Sunday, 5 July 2026

Bluebeard Scenario 3:The False Flag

Naval Skirmish: The False Flag

The Hook

    • Ambush at sea by pirates pretending to be Bluebeard’s men.
    • Loot or documents hint at the Isle de Gros Garçon as Bluebeard's base. 

Admiralty Orders

Aboard HMS Resolute, Nassau Harbour

July 1715

To Lieutenant Alfred Fairweather, Royal Navy

Sir,

Your conduct during the recent operations against the pirate conspirators at Nassau has been brought to my favourable notice.

Whilst your methods continue to display an alarming disregard for established procedure, I am reluctantly compelled to admit that they have also produced results.

Accordingly, by authority vested in me as Senior Naval Officer upon this station, and pending confirmation by Their Lordships of the Admiralty, you are hereby appointed Master and Commander of His Majesty's Sloop Swift.

You will proceed immediately to independent command.

Your orders are as follows:

  • Intercept suspicious vessels operating under false colours.
  • Render every assistance to His Majesty's Governors in suppressing piracy.
  • Avoid unnecessary heroics.

I draw your attention particularly to the final instruction, which I have found you possess a remarkable talent for disregarding.

Mr. Crane is to remain attached to your command as Surgeon and Interpreter.

Lieutenant Edward Bressington will continue to command the embarked detachment of Royal Marines.

Sailing Master Hepzibah Mott has, for reasons known only to Providence, volunteered to accompany you...

Endeavour to remain alive long enough to inform me of events.

May God preserve you.

Captain Kenneth Hawke, RN

"The King's Hound"

HM Sloop Swift off the Nassau reef


Scenario Three

The False Flag

"Not every black flag belongs to the same pirate."

Time

Two days after the brawl at the Broken Compass.

Location


The reefs north-east of New Providence.

Fairweather has persuaded Captain Hawke to let him investigate one of the strange channels marked only on his own charts.

Accompanied by Surgeon Crane aboard the Royal Navy Sloop of War Swift, they set sail at dawn. Near midday... Smoke is sighted.

A brig is sighted flying the dreaded black flag.  The same flag described by survivors of the Burning Sloop.  Fairweather finally has his chance to confront Bluebeard.


Forces

Royal Navy

HM Sloop of War Swift

Captain:

  • Lt. Alfred Fairweather (Experienced)

Passengers

  • Surgeon Tobias Crane

Crew

  • Veteran Sailors
  • Royal Marines

Pirate Force

Brig Santa Muerte


Captain Esteban Calderón

Veteran Sailors

Spanish Marines

Several crew wear black scarves and false beards to imitate Bluebeard's notorious followers.


Background

Unknown to the Royal Navy...

Captain Calderón is no pirate.  Not exactly.

He is a licensed Spanish privateer and his papers are genuine, his commission legal.  His methods... Less so.

He has been paid to impersonate Bluebeard and draw British patrols away from the real pirate's movements.


Battlefield

A 4' x 4' sea table.

Includes:

Large reef
Two small rocky islets
A narrow navigable channel (known only to Fairweather)
Trade wind blowing steadily.

Deployment

The brig begins under false colours.  At long range she flies a British merchant ensign.  Only when within pistol shot...

The colours are hauled down.  The Black Flag rises.  Spanish marines cheer.


Special Rule

False Colours

Until the brig reveals herself:
Royal Navy ships may not fire.
After the reveal
Both crews immediately gain one free Command Point.

Victory Conditions

Royal Navy

  • Capture Calderón alive (+3)
  • Recover the chart tube (+3)
  • Prevent the brig escaping (+2)
  • Keep HMS Swift afloat (+2)

Calderón

  • Escape the table (+3)
  • Sink or cripple HMS Swift (+3)
  • Destroy the chart tube before capture (+2)
  • Leave the British convinced Bluebeard was responsible (+2)

2nd Lieutenant Leslie "Twitchy" Balls

"Ding Dong!"

Role: Royal Navy Officer
Officer Type: Naval Lieutenant (Untested)

Personality
Neat, soft-spoken and perpetually twitchy, Balls gives the impression of a man who would rather be anywhere else. He startles at cannon fire, apologises before giving orders and is forever straightening his neckcloth. Yet the moment cutlasses leave their scabbards, he becomes a fearless and remarkably gifted swordsman. His cry of "Ding Dong!" usually signals that someone is about to lose a duel.

