The Galleon and the Flame

A Game for Land and Small Naval Battles on the Spanish Main in the Age of Drake and Hawkins
By Trevor A. Brabyn (31 May 2002)

Synthesized from The Sword and the Flame rules by Larry Brom
and The Jackson Gamers' English Civil War and Sword, Cross, and Gold variants
AND Chris Ferree's The Kris and the Flame.

Naval Rules
This is copied off “The Kris and the Flame” by Chris Ferree
(with only minor modification).

Ship Statistics:

Sailing Class
 Ship Type Sailing Class Cebunese Balanghai 3 European Nao 2 Ship's boat 1
Ship Movement-
There are two ways to move a vessel, Sail, and by rowing. The
rules governing movement are detailed below.

Movement rates-

Oared Vessels
Ships Boat- 1D6 inches (normal) 2D6 inches (flat out)

The above speeds are assuming a rowing crew of 2 men per 3" ( or fraction thereof ) of the models length. A vessels speed should be reduced by the same percentage that it is short of crew (i.e. a ship with half of a rowing crew could only make half speed).

Sailing- The speed of a ship moving under sail depends on the wind speed and direction in relation
to the vessel. The Diagram below shows the 4 possible directions that wind could come from.

To determine the movement distance for a sailing vessel roll the approprite number of dice indicated
for its sailing class and wind direction. The result is the total movement distance.

Sailing Speed
 Wind Direction: Direction A Direction B Direction C Sailing Class 1 2D6 inches 3D6 inches 1D6 inches Sailing Class 2 3D6 inches 4D6+3 inches 1D6 inches Sailing Class 3 4D6 inches 6D6 inches 1D 6inches
For European vessels, if the wind is coming from direction "D" the vessel cannot move but it can turn. For other native craft, the vessel can not move if the wind is coming from directions "C" or "D", but it can turn.

A native boat cannot voluntarily turn into the wind while using its sail.
However, if a wind direction change causes the vessel to be headed into the wind, it must turn in the
direction that will get it moving the quickest.

Turning- A vessel can only make 1 turn per move. The turn must take place within the last 1/2 of
the distance to be moved. Ships under steam power or sail can turn up to 45 degrees. Oared vessels
can turn up to 90 degrees.

Collisions- If one vessel's movement will pass through another vessel, the ships will collide. The
moving vessel will stop at the point that it contacts the other vessel.

If the moving vessel has twice as many Hull Points or more than the rammed vessel, the rammed
vessel sinks instantly. If the moving vessel has 1.5 times as many Hull Points as the rammed ship, the
rammed ship loses 2D6 Hull Points.

Grappling- If both vessels are still afloat, the moving vessel may attempt to grapple. To grapple roll
1D6, if the result is even then the ships are tied together. If the result is odd, then either vessel may
move off or attempt to grapple during its next move.

Once ships are grappled, the moving ship may move boarding parties to the other ship. Boarding
parties use 2D6 for movement.

Cutting Grapples- If there is no melee taking place on the grappled vessels, then the moving crew
may attempt to cut itself free. Roll 1D6, if the result is even then the ship is free and may move this
turn. If the result is odd then the ships are still connected and another attempt will have to be made
next turn.

Shooting At Ships- When firing small arms or swivel guns at a ship’s crew count them as a Class 4 target. When firing at a crew on a ship’s boat or Indian Canoe, count them as a Class 2 target.
Casualties will be inflicted as normal.

When firing cannon at a ship or boat count the target as a Class 2. Use only one die per gun, and for each hit turn up 4 cards and apply the results as follows:

Hit Effects On Ships
Hearts
Any Card - Crew Hit- roll 1D6: 1-4 = Wounded. 5,6= Killed.
Face cards are key figures, the ace is the leader.
Diamonds
2-10 - Lose 1 Hull Point
Jack - Waterline hit, lose 1 Hull Point every turn.
Queen - Lose 1 Hull Point and Rudder damaged roll 1D6
1,2= Must turn Left next move.
3,4= Must turn Right next move.
5= Must go straight next turn.
6= Must go straight until a "6" is rolled. (Roll at the end of its move)
King - Lose 3 Hull Points.
Ace - Serious Waterline Hit, 2 Hull Points every turn.

