crew Checks equal to the number of ships they have on the table. Ships that have surrendered, are stricken, or sinking are not counted for this purpose. Each successful Crew Check gives you one Activation Point, which allows you to activate any single ship during the current Activation Phase. You can keep track of how many Activation Points you have on a dice on the side of the table, or by using some tokens. Activation Points are an abstract pool, and not tied to the ship that generated them. When it is your turn to activate you can choose any single ship to activate, although no ship can activate more than once per Activation Phase. After activating a ship, remove one of your Activation Points. Full Activation & Sail Actions When activating a ship, it can make two actions as described under Ship Actions below. Ships that aren't able to fully activate in this way can still make a single Sail Action each Activation Phase, which could be making a turn, or adjusting sail. This allows ships to navigate the table even if they cannot fully activate. Order of Activation The player whose fleet has the highest Crew Rating will activate first, after which the next player will activate. If both fleets have the same Crew Rating, roll off each turn to determine who goes first. If one player runs out of Activation Points, they can only conduct Sail Actions for the rest of the Activation Phase. Players take turns activating one ship at a time until all the ships of both players have fully activated or made a Sail Action. In larger games you can place a marker next to a ship to indicate it has activated. If one player runs out of ships to activate, the other player will activate the remainder of their ships uninterrupted. Once all ships have Fully Activated or made a Sail Action, the Activation Phase is over.

Ship Actions When activating, a ship can make one Sail Action and one Combat Action. They can freely choose which type of Sail or Combat Action they wish to take. So a ship could Turn and Attack, or Adjust Sail and Reload, or any other combination. There are two type of Sail Action: Turning and Adjusting Sail. There are also two types of Combat Actions: Attacking and Dedicated Reloading Both Sail and Combat Actions are described in more detail below.

3 Turning Ships turn by using the Wind & Turn Aide: Place the center of the ship directly under one of the black points marked around the circumference of the circle in the Wind & Turn Aide. The ship will turn around the circumference of this circle, with each mark being a “Maneuver Point”. Ships can turn a number of Maneuver Points equal to their Maneuver Rating. They do not have to turn the full amount, and can end the turn at any time.

A ship with a Maneuver Rating of 2 making a turn. This is as far as it could turn.

Adjusting Sail Ships can adjust sail in the Action Phase, as a Sail Action. They can choose to Increase Sail, or Reduce Sail. Adjusting sail requires a successful Crew Check. If the check is failed, no sail adjustment is made. Reduce Sail: This causes a ship to only ever move at half of its Speed value, even in the Running and Reaching areas of the Wind & Turn Aide. Place a “Reduced Sail” marker on any ship that Reduces Sail. A ship with Reduced Sail treats “Close-Hauled” areas on the Wind & Turn Aide as “In Irons”, and must re- roll any successful Crew Checks made for ending the turn In Irons. A ship with Reduced Sail will never suffer Sail Damage from ending the turn In Irons. Increase Sail: This can only be done if the ship has already Reduced Sail, and returns the ship to its original Speed value during the Sailing Phase. Remove the “Reduced Sail” marker. The ship returns to normal, canceling out all the stipulations of Reduced Sail.

4 Different Types of Ship Because this ruleset covers a wide period of naval warfare, there are a few 'non-standard' ship types that will be described here. All ships should be assumed to be “Standard Sailing Ships” with no special rules unless noted as belonging to one of the following groups, in the “Notes” column of the ship lists. Standard Standard Ships rely primarily on sail, and function exactly as described in the Sailing Phase rules. Unweatherly Sailing Ship Unweatherly Ships have sails not well suited to sailing close to the wind. They are considered to be Standard Sailing Ships, but must use the Unweatherly version of the Wind & Turn Aide when making Sailing Moves. Galleys use oars as their primary means of propulsion. While they also have sails, these are generally stowed away during combat. Oars: Galleys do not move based on the wind. Instead they can move up to their their Speed Rating directly forwards or up to half their Speed Rating directly backwards. They can move this way even while heading directly into the wind. Galleys conduct their movement during the Sailing Phase as normal, but they move after all sailing ships have moved. Sprinting: Galleys can choose to “Sprint”, moving double their Speed value in any given Sailing Phase. A Galley can only keep this speed up for 2 turns in total during a game. These turns can be consecutive, or spread out over the game. Place a “Sprint” maker each time a Galley uses a Sprint. Once it has 2 “Sprint” markers, it can no longer Sprint. Galleys can sprint backwards if desired, at their regular Speed Value. Low Freeboard: Galleys are much lower than Standard Sailing Ships, which makes boarding Sailing Ships almost impossible. Galleys cannot conduct Grappling or Boarding Actions against Standard Sailing Ships, and Standard Sailing Ships cannot conduct Grappling or Boarding Actions against Galleys. The Galleass is the ultimate evolution of the Galley: A heavily armed hybrid ship with sails and oars. In battles like Lepanto in the Mediterranean, the Galleass was decisive, but the Atlantic Galleass' used in the Spanish Armada of 1588 were more unwieldy; being primarily sailing ships but with oars as a back-up. Mediterranean Galleass: Mediterranean Galleass' are considered to be a Galleys in these rules, as they generally fought without sail: They will have “Galley” listed in their Notes column, and follow all the rules for a Galley. Atlantic Galleass: Any ship that is listed as a “Galleass” is considered to be an Atlantic Galleass. Atlantic Galleass' function exactly like Standard Sailing Ships, but they can choose to use oars at the start of any Sailing Phase instead of sails. Place an “Under Oars” marker. While Under Oars, a Galleass can move directly forwards or backwards as if it was a Galley (unaffected by the wind), but can only ever move at half speed. While Under Oars, a Galleass can only ever use a Maneuver Rating of 1, even if it initially had a higher rating. A Galleass can choose to use sails again at the start of any Sailing Phase, and will then continue to function as a Standard Sailing Ship. Remove the “Under Oars” marker.