Strengths

  • Superb swordsman and boarding leader.
  • Commands his sailors with quiet confidence.
  • Exceptionally brave in close combat.
  • Completely loyal to Lieutenant Fairweather and Captain Hawke.

Flaw
His nervous manner causes both enemies and allies to underestimate him. He has little patience for prolonged musket duels and is often eager to close with the enemy before the moment is tactically ideal.

Favourite Saying
"Ding Dong... I do believe that's the signal to board!"


Sailing Master Hepzibah "The Unsinkable" Mott

"The Unsinkable Mott"

Role: Sailing Master & Navigator
Officer Type: Naval Specialist (Experienced)

Personality
An old salt with a mischievous grin, an inexhaustible stock of sea stories and an uncanny instinct for wind and tide. Mott has served in His Majesty's Navy for over forty years, surviving storms, mutinies, battles, shipwrecks and more than one court martial. Nobody is entirely certain how he remains afloat—or in uniform. He is rarely seen without a clay pipe and a knowing chuckle.

Strengths

  • Master navigator in coastal waters.
  • Expert at handling ships through reefs, shoals and narrow channels.
  • Inspires confidence in sailors through long experience.
  • Unflappable under fire and during heavy weather.

Favourite Saying
"Ho, ho... I've run aground in better places than this!"


Three Midshipmen:

◊  Midshipmen
A low level officer. He also traditionally leads boarding parties, boars and is responsible for learning the duties of an officer.

Nationality/Faction: Navies
Unit Restrictions: Any with Sailors
Sailors. Only one Midshipman may 
be added per Force. 
Command Range: 3"
Command Points: 1 (Grapple, Charge, and Fight 
Actions only)
Special Rules: Hard Chargers and pistol shot
shot

Midshipman Tibulus Hathershaw

"The Greenhorn"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Fresh from the Naval Academy, Tibulus knows every regulation by heart but has yet to discover his sea legs. He turns a delicate shade of green whenever the Swift leaves harbour, much to the amusement of the crew.

Quote

"I assure you, sir... I'm only inspecting the lee rail."

Midshipman Benjamin "Blondie" Fredriksen
"The Silent Dane"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Tall, fair-haired and unnervingly quiet, Fredriksen speaks only when absolutely necessary. He never seems hurried, frightened or excited, even under heavy fire. The sailors find him deeply unsettling.

Quote

"If we are to board, sir... now would seem appropriate."


Midshipman Elias Bulge

"Of the Shropshire Bulges"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Rosy-cheeked, energetic and forever introducing himself as being "of the Shropshire Bulges," Bulge volunteers for absolutely everything. Whether the Bulges are genuinely distinguished or merely enthusiastic local gentry remains a matter of debate.

Quote

"Bulges never retreat! ...At least, I don't believe they do."

Swift clears the reef and closes on the enemy brig

A Big old brig with a pirate crew

Closing.  Loads of musketry mostly inconclusive.

Closing in.  Both sides have lost crew.

But the Navy muskets are particularly strong.

Boarding gate.  Bressington leads his Marines onto the Brig.

The Pirate command is wiped out.

Strike Test.  Bressington calls on the Brig crew to surrender in the King's name.

Ten pirate casualties 50% failed

Six off Swifts crew.  Doctor Crane gets to work but it's a heavy butcher's bill.

The brig is a Prize.  Plastic model defeats resin model.

Great game. Really enjoyed the mechanics of Blood and Plunder.
And Midshipman number 1 survived so I'll be using him in game 4.  If he survives 3 games I'll promote him to Lieutenant!

The crew of HM Sloop Swift

 




Lieutenant Alfred Fairweather, Master and Commander of HM Sloop Swift.

Privateer and Cartographer

Role: Privateer Officer
Officer Type: Naval Lieutenant (Cunning)

Personality Sharp, sarcastic, utterly fearless at sea.

Strengths

  • Superior navigation
  • Ambushes and coastal raids

Flaw Loyal only to contracts, not causes.

Campaign Hook His charts include reefs and inlets that do not officially exist — including routes to Gros Garçon.

  • Reputation
I'm using a Northstar Miniatures earl 18th Century Naval Officer in a blue frock coat as Fairweathers character figure.  

I created Fairweather as Untested, but may uprate him to experienced after a few games.


Surgeon Tobias Crane

Naval Surgeon & Interrogator

Role: Specialist / Support NPC
Officer Type: Non-combatant specialist

Personality Calm, unsettling, meticulous.