2-10 Lose 1 rigging point.
Jack – King Lose 2 rigging points.
Ace Lose 1D6 rigging points.

The mast that is hit should be randomly determined.

*If the vessel is not rigged for sail then, read Spades and Clubs as Hull Hits (Diamonds).

Effects Of Damage To A Vessel-

Hull Damage- Ships that are reduced below half of their starting Hull Points lose 2" from their
movement rate. Ships that are reduced below three-quarters of their starting Hull Points lose 4" from
their movement rate.

When a vessels Hull Points are reduced below half that ship must make a Critical & Pinned Morale
Test each time it is hit. If the test is passed the ship can move normally (with a -2" for the damage).
A native vessel that fails the morale test will move toward land by the fastest route. An European
vessel that fails will move away from the enemy by the fastest route.

Mast Hits- When a vessel loses all of the Rigging points for a mast, the mast is lost and the vessels
sailing speed is reduced by the percentage represented by the mast. For example: If a single masted
ship loses its mast then its sailing speed is reduced by 100%. A two masted ship that loses a mast
has its sailing speed reduced by 50% and so on.

Crew Hits- Morale effects that cause a mandatory movement apply to the ship as a whole. If the
move requires the figures to go prone, then the ship can not move closer to the enemy.

Repairing Damage- At the end of each turn, every ship that has crew remaining may attempt to repair one point  of damage. The player specifies the type of damage to be repaired (hull or rigging) then roll 1D6:

- Even = Damage repaired
- Odd = Damage not repaired

Note: Repairing a Waterline Hull hit does not recover a hull point, but it does stop further damage
from that hit.

Land Rules
This is modified from the Jackson Gamers' variants.

MOVMENT CHART - Roll the indicated number of D6 for Unit's move in inches.
 UNIT TYPE FORMATION OR POSTURE TYPE ROUGH TERRAIN CROSS COUNTRY ROAD CHARGE ROAD ROUGH TERRAIN PENALTY European Foot Close 2 - 3 - Minus the Hie Die European Foot March Column 3 4 3 4 Minus the High Die European Foot Open Order 3 - 4 - Minus the High Die Cimaroons/Indians Mass/Open Order 3 - 4 - No Penalty Light Artillery Move Only 2 3 - - Minus the High Die Heavy Artillery Move Only - 1 - - Minus the High Die Petronel/Light Cav Close 4 - 5 - ½ Move Petronel/Light Cav March Column 4 5 5 6 ½ Move Petronel/Light Cav Open 5 - 6 - ½ Move Heavily Armored Horse Close/March Col 3 4 3 4 ½ Move All Prone Prone 1 1 - - None Pack Animals Any 3 4 - - ½ Move Wagons Any 2 3 - - ½ Move
Leaderless Die to Move (Roll 1D6 per unit):
Europeans 1-5
Cimaroons 1-4
Indians 1-3

Close Combat - add to 1 D6. Modifiers are cumulative
 Troop Type Charging in Close or Mass Defending in Close or Road Column On Top of Wall or Barricade Defending Building or Fort All Leaders European Pike, Bills and Sword and Buckler +1 &  Win ties +1 &  Win ties -1 +2 +1 Other Europeans +1 +1 -1 +2 +1 Cimaroons/Indians +1 - -1 +2 +1 Mtd Petronels - +1 -2 - +1 Heavy Mounted +3 - -1 - +2 Gunners - - -1 +1 +1
Close Combat Modifiers
 Die Number Results +1 Charging Lance armed (first roll only) +1 Lightly Armored (mail, leather jack, etc.) +2 Heavily Armored (plate armor) -1 Indians with Stone Weapons +2 Pike vs Cavalry +1 Higher ground than enemy +1 Defending wall , barricade, or bulwark -2 Attacked from rear or flank -1 Prone -1 In water

Firing Charts - Roll 1 D20 for each figure firing. The listed numbers inflict one casualty.