5 Crew Each faction has a “Crew Rating” showing the score it needs to roll equal to or above on a D6 in order to succeed a Crew Check. Transferring Crew Crew can be transferred from one ship to another, provided the two ships are Tethered (see Grappling and Boarding on page 10). To transfer crew, place a single Crew Casualties marker on the ship unloading it's crew, and remove a single Crew Casualties marker from the ship receiving the crew. You can only transfer crew to a ship that has taken at least 1 Crew Casualties. Only 1 Crew Casualties marker can transferred in this fashion per ship, per turn. Crew Transfers are done at the start of the Boarding Phase, before any Boarding Actions are carried out.

Running Aground If a ship makes contact with an island, shallow area, beach, or any other terrain feature, either as part of its Sailing Move or as part of a turn, the ship must make a Crew Check. If the Crew Check is failed, the ship runs aground and is considered to be Dead in the Water for the rest of the game. If the Crew Check is succeeded, the ship is not considered to have run aground yet, but if it ends the next Activation Phase in contact with a terrain feature, it is considered to have run aground regardless of Crew Quality. Some ships have “Shallow Draft” which allow them to pass over Shallow Areas without running aground. This will be listed in the Notes column of the Ship Lists.

Sailing off the Table Any ships that move off the table edge as part of their Sailing move or turning are considered to have left the game. If they are On Fire, they must roll on the Fire Damage Table until the fire either goes out, or they are destroyed. The usual rules apply to fighting fires (see page 12). Ships that leave the game are not counted for Victory Points purposes.

6 Gunnery Fields of Fire Guns can be mounted in four different positions, each with a different Field of Fire. A gun can only attack targets inside its Field of Fire. The four positions are shown below: Port Broadside, Starboard Broadside, Bow Chasers, and Stern Chasers. The names of these four positions are often simplified to Port, Starboard, Bow and Stern.

The ship in the center has a target ship in each of its four Fields of Fire. Targets A and B are completely within the Field of Fire of the Starboard and Bow Chaser positions respectively, and so can be attacked at full strength. Targets C and D are less than half covered by their respective Fields of Fire, so can only be attacked with Reduced Strength. Target E is more than half covered by the Port Broadside Field of Fire, and so can also be attacked at full strength.

Working out if a target is inside your Field of Fire Each Field of Fire can be divided in half as shown above. If a target is covering half of more of a Field of Fire, you can attack it with all the guns in that position. If the target is covering less than half of a Field of Fire, you can only attack it with Reduced Strength as described below.

Reduced Strength If an attack must be made at Reduced Strength, you must halve the number of guns that can attack from that position. Round down to the nearest whole number. If, before rounding, the number is less than 1, no attack can be made. Each different type of gun will have its numbers halved in this fashion. For example: A has 4 Demi-Cannons and 3 Culverins on the Port Broadside position. There is a target inside the Port Broadside field of fire, but the target is covering less than half of the field of fire, thus the attack must be made at Reduced Strength. The Galleon can thereby fire 2 Demi-Cannons and 1 Culverin at the target.

7 Line of Sight Ships block line of sight to other ships. When determining if line of sight is being blocked, only consider the part of the target ship that is actually inside your Field of Fire. • If the base of a target ship is half or more obscured by another ship, you cannot attack the target. • If the base of the target ship is less than half obscured, you can only attack at Reduced Strength If you would already be attacking at Reduced Strength due to your Field of Fire, and the target is also obscured in any way, you cannot attack.

The Ship in the center has 3 Targets: A, B and C. These targets are obscured by other ships (in the gray). Target A is less than half obscured, and so must be attacked at Reduced Strength. Target B is completely obscured, and so could not be attacked. Target C is more than half obscured, and so could not be attacked.

Attacks Guns are fired in Salvoes: All the guns in a position must fire at a single target, even if they are different types of gun with different ranges. If a gun is not in range of a target, it can not be included in the Salvo, and will not be fired that turn. A ship can choose to fire less than the full amount of guns in a Salvo if desired. When making an Attack Action, a ship can potentially fire a Salvo for each of the positions where it has guns mounted. This could mean making up to 4 different Salvoes. Gun Salvoes are resolved as follows: 1. Roll to hit, based on the distance to the target 2. Roll to inflict damage, based on the type of gun being fired 3. Tally up Damage Points Inflicted 4. Consult Damage Table to determine the Damage Markers that will be placed on the target.

Rolling to Hit Roll a D6 for each individual gun. The chance of hit depends on the distance, or range to the target: within 6”...... 3+ 6- 12”...... 4+ 12”-18”...... 5+ 18-24”...... 6

8 Example Weapon Table – Spanish Armada Period (1588) English Name Spanish Range Damage Damage Equivalent Points Canon of 7 - 18” 2+ 3 Demi-Cannon Cañone 20” 2+ 2 Culverin Culebrina 20” 3+ 2 - Medio Cañone 18” 3+ 1 Demi-Culverin Medio Culebrina 18” 4+ 1 Saker Sacre 14” 5+ 1 Minion Medio Sacre 12” 5+ 1 Falcon Falcón 10” 6 1

Inflicting Damage Roll one D6 for each gun that successfully hits. If the number is equal to or above the number shown in the “Damage” column of the Weapon Table, the gun successfully inflicts a number of Damage Points as indicated in the “Damage Points” column. Tally up the total number of Damage Points inflicted in the current Salvo, and compare this to the targets original Structure Rating on the Damage Table below. This will show you how many damage markers, and of what type, the target receives. Long Range: Beyond 12”, guns will only ever inflict a maximum of 1 Damage Point each. Fire!: If a single type of gun rolls 3 or more 6's when rolling to inflict damage, the target ship is considered to be “On Fire”. See Fire! on page 10. For more details.