Strengths

  • Keeps officers alive
  • Extracts information “humanely” (he insists)

Flaw Rumours follow him — men fear his operating table.

Campaign Hook Crane has treated at least one of Bluebeard’s lieutenants in the past.

2nd Lieutenant Leslie "Twitchy" Balls

"Ding Dong!"

Role: Royal Navy Officer
Officer Type: Naval Lieutenant (Untested)

Personality
Neat, soft-spoken and perpetually twitchy, Balls gives the impression of a man who would rather be anywhere else. He startles at cannon fire, apologises before giving orders and is forever straightening his neckcloth. Yet the moment cutlasses leave their scabbards, he becomes a fearless and remarkably gifted swordsman. His cry of "Ding Dong!" usually signals that someone is about to lose a duel.

  • Superb swordsman and boarding leader.

Campaign Trait – Ding Dong!
Once per game, when leading a boarding action or charge, Balls may reroll one failed Fight die. If his unit wins the melee, all friendly Sailor units within 6" gain +1 Resolve until the end of the turn, inspired by his unexpected heroics..

Favourite Saying
"Ding Dong... I do believe that's the signal to board!"


Lieutenant Edward "Eager" Bressington

"The Ram of the Royal Marines"

Role: Royal Marine Officer
Officer Type: Marine Lieutenant Experienced

Personality
Booming, fearless, and gloriously impetuous. Bressington possesses boundless courage, unwavering loyalty to the Crown, and an unfortunate tendency to charge before receiving orders. His magnificent, thoroughly non-regulation sideburns are said to arrive several seconds before the rest of him.

Strengths

  • Inspires Marines through sheer bravery. Leads from the front.
  • BUT his enthusiasm frequently outruns his judgement.

Campaign Trait – Eager for Glory

Once per game, Bressington may immediately lead a Charge or Boarding Action without spending a Command Point. However, if the attack fails to drive back the enemy, his unit gains one Fatigue as their momentum falters.


Sailing Master Hepzibah Mott

"The Unsinkable Mott"

Role: Sailing Master & Navigator
Officer Type: Naval Specialist (Experienced)

Personality
An old salt with a mischievous grin, an inexhaustible stock of sea stories and an uncanny instinct for wind and tide. Mott has served in His Majesty's Navy for over forty years. 

Favourite Saying
"Ho, ho... I've run aground in better places than this!"


The Midshipmen 

MidshipmanTibulus Hathershaw

"The Greenhorn"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Fresh from the Naval Academy, Tibulus knows every regulation by heart but has yet to discover his sea legs. He turns a delicate shade of green whenever the Swift leaves harbour, much to the amusement of the crew.

Quote

"I assure you, sir... I'm only inspecting the lee rail."


Midshipman Benjamin "Blondie" Fredriksen

"The Silent Dane"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Tall, fair-haired and unnervingly quiet, Fredriksen speaks only when absolutely necessary.  He never seems hurried, frightened or excited, even under heavy fire. The sailors find him deeply unsettling.

Quote

"If we are to board, sir... now would seem appropriate."


Midshipman Elias Bulge

"Of the Shropshire Bulges"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Rosy-cheeked, energetic and forever introducing himself as being "of the Shropshire Bulges," Elias volunteers for absolutely everything

Quote

"Bulges never retreat! ...At least, I don't believe they do."

The Crew

I use Northstar Miniatures 18th Cenntury sailors, just for the look.  My Royal Navy sailors all wear yellow bananas, or have a piece of yellow clothing, just to differentiate them from pirates at a glance.

I have divided them into a musket group, a cutlass group and gun crew.


Ill have to get the masts set up on Swift

Fairweather and Surgeon Crane

And my latest recruits


Thursday, 2 July 2026

Bluebeard Scenario 2 – The Naval Press

Bluebeard scenario 2

Tavern Knives

    • The Naval Press enters a Nassau tavern and events erupt into a brawl.
    • Interrogate informants, rival crews interfere.  It's an RPG scenario based around a massive tavern brawl

Scenario 2 – Tavern Knives.  The Naval Press.

"Everybody knows Bluebeard... everyone tells a different story."

Location: The Broken Compass Tavern, Nassau

Table Size: 2' × 2'

Players

  • Crown Naval Press
    • Lt. Alfred Fairweather
    • Lt Edward Bressington Royal Marine. 
    • 2 Groups, one of Sailors, one of Royal Marines (only four men from each group actually enter the tavern initially; the rest wait outside)
  • Pirate Faction
    • Jacques "Red Smile" Moreau
    • 2 Groups of Jamaican Pirates (again, only four from each group begin inside)

The remaining men from both sides arrive as reinforcements once violence erupts.


