Flying Colors
PLAYER AID CARD
Version: January, 2012
Firepower Determination Table (3.7.7)
9
10
T
G
6
5
4
3
2
1
(1)
-
-
-
-
0
1
2
2
3
0
1
2
2
2 1 1 0 0
3 2 2 1 0
4 3 3 2 1
7 5 4 3 2
10 7 6 5 4
12 9 8 6 5
15 12 10 7 6
17 14 12 9 8
19 16 14 11 10
Carronade range limit
Relative Range (Hexes to Target)
Rate 1 2 3 4 5
6 7 8
-
-
1
2
3
4
5
7
8
-
-
0
1
2
2
3
5
6
-
-
-
0
1
2
2
3
4
Relative Rate Modifiers
+1 for every 6 hull hits
+1 Partial Broadside
+1 Rotating at anchor
+1 when firing during a Tack
+1 when firing with Full Sails raised
+1 when firing while Dismasted
+1 when firing while On Fire
Firepower Modifiers
-1 Rate value in black background if base firepower is shaded
+1 Rate value in white background if base firepower is shaded
+? attackers Audacity
+2 Point-Blank fire
+? Cumulative Carronade bonus
+2 initial broadside (optional)
Procedure
1. Find Relative Rate Row
2. Modify Rate by moving up or down rows
3. Cross-reference modified Rate with range to find Firepower
4. Modify Firepower
Notes
1. - indicates fire has no effect
2. Ships with red Relative Rate may not fire further than a
range of 5
3. Rate shifts beyond row T automatically result in no effect
4. Ships whose fire has no effect are still marked as Fired
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
Carronade Table (3.7.10)
1779-1786 1787-1826
British firerange 3 or less
+1
+1
British firerange 1 or less
+1
+1
American firerange 3 or less
n/a
+1
American firerange 1 or less
+1
+1
French/Dutch firerange 3 or less
n/a
+1
Spanish firerange 1 or less
n/a
+1
Hexagonal Rate valuerange 3 or less +1
+1
Square Rate valuerange 3 or less
+2
+2
Rake Table (3.7.7)
Die Roll
4 or less
5-9
Modifiers
? Audacity Rating
2 if Stern Rake
Result
Rake successful
No Rake
? Commander Quality
+? Range to Target
Hit Results Tables
Firing vs Large Vessels (1.0 units)
Modified Firepower
Die
Roll
2
4
5
6
< 0
2R
12
11
10
7
8
2R
2R
H
R
2R
2R
H
R
2R
10
2R
H
H
R
11
2R
H
R
2R*
3R
2H
3H
2R*
2RH HR
3R
2H
3R 2HR
3R 2HR 3R
3H
3R* 3H
M 2RH HR 2R
2H 2RM 2HR 3R
R*
M 2RH 2H
2R
2H 3R* 2HM 3RH 3H
2R
2H
3R
2H 2R* 3H 3RH 4H
R*
M 2RH HR
2R
2H
2R 2HR 3R
2R*
M 2RH HR
2R
2H
3R 2HR 4R
3R 2HR 4R
3R 2HR 4R
2R*
R*
2R
2R
2R
H
R
2H 2R* 2H 2RH 3H
2R HR
2R HR
3R
2H
2H
2H
2R
RH HR 2R
2R
RH 2H
M 2RH 2H
RH 2H
R*
R*
RH 2H
R*
2R
R*
2R
R*
-
-
2RH HR
2H 3R* 3H 3RH 3H
2H 3R* 3H 3RH 4H
2H 3R* 3H 3RH 4H
4R 3H* 3RM 3HR 5R
4R 3H* 3RM 3HR 5R
4H
12
13
14
3R
2H
3R
2HR
3H
3R*
3H
3RH 4H
4R
3H* 4RM 3HR
3R
4R
3R*
3R
2H
2HR 4R
3H 3RH
3H
4H
4R* 3H* 4RM 3HR
3R
2R*
2RH HR
2RH HR
2H
3R
2HR
4R
3H
3R*
3RH
3H
4H
15
3H* 4RM 4HR
6R
4H
5R* 4HM 5RH
6H
6R
6H
6R
5HR
7R
6R
5H*
7R
6H
5R