Damage Table Damage Target Ship's Original Structure Rating Points Inflicted 1 2 3 4 5 1 No Effect No Effect No Effect No Effect No Effect 2 1 Crew Casualties No Effect No Effect No Effect No Effect 3 1 Crew Casualties 1 Crew Casualties No Effect No Effect No Effect 4 1 Crew Casualties 1 Crew Casualties 1 Crew Casualties 1 Crew Casualties No Effect 5 1 Sail Damage 1 Crew Casualties 1 Crew Casualties 1 Crew Casualties 1 Crew Casualties 6 1 Sail Damage 1 Sail Damage 1 Crew Casualties 1 Crew Casualties 1 Crew Casualties 7 1 Sail Damage 1 Sail Damage 1 Sail Damage 1 Crew Casualties 1 Crew Casualties 8 1 Structural Damage 1 Sail Damage 1 Sail Damage 1 Sail Damage 1 Crew Casualties 9 1 Structural Damage 1 Structural Damage 1 Sail Damage 1 Sail Damage 1 Sail Damage 10 1 Structural Damage 1 Structural Damage 1 Structural Damage 1 Sail Damage 1 Sail Damage 11 1 Crew, 1 Sail 1 Structural Damage 1 Structural Damage 1 Structural Damage 1 Sail Damage 12 1 Crew, 1 Sail 1 Crew, 1 Sail 1 Structural Damage 1 Structural Damage 1 Structural Damage 13 1 Crew, 1 Structural 1 Crew, 1 Sail 1 Crew, 1 Sail 1 Structural Damage 1 Structural Damage 14 or 15 1 Crew, 1 Structural 1 Crew, 1 Structural 1 Crew, 1 Sail 1 Crew, 1 Sail 1 Structural Damage 16+ 1 Crew, 2 Structural 1 Crew, 1 Structural 1 Crew, 1 Structural 1 Crew, 1 Sail 1 Crew, 1 Sail

9 Damage Markers Crew Casualties: The initial Structure Rating of a ship also indicates how many crew it has. A ship can potentially take as many Crew Casualty markers as it has structure points, but it can never exceed this number. The effect of Crew Casualties are shown below, divided by a ships original Structure Rating: Number of Crew Ship's Original Structure Rating Casualty markers 1 2 3 4 5 1 Bloodbath Heavy Casualties Light Casualties Light Casualties Light Casualties 2 n/a Bloodbath Heavy Casualties Light Casualties Light Casualties 3 n/a n/a Bloodbath Heavy Casualties Light Casualties 4 n/a n/a n/a Bloodbath Heavy Casualties 5 n/a n/a n/a n/a Bloodbath Bloodbath: The ship can no longer attack, or conduct (or fight off ) Grappling. Blood drips from the gun ports and the crew is considered to be massacred. The ship can still sail and turn as normal, but cannot adjust sail. All successful Crew Checks must be re-rolled. Heavy Casualties: All attacks must be made at Reduced Strength. If an attack would already be made at Reduced Strength due to the targets position in your Field of Fire, the attack cannot be made. All successful Crew Checks must be re-rolled. Light Casualties: No Effect.

Sail Damage: All ships can take a maximum of 3 Sail Damage markers. Each Sail Damage marker will have an effect on how the ship can sail, as show below: 1 Sail Damage Marker ...... The ship becomes Unweatherly. Ships that were already Unweatherly lose 1 point of their Maneuver Rating (to a minimum of 1). 2 Sail Damage Markers . . . . The ship can only ever move at Half Speed, and loses 1 point of Maneuver Rating (to a minimum of 1). 3 Sail Damage Markers . . . . The ship cannot move at all during the Sailing Phase, and cannot make turns. The ship is considered to be “Dead in the Water”. Galleys: Galleys do not have sails, but instead treat Sail Damage as if it was damaging their Oars instead. 1 Sail Damage marker will cause a Galley to lose 1 point of its Maneuver Rating (to a minimum of 1), while 2 and 3 Sail Damage markers function exactly as described above.

Structural Damage: A ship can potentially take a number of Structural Damage markers equal to its original Structure Rating. If the number of Damage Markers are equal to the original Structure Rating of a ship, the ship is considered to be “Stricken”. If the number of Damage Markers are more than the original Structure Rating of a ship, the ship is considered to be “Sinking”. Stricken Ships: • Will only ever move at Half Speed during the Sailing Phase • Cannot make turns • Can still Attack, but only ever at Reduced Strength • Can still take part in Boarding Actions, but cannot Grapple. If a Stricken ship also has 2 or more Sail Damage markers, it cannot move at all during the Sailing Phase. Stricken ships are slowly beginning to sink and/or burn, but are not likely to sink just yet. If other factors cause a Stricken ship to attack at Reduced Strength, such as the position of a target within their Field of Fire, or Crew Casualties, it will not be able to attack at all. Sinking Ships: • Will never move in the Sailing Phase • Cannot make turns, Attacks, or conduct Grappling • Cannot take part in Boarding Actions or Anti-Personnel fire At the start of each Sinking & Anti-Personnel Fire Phase, roll a D6 for each Sinking ship: on a 5+, the ship sinks and is removed from the game. 10 Reloading All guns start the game ready to fire. After the firing the first Salvo, place a “Fired” marker showing that the guns in that position (either Port, Starboard, Bow or Stern) have been fired. These guns must be reloaded before firing again. Reloading is done just before firing in the Activation Phase, and requires a Crew Check for each individual gun to see if it can fire. All guns that succeed the Crew Check can be fired. The “Fired” marker will remain on a position until Dedicated Reloading is undertaken (see below). As long as the “Fired” marker remains on a position, reloading checks must be made each time Salvoes are made from that position. Reloading just before firing in this manner means you don't have to keep track of which guns have been reloaded, and can fold the Crew Checks needed for reloading into your attack rolls. Example: A ship with a “Fired” marker on its Port Broadside position wants to fire 7 Culverins from that position. It would first roll 7 dice, needing to succeed a Crew Check for reloading. Then it would roll to hit for the guns that were reloaded, and finally it would roll to inflict damage for the guns that hit. Dedicated Reloading A ship can choose to undertake Dedicated Reloading instead of firing any guns: Roll a crew check for each position (Port, Starboard, Bow and Stern). If the result is a success, the “Fired” marker can be removed from that position. Positions that do not have guns mounted on them do not need to be rolled for.