Background

The pirates captured aboard the burning sloop spoke only one name.

Bluebeard.

Fairweather believes the story is nonsense, but one surviving sailor claimed a drunken dockworker knows where the mysterious pirate recruits his crews.  He leads a Press Gang to the tavern.

Unfortunately... So does Jacques Moreau.  Both parties arrive at the Broken Compass within minutes of one another.Nobody wants a fight.  At first...


The Tavern

The Broken Compass Tavern.

The inn is populated by colourful NPCs:

  • Nervous landlord
  • One-eyed bartender
  • Gambling sailors
  • Drunken merchant captain
  • Cook with a meat cleaver
  • Two serving girls carrying ale
  • A fiddler
  • Sleeping dockworker (the informant)
  • Retired buccaneer
  • Local preacher trying to calm everyone

These figures move randomly until the fighting starts.


Before The Press

I'll Play three turns as an RPG rather than a wargame.  Each officer may speak to one NPC each turn.

Roll D6.

Roll Result
1 Complete lie
2-3 Rumour
4-5 Useful clue
6 Major clue

Players may bribe, threaten or charm. Crane gains +1 when intimidating wounded NPCs. Fairweather gains +1 when questioning sailors.


Sample Rumours

Bluebeard has six ships.  Bluebeard is already dead.  Bluebeard works for the Governor.  Bluebeard only sails during storms.  Bluebeard's beard isn't black.  Bluebeard recruits only orphans.

Only a few are true.


Hidden Informant

One NPC actually knows something.  He is asleep.  Someone must wake him without frightening him.  If violence starts first...he tries to escape through the kitchens.


The Press 

The civilians are fair game. The Press will grab them 1 per figure.  Roll d6 to take into Naval custody.   


Jacques "The Red Smile" Moreau

Moreau enjoys tavern fights.

He actively tries to start one.

If reduced below half wounds he laughs:

"Ask Bluebeard who painted my smile!"

He escapes through a back window if possible.



Lt Edward "Eager" Bressington Royal Marines

"Eager" is sure to cause mayhem!  He is a one man disaster zone.  He has six Marines under his command.


Lt Alfred Fairweather R.N

Fairweather knows the building's exits.

Once per game he may move one friendly group through the crowd without penalty as he guides them through the confusion.



End Game

The scenario ends when one side withdraws or the tavern catches fire.


Victory Points

Crown

+3 Capture Moreau alive

+2 Recover the Informant

+1 Obtain a genuine clue

+1 per pressed man.

Pirates

+3 Moreau escapes

+2 Kill the Informant

+1 Humiliate Fairweather

+1 Destroy Crane's medical satchel


The Game


Fairweather and his sailors.  The marines will follow on turn 3.
They speak to patrons and discover only rumours:

Bluebeard works for the Governor..

Bluebeard's beard isn't black.

Bluebeard recruits only orphans

The informant remains undiscovered.   


The Red Smile, (played by Basil Rathbone in this movie) finally noticed the sailors.


Confusion.  The Pirates miss an Activation.

Th Press goes to work, they learn rumours and take three "recruits!"

But Jacques Moreau gathers his men and gets ready.

"Eager" Bressington arrives.  

And poses at the door for a passing silhouette artist.

Fight.  The pirates charge.
No casualties.

The Red Smile and Fairweather go at it.

A second Pirate group charge in, but poor dice. I wasted a fortune on this and got a worse result

I'm using the character cards in this deck as additional events.  Here twist of fate - redraw.


But the informant wakes up
He makes a run for the door and gets grabbed by the Press.
Surgeon Crane extracts the relevant information as the fight with the pirates continues.  





The Navy begin to win the brawl

The Spanish Cptan reels back, 

And the pirates fail their strike test, routed.


Fairweather continues the Press

And Moreau is captured, knocked senseless by Bressington.


A win for the Navy

Campaign Rewards

If the Crown secures the informant, he reveals the first solid lead:

"Bluebeard doesn't anchor at Nassau... he meets his captains at a forgotten cay the old Spanish charts call Gros Garçon."