 Firing Element Range  Inches Class I  Troops in close or mass, wagons,  in open. Class II  Troops/ wagons in open order or in rough, art. crews. Troops on ships boats Class III  Infantry, cavalry, crews in rough and in open order Class IV  Any in Buildings, Entrenchments, Walls, or ships using small arms or swivels Musket 18 1-7 1-5 1-4 1-3 Arquebus/Crossbow 14 1-6 1-4 1-3 1-2 Mounted 10 1-4 1-2 1 1 All Pistols 6 1-5 1-3 1-2 1 Bows 18 1-5 1-3 1-3 1-2 Swivel Guns 24 1-6 1-4 1-3 1-3 Light Gun  Short 20 1-5 1-4 1-3 1-2 Long 40 1-4 1-2 1-2 1 Hvy Gun (Harbor Batteries)        Short 24 1-6 1-5 1-4 1-3 Long 48 1-4 1-3 1-3 1-3
Swivel guns can have up to 1 crew and throw 3 D20.
Light  guns can have up to 2 crew and throw 6 D20 against land troops, 1D20 against ships.
Heavy guns can have up to 3 crew and throw 9 D20 against land troops,1D20 against ships.
For Artillery (not Swivel guns) ships and boats are Class 2 targets, drawing 4 cards per hit

Jack, Queen, King = key figure

 Target Class Modifier Prone – shift up one class. If in class IV, -2 to hit and cannot shoot.
To Hit Modifiers
 Small Arms (not Swivel guns) over ½ range -1 Bows over ½ range -1 Bows vs. Lightly Armored -1 Bows vs. Heavily Armored -2 Arquebuses/Crossbows vs. Heavily Armored -1 Indians using firearms but not  proficient in their use -1
Figures wearing heavy armor in mixed light/heavy units are
only hit on face cards. They are treated as key figures.

Stand and Fight - Roll 1 D6
 Charged Unit Charged Unit has Leader Charged Unit has no Leader European 1-6 1-5 Cimaroons 1-4 1-3 Indians 1-4 1-2
Charge Completion* - Roll 1 D6
 Charging Unit Charging Unit has Leader figure Charging Unit has no Leader figure European 1-6 1-5 Cimaroon 1-5 1-3 Indian 1-4 1-2
* -1 if outnumbered by 2:1 or more

Morale - Roll 2 D6
 Major Critical and Pinned Critical and Pinned Unit To Pass Morale With Leader Without Leader Europeans 2-10 2-10 2-9 Cimaroons 2-8 2-9 2-7 Indians 2-6 2-9 2-6
Rally -  Roll 1 D6
 Unit Unit has Leader Unit has No Leader European 1-5 1-4 Cimaroon 1-4 1-3 Indian 1-4 1-2
Losers in melee, and those that did not stand for combat,
are “shaken” and must attempt to rally each turn. If they fail
to rally they must move 4D6 towards the closest table edge.

Other Rules Changes for Land Warfare

I. Formations

Close Formation
Close formation may be any number of ranks in depth:

000000
000000
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Open Order
Arranged as such:

0  0  0  0  0              0  0  0  0  0
0  0  0  0  0                0  0  0  0  0
0  0  0  0  0              0  0  0  0  0

firearms                        others

Square Formation
There is no square formation.

Scouts
Only Indians and Cimaroons may have scouts.

II. Firing

Figures Eligible to Fire Firearms or Crossbows
Firearm- and Crossbow-armed figures cannot fire if they move. Figures in Close can fire up to three ranks if stationary. If in open order, up to three ranks are eligible, and if in mass, up to one.

Figures Eligible to Shoot Short or Long Bows
Up to two ranks of bows can shoot in close, mass, or open. If a unit in mass or close moves, only the first rank can shoot.

Artillery
Swivel guns require one turn to reload, light guns require two turns, and heavy four turns. For each crew below optimum, add one turn to reload. If an artillery piece moves, it cannot reload. A light piece can move one die and shoot with ½ dice.

At less than ½ short range, the number of dice is doubled.

III. Close Combat

Charge Movement
All charge moves must be in a straight line.

Units charge in their formation at the beginning of the charge.

Pikes in Melee
If a non-pike unit is charged by an enemy unit, and there is a friendly pike unit within a pike’s length (3”-3 ½”), the charging unit has to fight the pikes first. If the charging unit wins the melee with the pikes, it may then charge the non-pike unit in the same round of melee. In any case all units involved have to make either a Close into Combat or a Stand and Fight roll, the charging unit only doing so once.