Raking Fire A target's Stern and Bow Chaser Fields of Fire are also the area where “Raking Fire” will take place. Raking Fire allows weapons to inflict much more damage, as the projectiles travel along the length of the target ship. Treat the edge of the base inside the attacking ship's field of fire as the “Attacking Edge”. If this Attacking Edge is more than half inside the target's Stern or Bow Chaser Field of Fire, and the stern or bow of the target ship are inside the attacking ships Field of Fire, the attack is considered to be Raking Fire. The effect of Raking Fire Any gun that successfully inflicts damage during Raking fire can add one extra point of damage.

Attacking ships A, B and C all have the targets Stern inside their Field of Fire. Only the attacks from ship B will be Raking Fire, as the its Attacking Edge is more than half inside target's Stern Chaser Field of Fire. The attacks from ships A and C will not be raking fire, as their Attacking Edges are not more than half inside the target's Stern Chaser Field of Fire.

11 Fire! If a ship is On Fire, usually from a single type of gun rolling 3 or more 6's when inflicting damage, Place a “Fire!” marker on the ship. At the start of each Activation Phase, you must decide if the ship on fire will attempt to fight the fire, or carry on as normal. A ship must sacrifice its activation (either full activation, or a Sail Action if the ship in question cannot fully activate) in order to fight a fire. A ship in the “Bloodbath” state cannot fight fires. After choosing if a ship will fight the fire, roll on the Fire Table below. Subtract 1 from the roll if the ship is fighting the fire. You must roll on the Fire Table each turn that the ship has a Fire! marker. If a ship has multiple Fire! Markers, you must roll on the Fire Table for each one. A ship can successfully fight one Fire! Marker for each initial point of Structure Rating, although you must subtract 1 from this number for each Crew Casualty marker the ship currently has. Example: A ship with a Structure Rating of 3 that has 2 Crew Casualty makers would only be able to fight one fire marker. So if it had 2 Fire markers, it could choose to fight one of them. It would roll 2 dice on the Fire Table, but only one roll would be -1 (and only if the ship decided to fight the fire). Fire Table D6 Roll Result 0 Fire is put out: Remove the Fire! marker 1 No Effect 2 No Effect 3 +1 Crew Casualties marker 4 +1 Sail Damage marker 5 +1 Structural Damage marker 6 Powder Magazine Explosion! The ship is now Sinking and takes as many Crew Casualty markers needed to put it into a Bloodbath state. Fire Table Modifier: -1 if the ship is fighting the fire

Ships Exploding During Boarding or while Tethered In rare occasions when a ship explodes while tethered to another, roll a D6 for each point of Structure Rating the exploding ship has. For each result of a 6, one Crew Casualties marker is inflicted on the tethered ship or ships. If 3 or more 6's are rolled. The tethered ship or ships also become On Fire.

12 Grappling A ship in base contact, or within 1” of an enemy ship (from base to base), can choose to grapple it. A ship can only choose one target for grappling, even if there is more than 1 ship within 1”. Grappling takes place at the start of the Boarding Phase, and is simultaneous for both players. Both players with declare which ships they are trying to grapple, then resolve the grappling in an order they choose. Ships that are Sinking cannot be grappled. The ship trying to grapple must succeed a Crew Check, after which the target ship can attempt to prevent the grappling by succeeding a Crew Check of their own. The target ship can also choose to allow the grappling to take place, instead of trying to prevent it. If the grappling ship succeeds their Crew Check, and the target ship fails their Crew Check to prevent the grappling (or chooses to allow the grappling), the grappling succeeds and the 2 ships are considered to be Tethered. Place them in base contact as closely to their current position as possible. Tethered ships will not move during the Sailing Phase, and cannot activate or make Sail Actions during the Activation Phase. They will not conduct Anti-Personnel fire, unless all enemy ships tethered to them have Surrendered. Multiple ships can be tethered together. There is no limit to how many, as long as there is space for a ship to make base contact with another. Unable to Prevent Grappling Ships that are Dead in the Water, Stricken, in a Bloodbath state, or already Tethered cannot attempt to prevent grappling. Problems while Tethered If a ship sinks while Tethered, it is removed and any ships tethered to it take 1 structural damage. If one ship is rammed out of base contact, the ships are no longer considered Tethered and the Boarding Action is ended. Untethering Ships from the same fleet can choose to untether in any Boarding Action phase. They will no longer count as Tethered. Ships from enemy fleets that are tethered together are considered to be part of a Boarding Action and can only untether by “Disengaging From Boarding” as described below.