Fairweather immediately recognises the name. It's one of the "non-existent" islands marked only on his private charts. That revelation gives you a perfect hook into Scenario 3: an expedition to find Gros Garçon before Moreau or Bluebeard can vanish into the reefs. It also deepens the mystery—perhaps Bluebeard isn't just another pirate captain, but the head of a hidden network operating beyond the maps everyone else trusts.


Jacques “Red Smile” Moreau

The Butcher of Slaughter Beach

Officer Type: Pirate Captain (Aggressive)
Preferred Troops: Pirate Crew, Militia
Command Style: Shock assaults and terror tactics

Tabletop Notes

  • Always leads from the front
  • Prioritizes melee over shooting

Campaign Trait – Bloody Example
The first time an enemy unit is destroyed in melee each game, all friendly pirate units may reroll their next Morale test.

Hook Moreau leaves survivors on purpose — marked, broken, and telling stories. He claims Bluebeard personally carved his teeth red with blood.

2 groups of Jamaican Pirates

Vs


Fairweather and Crane

And 2 groups of sailors

Lieutenant Alfred Fairweather

Privateer and Cartographer

Role: Privateer Officer
Officer Type: Naval Lieutenant (Cunning)

Personality Sharp, sarcastic, utterly fearless at sea.

Strengths

  • Superior navigation
  • Ambushes and coastal raids

Flaw Loyal only to contracts, not causes, and his Friend Tobias Crane.

Campaign Hook His charts include reefs and inlets that do not officially exist — including routes to Gros Garçon.

Lieutenant Edward "Eager" Bressington

"The Ram of the Royal Marines"

Role: Royal Marine Officer
Officer Type: Marine Lieutenant (Untested)

Personality
Booming, fearless, and gloriously impetuous. Bressington possesses boundless courage, unwavering loyalty to the Crown, and an unfortunate tendency to charge before receiving orders. His magnificent, thoroughly non-regulation sideburns are said to arrive several seconds before the rest of him.

Strengths

  • Inspires Marines through sheer bravery.
  • Excels in boarding actions and close combat.
  • Leads every assault from the front.
  • Unshakable under enemy fire.

Flaw
His enthusiasm frequently outruns his judgement. Bressington has been formally reprimanded on more than one occasion for attacking before Captain Hawke had finished issuing his orders.

Campaign Trait – Eager for Glory
Once per game, Bressington may immediately lead a Charge or Boarding Action without spending a Command Point. However, if the attack fails to drive back the enemy, his unit gains one Fatigue as their momentum falters.

Tabletop Notes

  • Best attached to Royal Marines or Veteran Sailors.
  • Particularly effective during boarding actions.
  • Benefits from officers who provide command support, especially Captain Hawke.

Surgeon Tobias Crane

Naval Surgeon & Interrogator

Role: Specialist 
Officer Type: "An uncanny pistol shot," he once killed a minor Aristocrat in a duel.  Friend to Lt Fairweather.  Speaks a dozen languages.

Personality Calm, unsettling, meticulous.

Strengths

  • Keeps officers alive
  • Extracts information “humanely” (he insists)

Flaw Rumours follow him — men fear his operating table.

Campaign Hook Crane has treated at least one of Bluebeard’s lieutenants in the past.

Blood and Plunder, my fleet review

 I had a fleet review mainly because my current Blood and Plunder campaign going out to sea.  

Currently painting my Bermuda Sloop, and remaining sailors.  This gives me some ideas on how I can develop the games.



The Bark

A resin model, two masted, with four guns and two swivels per side.  Shallow drafted but rather small.

Top Speed 4"
Windward -1"
Turn. 4 "
Draft 5
Size 2
4 guns
4 swivels per side.

The scratch built Sloop

Not really finished.  I use her as a merchant Sloop with deck cargo, but I have the Guns to make her a viable Sloop.

A reasonable size.

Top Speed 4"
Windward -0"
Turn. 4 "
Draft 5
Size 2
6 guns
3 swivels per side.