5R* 4HM 5RH
6H
6R
5H* 5RM 5HR
4H* 4RM 4HR
5H
5R* 4HM 5RH
6R
5H*
5HR
7R
6R*
4RH
6R
4H
6R
7R
5H*
6H
6R
5HR
8R
6R* 5HM 6RH
6H
6R
5HR
7R
7H
6RH
6H 5R2H
6H*
7R
6H
7R
7H
7R
7R
6HR
6H
7R*
7H
6HR
8R
6R*
7H
6RH 6H* 7RM 5H2R 9R
7R*
7RH 7H*
6RH 7H* 7RM 6H2R
6H* 6RM 5H2R 9R
6H* 6RM 5H2R 8R
7H
7H 6R2H 8H
7H 5R2H 8H
7H 5R2H 7H
7H*
7R
6H
6H
7H
6H*
7R
7R
6H
7R* 6HM
6H*
5HR
6R*
>20
6R* 6HM 6RH
5H
6H
5H
6R
7R
6R
4H* 5RM 4HR
6R
6H 5R2H
20
5R
6H
5H*
4H* 6RM 5HM
6R* 4HM 5RH
6R
5R
5H
6RH
19
6R
6H 5R2H 7H
4H
3H* 4RM 4HR
6R*
6R*
5R
6H
6H
4H
18
3H* 4RM 4HR
4H
4RH
3H
5R
4RH
6R
5H
5R
4H
4R*
3H
3H* 4RM 3HR
5R 4H* 4R* 3HM 4RH
4R* 3HM 4RH 5H
17
4R
3RH
3H
3R*
4R
4H* 5R* 4HM 5RH
3H
3H
4R
16
3R*
4R
5R* 4HM 5RH
4H 4R* 3HM 4RH 5H
2HR
4H
5R
3R
4R* 3H* 3RM 3HR 5R
4R 3H* 3RM 3HR
4R 3H* 3RM 3HR
7HR
6HR 8R* 7HM
6HR 8R* 7HM 7R2H 9H
Firing vs Small Vessels (0.5 units)
Modified Firepower
Die
Roll
2
3
4
5
6
< 0
-
-
-
-
-
-
-
-
-
-
-
-
-
2R
2R
10
2R
12
2R
H 2R*
11
-
-
-
-
-
-
-
-
-
R
R
-
-
-
-
2R
2R
2R
2R*
2R
2R
2R
H
H
M 2RH 2H
2H
2R
2R
H
R
2R
H
-
2R
3R
3R
2R
2R
H
-
4R
2H 3R* 3H 4RH 4H
3R
2H
3R HR
2H 3R* 2H 3RH 3H
3R
+1 if French ship firing
+1 if firing into wind
1 if firing with wind
+2 if target at Full Sail
2 if firing in Calm conditions
Damage Results Modifiers
x2 all M damage if firing Point-Blank
x2 H damage caused by Stern Rake
Increase Hull damage caused by Bow Rake attacks by 50%
3R
H
R
3RH HR
4R
2H
4R 2HR
4R 2HR 4R
3H
4R* 3H
4R
2H
4R 2HR 5R
3RH HR
2H 4R* 3H 4RH 3H
2H 4R* 3H 4RH 4H
2H 4R* 3H 4RH 4H
Other Modifiers
+2 if firing while anchored
+2 if battery firing
1 if firing outside the broadside arc and not within own Rake Line.
3 if firing down own Rake Line
12
13
4H
14
2H
4R
3H
4R*
3H
4RH 4H
5R
3H* 5RM 3HR
4R
5R
4R*
4R
2HR 5R
3H 4RH
2H
6R
4R
2HR 5R*
3H
4H
5R* 3H* 5RM 3HR
6R
4R
4R
3RH HR
3RH HR
4R*
4RH
6R
15
3H
4R*
3H
5R*
3H* 5RM 4HR
7R
4H
6R* 4HM 6RH
6H
7R
3H
4H
4RH
3H
4H
3H
5RH
4H
17
2HR
2HR 5R*
5R
4R
4R*
8R
6H
5H* 6RM 5HR
7R
8R
7R*
5HR
5H
7R* 4HM 6RH
6H
7R
5HR
8R
6H
7R*
6H 6R2H 7H
7RH
6H
8R
7R*
6H 6R2H
5H
7R* 6HM 7RH
6H
7R
5HR
9R
7R
6H
7R*
7H
7RH
6H 6R2H
>20
7R
6H
8R
4H* 7RM 5HM
7R* 5HM 7RH
8R
5H*
6R
5H
5HR
7R
7R
20
7R
7R
7R
5H*
7R
4H* 6RM 4HR
6H
6H
7R
3H* 5RM 4HR
6R
6R* 4HM 6RH
5H*
19
6R
4H
4H
3H
5RH
5RH
5R*
5H
6R* 4HM 6RH
5H
18
7R
4H
5H*
3H* 5RM 4HR
7R
6R* 4HM 6RH
3H
6R
3H* 5RM 3HR
4H
4H* 5RM 4HR
16
2H
5R*
4H* 5R* 4HM 6RH
5R* 3HM 5RH 5H
4H 5R* 3HM 5RH 5H
3R*
5R* 3H* 4RM 3HR 6R
5R 3H* 4RM 3HR
5R 3H* 4RM 3HR 6R
Hull Target Modifiers
+1 if British ship firing
+1 if firing with wind
1 if firing into wind
+1 if firing with wind and 1 if firing into wind do not apply to
ships that are grappled or fouled.