13 Boarding Actions Ships from opposing fleets tethered together are considered to be conducting Boarding Action. This could include multiple ships tethered together in the same group. Each group of ships will resolve one Boarding Action, once per Boarding Action Phase. These can be resolved in any order, as chosen by the players. During a Boarding Action, all the ships that are tethered together in the group will roll a number of Crew Checks. The number of dice each ship rolls for Crew Checks is determined as follows: • 1 dice for each initial point of Structure Rating • 1 dice for each point of AP Rating • -1 dice for each Crew Casualties marker Some ships will have different Crew Ratings for Boarding Actions, this will be listed at the top of the Ship Lists. Note that ships in a Bloodbath state cannot participate in Boarding Actions at all. Example: 2 English ships are tethered to 1 Spanish ship. Both English ships have a Structure Rating of 2, and an AP Rating of 2, giving them 4 dice each, 8 dice in total. The Spanish ship has a Structure Rating of 4, and an AP rating of 5, so rolls 9 dice. The Spanish ship also has 1 Crew Casualties marker, so will deduct 1 from the number of dice rolled. So the English and Spanish will roll 8 Crew Checks each. Boarding Action Resolution If the number of successful crew checks are a even, there is no change and the Boarding Action will continue next turn. If one side gets a higher total of successful crew checks, they are considered to be “Winning”, and the opposing side takes 1 Crew Casualty marker. This marker can be placed on any ship in the group (chosen by the player whose fleet has suffered the Crew Casualty), but cannot be applied to a ship in a Bloodbath state unless all the ships of that fleet are already in a Bloodbath. The usual rules apply for Morale Checks and taking more casualties while in a Bloodbath. If one side gets double or more the successful crew checks of the other side, that side is considered to have “Won” the Boarding Action, and all enemy ships in the group are considered to be “Captured” for the purposes of Victory Points. If the ships of one side are all reduced to Bloodbath states, and/or have Surrendered due to morale failures, the other side is considered to have Won the Boarding Action. All the ships on the losing side are considered to be Captured for the purposes of Victory Points. Disengaging from Boarding If one side is Winning, they can choose to “Disengage” from Boarding, which allows one ship to become untethered, and immediately move 2” away. This is done at the end of the Boarding Action. If one side has Won the boarding action, they can Disengage all their ships during the next Boarding Action Phase.

14 Anti-Personnel Fire While within 1”, ships can conduct Anti-Personnel fire. This is done in the Sinking & Anti-Personnel Fire Phase, and is considered to happen simultaneously between all ships of both sides. Anti-Personnel fire does not cost any actions, and can be conducted by all ships -even those that could only make a Sailing Action in the Activation Phase. A ship cannot be tethered to the target or engaged in Boarding Action with it in order to conduct Anti- Personnel fire, as Anti-Personnel weapons are already included in Boarding Actions. Each ship can only choose one target for Anti-Personnel fire. Anti-Personnel fire can be conducted in any direction (not just in the Port, Starboard, Bow and Stern, Fields of Fire), but not against targets that are half or more obscured by other ships. Treat Anti-Personnel Fire as having a 360 degree Field of Fire. Conducting Anti-Personnel Fire To conduct Anti-Personnel fire, roll a D6 for each point of AP Rating the ship has, removing 1 dice for every Crew Casualty marker the ship has: If there are any results of a 6, the target ship is considered to have suffered a single Crew Casualty marker. No more than 1 Crew Casualty marker can ever be inflicted by a single Anti-Personnel attack. Anti-Personnel fire never requires reloading. Reduced Strength has no effect on Anti-Personnel fire, as Crew Casualties are already taken into account. Ships with higher AP Ratings than Structure Ratings will still be able to conduct Anti-Personnel fire while in a Bloodbath state, usually due to having extra soldiers on board which can man Anti-Personnel weapons and fire small arms.

15 Morale If a ship has suffered 1 or more Crew Casualty markers by the end of any ships activation, or at the end of the Boarding Action Phase, it must make a Morale Check. This is done by rolling a Crew Check for each initial point of structure the ship had: If the number of successful Crew Checks are equal to or above the number of Crew Casualty markers, the crew are considered to have passed the Morale Check, and fight on as normal. If the number of successful Crew Checks is less than the number of Crew Casualty markers, the crew suffer a Morale Failure, and must roll on the Morale Failure Table below, applying and necessary modifiers. Factions always use the Crew Rating they use for Morale Checks for Morale Failure Table modifiers too. Taking more Crew Casualties while in a Bloodbath If there are so many Crew Casualties that the ship cannot take any more (ie. a “Bloodbath” state), the ship must still make morale checks as if having taken a Crew Casualty marker, even if no extra marker is placed. The number of successful Crew Checks needed remains the same as the usual Bloodbath state. For example: A Galleon with a structure rating of 4 has so far taken 4 Crew Casualty markers, and is therefor in a “Bloodbath” state. An enemy ship activates, and the Galleon receives a further Crew Casualty marker, but since it is already at its maximum, no marker is placed. The Galleon must still make a Morale Check once the enemy ship has finished activating, and needs to succeed 4 Crew Checks in order to pass the Morale Check. Morale Failure Table D6 Roll Result 1 Surrender! 2 Wavering: -1 to all future Morale Failure Table rolls 3 Wavering: -1 to all future Morale Failure Table rolls 4 Stubbornly Continue: No Effect 5 Stubbornly Continue: No Effect 6 Frenzied: +1 to all future Morale Failure Table rolls

Morale Failure Table Modifiers (Cumulative): • Crew Rating Modifier (Use the same Crew Rating you would for a Morale Check) 2+...... +3 3+...... +2 4+...... +1 5+...... none • More enemy ships than friendly within 6”: -1 • More friendly ships than enemy within 6”: +1 • Ship is currently On Fire -1 • Ship is currently Stricken or Dead in the Water -1

Frenzied: The ship becomes +1 to all future rolls on the Morale Failure Table. Place a “Frenzied” marker. A ship can potentially have multiple Frenzied markers, each adding a further +1.