The Longboat


Top Speed: 4”
Windward: -1”
Turn: 3”
Draft: -
Size: 1
Hull Fortitude/Integrity: 2/3
Guns/ Swivels: 0/1
Sail Settings: 3”/0”/A
TRAITS
Sweeps: 4: May move up to 4” under oars while sails are 
set at speed 0” and the Sweeps are crewed.
Low Profile: Apply a +4 penalty to a Shoot Test 

The Rowboat

Top Speed: 4”
Windward: -
Turn: 4”
Draft: -
Size: 1
Hull Fortitude/ Integrity: 2/3
Guns/ Swivels: 0/0
Sail Settings: 0”/A





The Brigantine

Top Speed: 4”
Windward: -1”
Turn: 3”
Draft: 6
Size: 3
Rigging Fortitude/ Integrity: 3/5
Hull Fortitude/ Integrity: 4/6
Guns/ Swivels:
DECK 1 DECK 2 DECK 3
GUNS 0 4 4
SWIVELS 4 0 2
Sail Settings: 4”/3"/2”/0”/A
TRAITS
Staysails: When moving under sail to Windward, this ship 
is never reduced to less than its slowest Sail Setting value 
(unless it is In the Wind’s Eye). Use of Staysails is optional.
Sweeps: 2: May move up to 2” under oars while sails are 
set at speed 0” and the Sweeps are crewe


The Bermuda Sloop 

Top Speed: 5”
Windward: -0”
Turn: 4”
Draft: 5
Size: 2
Rigging Fortitude/ Integrity: 3/4
Hull Fortitude/ Integrity: 4/4
Guns/ Swivels:
DECK 1 DECK 2
GUNS 6 0
SWIVELS 2 4
Sail Settings: 4”/3”/0”/A
TRAITS
Sweeps: 2: May move up to 2” under oars while sails are 
set at speed 0” and the Sweeps are crewed.
Simple Rig: This ship's Sail Setting may be changed using 
a Standard action instead of a Dedicated action. Addition-
ally, apply a +1 penalty when taking a Shoot Test to hit this 
ship’s Rigging. This penalty is not applied to the additional 
dice, only the initial hit.
Fore-and-Aft Rig: When this ship attempts a Tacking 
Advanced Maneuver, it may roll two d10 for the Test, 
and use the best result. This ship cannot perform the Box 
Hauling Advanced Maneuver.


The Galleon

Top Speed: 4”
Windward: -2”
Turn: 2”
Draft: 12
Size: 4
Rigging Fortitude/ Integrity: 4/6
Hull Fortitude/ Integrity: 5/7
Guns/ Swivels:
DECK 1 DECK 2 DECK 3 DECK 4
GUNS 6 
(+2 Chasers) 8 8 2 
(+2 Chasers)
SWIVELS 4 0 2 2
Sail Settings: 4”/3"/2”/1"/0”/A


And to be painted...

The Fluyt

Top Speed: 4”
Windward: -2”
Turn: 3”
Draft: 6
Size: 3
Rigging Fortitude/ Integrity: 3/6
Hull Fortitude/ Integrity: 4/6
Guns/ Swivels:
DECK 1 DECK 2 DECK 3
GUNS 4 4 4 
(+2 Chasers)
SWIVELS 4 0 2
Sail Settings: 4”/3"/2”/1"/0”/A
TRAITS
Chasers (Stern): These Chasers are Cannons that face out 
backward from the Stern of the ship.


The Sloop

Top Speed: 4”
Windward: -0”
Turn: 4”
Draft: 5
Size: 2
Rigging Fortitude/ Integrity: 3/4
Hull Fortitude/ Integrity: 4/5
Guns/ Swivels:
DECK 1 DECK 2
GUNS 6 0
SWIVELS 2 4
Sail Settings: 4”/2”/0”/A

The Piragua pair (2 of these)  i just have to build them!

Top Speed: 5”
Windward: -2”
Turn: 5”
Draft: -
Size: 1
Hull Fortitude/ Integrity: 3/4
Guns/ Swivels: 0/4
Sail Settings: 5”/3”/0”/A

One of the key vessels in my campaign will be HMS Resolute, a heavy Frigate, and I made an extension hull that goes between the prow and stern section of my Brig to create a frigate!

HMS Resolute

Fourth Rate Heavy Frigate (40 Guns)

"Old enough to remember the last war—and stubborn enough to fight the next one."

Built over thirty years ago, HMS Resolute has served in almost every corner of the Atlantic. She has escorted treasure fleets, hunted French privateers, weathered hurricanes, and survived more refits than any dockyard clerk can conveniently remember.

Her once-elegant hull now bears patches of timber from three different royal dockyards. Her lower masts are newer than her upper works, and every scar tells a story.

The sailors affectionately call her "Old Ironwood."

She is slower than newer frigates but immensely seaworthy. Her broadside remains formidable, and her crew are among the most experienced in the Caribbean.

Captain Hawke refuses every offer of a replacement command.

"The Resolute and I have grown old together. She leaks only when she disapproves of my decisions."