Ships and Captains
Pick ships by event goal. The current build describes four main ship roles with clear use cases: Destroyer for fortified targets, Hunter for fast hit-and-run attacks, Reaver for guarded plunder, and Prowler for smuggling and evasion.
Ship stats that matter
Section titled “Ship stats that matter”| Stat | Player meaning |
|---|---|
| Health | The ship is lost once the ship health reaches 0. The ship’s health can be restored by repairing the ship at a pier. |
| Crew | The ship is lost once the ship crew reaches 0. Ship crew can be hired and fired at this ship’s pier. Advanced crew increases the overall ship power. |
| Gun Damage | The destructive power of the ship. Depending on actions during Events, this does damage against opponents’ health or crew. |
| Boarding Damage | The boarding power of the ship. Depending on actions during Events, this does damage against opponents health or crew. |
| Speed | Rapid cruising ability of the ship. It is used in actions in the Events to overcome distance or avoid damage. Higher speed also reduces travel time on the sea. |
| Manoeuvrability | The agility of the ship. It is used in actions during Events to overcome distance or avoid damage. |
Captain logic
Section titled “Captain logic”Captains are not just portraits. The demo lists event choices and passives that can change dice, damage, morale, loot, construction cost, and raid returns. If an event is failing, swap captain style before assuming the ship is bad.
Good default thinking
Section titled “Good default thinking”- Use a destroyer-style ship when the target is a port, fort, or Crown military asset.
- Use a hunter-style ship when speed and chase actions matter.
- Use a reaver-style ship when boarding and loot volume matter.
- Use a prowler-style ship when stealth, cargo, or smuggling matters.