Wavering: The ship becomes -1 to all future rolls on the Morale Failure Table. Place a “Wavering” marker. A ship can potentially have multiple Wavering markers, each deducting a further -1. Frenzied and Wavering markers will cancel each other out: If a ship has both a Frenzied and a Wavering marker, remove both markers.

Surrender!: The ships strikes its colors and is considered to be “Surrendered”. A Surrendered ship cannot make any more attacks or actions, and will not move during the Sailing Phase. It counts towards the enemy's Victory Points at the end of the game. A Surrendered ship will not fight fires.

16 Ramming and Collisions For the purpose of these rules, all Collisions -intentional or not- are considered to be “Ramming”. Ramming only takes place in the Sailing Phase. When the base of one ship will move into contact with the base of another as part of its Sailing Move. The ship making the Sailing Move is considered to be the “Ramming Ship”, while the ship being rammed is considered to be the “Target Ship”. Resolving Ramming Measure the extra distance the Ramming Ship would move after making base contact with the Target ship. Both ships will move at half this amount, in the initial direction of the Ramming Ship. The ships will be in base contact with each other during and after this move, although this contact can be a single point and doesn't have to be a flat edge. If the Target Ship is moved into base contact with another ship as part of the ramming, both the Ramming Ship and Target Ship will stop immediately; ramming can only ever cause one Target Ship to move. Ramming Damage will not be inflicted on any ships that the Target Ship makes base contact with. If the Target Ship is tethered to another ship, the Target Ship will only move if the direction of the Ramming Ship does not intersect the base of the ship that the Target Ship is tethered to. A ship that is tethered to the Target Ship will never move due to ramming of the Target Ship. This makes it possible to ram a ship away from another ship, even if both ships are tethered together. A ship that is rammed during the Sailing Phase will move at half speed if it needs to make a Sailing Move after being rammed. So a ship that was Close-Hauled would only move ¼ speed if had been rammed. Ramming Damage When a ship is rammed, there is a possibility that one or both ships could take damage: Roll a D6 and consult the Ramming Damage Table below, applying one of the modifiers if the structure rating of the ships involved are not the same. Grating Turns If a turn takes you into base contact with another ship, or if turning while in base contact with another ship, you move 1 Maneuver Rating less than normal (to a minimum of 1). The ship in the way will be pushed out of the way the minimum distance in order for your ship to make the turn. If both players can agree on a direction and heading that the ship in the way would be pushed to, it can be turned to face that direction, otherwise the ship in the way will not change facing. If reducing your Maneuver Rating would mean you can't actually make contact with the ship in the way, then you simply come into base contact with it, without pushing it out of your way. A ship cannot be moved out of the way if doing so would cause another ship to move. Grating Turns do not inflict Ramming Damage. Ramming Damage Table D6 Score Ramming Ship Target Ship 1 1 Structural Damage No Effect 2 1 Structural Damage 1 Structural Damage 3 1 Sail Damage No Effect 4 No Effect No Effect 5 No Effect 1 Sail Damage 6 No Effect 1 Structural Damage Ramming Damage Modifiers (only one modifier should ever be applied) • Target Ship has a lower Structure Rating than Ramming Ship: +1 • Target Ship has a higher Structure Rating than Ramming Ship: -1 • Target Ship has double or more the Structure Rating of the Ramming Ship: -2 • Target Ship has half or less the Structure Rating of the Ramming Ship: +2

17 The Battle of Lepanto – 1571

Weaponry of Lepanto Christian Ottoman Range Damage Damage Name Equivalent Points Demi-Cannon Bacaluşca 20” 2+ 2 Culverin Kolomborno 20” 3+ 2 Demi-Culverin Yan-Top 18” 4+ 2 Saker Şayka 14” 5+ 1 Minion Sağīr 12” 5+ 1 Falcon - 10” 6 1 Note that smaller weapons like swivel guns are all counted as part of a ships AP rating – these short range guns were exclusively used for Anti-Personnel fire during very close range and boarding actions.

Christian Ships – Lepanto (1571) Christian Crew Rating: 4+ (3+ for Boarding Actions and Morale Checks) Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes Capitana 84 Flagship 4 2 3 5 3 Falcon. Galley (b) 1 Demi-Cannon, (b) 2 Demi-Culverin La Real 74 Flagship 4 2 2 4 3 Falcon. Galley (b) 1 Demi-Cannon, (b) 4 Demi-Culverin Lanterna 56 Command 4 2 2 4 (b) 1 Demi-Cannon, (b) 2 Demi-Culverin Galley Galley Galleass 128 Galleass 4 1 3 5 2 Demi-Cannon, Galley 4 Minion, 3 Falcon. (b) 4 Demi-Cannon, (s) 2 Culverin Galia Sottil 55 Galley 4 2 2 3 (b) 1 Culverin, (b) 2 Saker Galley 53 Fast Galley 5 3 1 2 (b) 1 Demi-Culverin Galley Bergantine 49 Small Galley 6 3 1 1 None Galley Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