5R 3H* 4RM 3HR 6R 4H* 5R* 3HM 5RH
5R 3H* 4RM 3HR 6R
Die Roll Modifiers
11
M 3RH HR
(*) chance of a fire (3.7.11 )
Rigging Target Modifiers
Grappled/fouled ships cannot target rigging
3R
3R*
3R*
3R*
4R 2HR 5R
3R 2HR 5R
4R
3R HR
3R
2H 4R* 2HM 4RH 3H
2H
3R 2HR 4R
10
4R
3H
3R
2H
3R
2H 3RM 2HR 4R
2R* M 2RH 2H
3R
3R* M 3RH HR 3R
H
3R
2H
M 2RH 2H
2H
4R
2R* M 3RH HR
3R
2R*
2R* M 2RH 2H
3R*
2R
2R* M 2RH 2H
M 2RH HR 3R
6H*
8R
8R
6H
7H
8R
6H
8R* 6HM
8R
7H
7H*
6H*
8R
6HR
6H
8R*
7H
6HR
9R
7H
6H*
8R
6H
7R*
7H
7RH 6H* 7RM 5H2R 10R 7HR
5HR
8R
6H
8R*
7H 7R2H 8H
7H 6R2H 8H
7H 6R2H 7H
8RH 7H*
7RH 7H* 8RM 6H2R
6H* 7RM 5H2R 10R 6HR 9R* 7HM
6H* 7RM 5H2R 9R
6HR 9R* 7HM 8R2H 9H
Flying Colors Player Aid Card
Movement Table (3.6)
Wind Gauge
Running
Reaching
Beating
In Irons
Plain Sails
4
5
2
0
Full Sails
6
8
3
0
Weather Effects (3.6.3): Calm: 1, Breezy: +1
Rigging Damage: 1 MP for every 3 rigging hits
Turning Costs (double at full sail):
From Reaching to Running = 1 MP
From Reaching to Beating = 2 MPs
All Other = 0 MP
Anchor: 1/2 MPs when slipping anchor
Tacking Table (3.6.6)
Die Roll
0 or less
1-2
3-5
6 or more
Movement Points
In Irons!
0
1
2
Modifiers
+? Commander Quality if present on ship
? Rigging Damage Modifier
1 if Damaged
1 if Enemy within three hexes
+1 if Enemy beyond ten hexes
Wind Adjustment Table (3.2)
Die Roll
0-5
6-7
8
9
Change
No Change
One Point Clockwise
Two Points Clockwise
One Point Counter-Clockwise
Sternway Table (3.6.9)
Die Roll
0-4
5 or more
Result
May drift one hex before rotating
Must drift one hex before rotating
Modifiers
? Commander Quality
Ships on Fire Table (3.7.11)
Die Roll
0-2
3-4
5-6
7-8
9
Result
Fire Extinguished
Fire Extinguished, 1R Hit
1R Hit*
1H Hit*
1R, 1H Hit*
* Fire may spread. Roll a die for each fouled or grappled
ship. Fire spreads on a seven or more (+1 if fouled, +2 if
fouled and grappled). After determining spread, roll another
die: if the roll is a 9 the burning ship explodes! The exploding ship sinks immediately, along with any ships to which it is
fouled or grappled.
Grounding Table (4.3)
Die Roll
< 0
0-2
3-5
>5
Result
Grounded, 1H damage
Grounded
1H damage
No Effect
Modifiers
+? Commander Quality
? Shoal Value
1 Ship Rate of 4-6
2 Ship Rate of 1-3
3 Ship Rate of (1)
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com