Ottoman Ships – Lepanto (1571) Ottoman Crew Rating: 5+ (3+ for Boarding Actions and Morale Checks) Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes Sultana 66 Flagship 4 2 3 4 4 Sağīr. Galley (b) 1 Bacalu ş ka, (b) 4 Yan-Top Baştarda 49 Command 4 2 2 3 3 Sağīr. Galley Galley (b) 1 Bacalu ş ka, (b) 4 Yan-Top Kadirga 30 Galley 4 2 2 2 (b) 1 Kolomborno, (b) 4 Ş ayka Galley 25 Fast Galley 5 3 1 1 (b) 1 Yan-Top Galley Pergende 29 Small Galley 6 3 1 1 None Galley Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

18 The Spanish Armada – 1588

Weaponry of the Spanish Armada Period English Name Spanish Range Damage Damage Equivalent Points Canon of 7 - 18” 2+ 3 Demi-Cannon Cañone 20” 2+ 2 Culverin Culebrina 20” 3+ 2 - Medio Cañone 18” 3+ 1 Demi-Culverin Medio Culebrina 18” 4+ 1 Saker Sacre 14” 5+ 1 Minion Medio Sacre 12” 5+ 1 Falcon Falcón 10” 6 1 Note that smaller weapons like swivel guns, English Falconettes, Spanish Versos and Esmeril are all counted as part of a ships AP rating – these short range guns were exclusively used for Anti-Personnel during very close range and boarding actions.

English Ships – Spanish Armada Period (1588) English Crew Rating: 3+ Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes Large Galleon 272 Galleon: 58 gun 5 2 5 5 8 Culverin, 4 Demi-Culverin, 3 Saker. (b) 3 Demi-Cannon, (s) 4 Cannon of 7 Medium-Sized 239 Galleon: 42 gun 5 2 5 3 2 Demi-Cannon, 4 Culverin, 4 Demi-Culverin, 5 Saker. Galleon (b) 2 Demi-Cannon, (s) 3 Cannon of 7 Small Galleon 215 Galleon: 30 gun 5 3 4 3 2 Demi-Cannon, 4 Culverin, 6 Demi-Culverin, 2 Saker. (s) 2 Cannon of 7 Large Race-Built 224 Race-built 6 2 3 3 2 Demi-Cannon, 6 Culverin, Galleon: 55 gun 6 Demi-Culverin, 3 Saker. Galleon (b) 2 Cannon of 7, (s) 2 Cannon of 7 Medium Race- 233 Race-built 7 3 4 3 5 Culverin, 7 Demi-Culverin, Galleon: 47 gun 2 Saker, 1 Minion. Built Galleon (b) 2 Demi-Cannon, (s) 2 Cannon of 7 Small Race-Built 189 Race-built 8 3 2 2 2 Culverin, 6 Demi-Culverin, Galleon: 26 gun 5 Saker. (s) 2 Cannon of 7 Galleon Large 89 Pinnace: 13 gun 8 3 1 1 2 Saker, 2 Minion Small Pinnace 83 Pinnace: 8 gun 8 3 1 1 1 Minion / Pinque 80 Pink: 3 gun 8 3 1 1 (b) 1 Minion Bark / 61 Barque: 28 gun 6 3 1 1 1 Minion Armed 56 : 14 gun 4 1 1 1 2 Demi-Culverin, 2 Saker, Unweatherly 1 Minion. Merchantman Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

19 Weaponry of the Spanish Armada Period English Name Spanish Range Damage Damage Equivalent Points Canon of 7 - 18” 2+ 3 Demi-Cannon Cañone 20” 2+ 2 Culverin Culebrina 20” 3+ 2 - Medio Cañone 18” 3+ 1 Demi-Culverin Medio Culebrina 18” 4+ 1 Saker Sacre 14” 5+ 1 Minion Medio Sacre 12” 5+ 1 Falcon Falcón 10” 6 1

Spanish Ships – Spanish Armada Period (1588) Spanish Crew Rating: 5+ (3+ for Boarding Actions & Morale Checks) Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes Large Galleon 202 Galleon: 50 gun 4 2 5 6 7 Culebrina, 8 Medio Culebrina, 4 Sacre, Unweatherly (s) 2 Medio Ca ñ one Medium-Sized 178 Galleon: 34 gun 5 2 4 5 7 Culebrina, 7 Medio Culebrina, 4 Sacre, Unweatherly (b) 2 Medio Culebrina Galleon Small Galleon 106 Galleon: 24 gun 5 2 4 5 4 Medio Culebrina, 3 Sacre, 2 Falcón Large Armed 123 Carrack: 35 gun 4 1 5 6 3 Medio Cañone, 3 Sacre, 3 Falcón. Unweatherly (b) 2 Falc ó n, (s) 2 Medio Ca ñ one Merchantman Medium Armed 116 Carrack: 28 gun 4 1 5 5 4 Medio Cañone, 3 Sacre, 5 Falcón Unweatherly Merchantman Small Armed 82 Carrack: 18 gun 5 1 4 4 2 Medio Cañone, 2 Sacre , 4 Falcón Unweatherly Merchantman 32 Zabra 6 2 2 2 6 Medio Sacre, 2 Falcón 23 Caravel: 4 gun 6 3 1 1 2 Medio Sacre Atlantic Galleass 138 Galleass: 50 gun 4 2 4 6 3 Sacre, 2 Medio Sacre Unweatherly, (b) 6 Ca ñ one, (s) 4 Medio Ca ñ one Galleass Galley 21 Galley: 5 gun 4 2 2 1 (b) 1 Medio Culebrina, (b) 4 Sacre Galley Hulk 46 Hulk: 16 gun 3 1 3 4 2 Medio Cañone, 2 Sacre , Unweatherly 4 Falcón 18 Patache 7 2 1 1 None Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

20 The Anglo-Dutch Wars – 1652 - 1674

Weaponry of the Anglo-Dutch Wars English Name Dutch Range Damage Damage Equivalent Points Cannon drake - 12” 2+ 3 Demi-Cannon 36-pdr 24” 2+ 2 Demi-Cannon drake 36-pdr drake 12” 2+ 2 Culverin 18-pdr 20” 2+ 1 Culverin drake 18-pdr drake 10” 2+ 1 Demi-Culverin 12-pdr 18” 3+ 1 Demi-Culverin drake 12-pdr drake 10” 3+ 1 Saker 6-pdr 8” 4+ 1 3-pdr 3-pdr 6” 5+ 1

English Ships – First Anglo-Dutch War (1652 – 1654) English Crew Rating: 3+ Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes 10 Cannon Drake, 12 Culverin Drake, First Rate: 4 2 5 4 20 Demi-Culverin Drake. (b) 4 Demi-Cannon Drake First Rate 449 90 gun (b) 2 Culverin (b) 2 Demi-Culverin, (s) 4 Demi-Cannon Drake, (s) 4 Culverin (s) 2 Demi-Culverin Great Ship 330 Second Rate: 4 2 5 4 9 Demi-Cannon Drake, 10 Culverin Drake, 44 gun 3 Saker (b) 2 Culverin, (b) 2 Saker (s) 2 Demi-Cannon Drake, (s) 2 Culverin Second Rate 256 Second Rate: 5 2 4 4 8 Demi-Cannon Drake, 2 Culverin Drake, 64 gun 10 Demi-Culverin Drake, 5 Saker. (s) 2 Demi-Cannon Drake, (s) 4 Demi-Culverin Speaker-Class 237 Third Rate 5 2 4 4 11 Culverin Drake, 13 Demi-Culverin Drake, 4 Saker. Speaker-class (b) 2 Demi-Cannon Drake Frigate: 54 gun (s) 2 Demi-Cannon Drake Third Rate 210 Third Rate: 5 2 4 4 7 Demi-Cannon Drake, 4 Demi-Culverin Drake, 48 gun 3 Saker. (b) 2 Saker, (b) 2 3-pdr. (s) 2 Demi-Cannon Drake Fourth Rate 173 Fourth Rate: 6 2 3 3 11 Culverin Drake, 9 Demi-Culverin Drake 34 gun (b) 2 Demi-Culverin, (s) 2 Demi-Culverin Fourth Rate 141 Fourth Rate 7 3 2 2 4 Culverin Drake, 6 Demi-Culverin Drake, Frigate: 32 gun 6 Saker. (b) 2 Saker, Frigate (s) 2 Culverin, (s) 2 Demi-Culverin Fifth Rate 56 Fifth Rate: 6 3 2 2 8 Demi-Culverin Drake, 2 Saker 24 gun (s) 2 Demi-Culverin Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

21 Weaponry of the Anglo-Dutch Wars English Name Dutch Range Damage Damage Equivalent Points Demi-Cannon drake 36-pdr drake 12” 2+ 2 24-pdr 24-pdr 20” 2+ 2 24-pdr drake 24-pdr drake 10” 2+ 2 Culverin 18-pdr 20” 2+ 1 Culverin drake 18-pdr drake 10” 2+ 1 Demi-Culverin 12-pdr 18” 3+ 1 Demi-Culverin drake 12-pdr drake 10” 3+ 1 Saker 6-pdr 8” 4+ 1 3-pdr 3-pdr 6” 5+ 1

Dutch Ships – First Anglo-Dutch War (1652 - 1654) Dutch Crew Rating: 2+ (3+ for Boarding Actions & Morale Checks) Sp: Speed (in inches) M: Maneuver Rating St: Structure Rating Ap: Anti-Personnel Rating Name Pts Type Sp M St Ap Armament (per broadside) Notes Flagship Third 281 Third Rate: 6 2 5 5 7 24-pdr drake, 8 12-pdr drake, 10 6-pdr Shallow Draft 58 gun (s) 2 24-pdr, (s) 2 12-pdr, (s) 4 6-pdr Rate Third Rate 278 Third Rate: 6 2 4 4 2 36-pdr drake, 9 24-pdr drake, Shallow Draft 54 gun 7 12-pdr drake , 5 6pdr (s) 2 24-pdr, (s) 2 12-pdr Heavy Fourth 177 Fourth Rate: 7 3 3 3 2 18-pdr drake, 9 12-pdr drake, Shallow Draft 54 gun 7 6-pdr. (b) 2 12-pdr, (b) 2 6-pdr, Rate (s) 2 12-pdr, (s) 2 6-pdr Fourth Rate 168 Fourth Rate: 7 3 3 3 2 18-pdr drake, 8 12-pdr drake, Shallow Draft 40 gun 7 6-pdr, 2 3-pdr. (s) 2 12-pdr Light Fourth 171 Fourth Rate: 8 3 3 3 2 24-pdr drake, 2 18-pdr drake, Shallow Draft 38 gun 6 12-pdr drake, 4 6-pdr Rate Large Armed 160 Indiaman: 6 2 3 3 3 18-pdr drake, 7 12-pdr drake, Shallow Draft 42 gun 7 6-pdr, 4 3-pdr Merchantman Small Armed 104 Indiaman: 6 2 2 1 11 6-pdr, 2 3-pdr Shallow Draft 26 gun Merchantman Fifth Rate 150 Fifth Rate: 8 3 2 2 1 18-pdr drake, 6 12-pdr drake, Shallow Draft 28 gun 8 6-pdr, 1 3-pdr. Sixth Rate 132 Sixth Rate: 8 3 2 1 6 12-pdr drake, 8 6-pdr, 1 3-pdr Shallow Draft 24 gun Underlined: Chasers: Weapons mounted in the Bow or Stern of the ship. (b): Bow. (s): Stern

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