Ship Stats
Ship stats are used by event actions. Read the event text first, then choose the ship whose role and stats match the branch you plan to take.
| Stat | What it does | Where it matters |
|---|---|---|
| Health | Health is the ship’s loss condition. Repair at a pier before sending a damaged ship into another dangerous event. | Destroyer, Reaver |
| Crew | Crew is both durability and power. Advanced crew improves overall ship strength, but crew can be lost during event actions. | Hunter, Reaver, Prowler |
| Gun Damage | Gun Damage is the cannon-based attack stat. It is used by event actions that damage enemy health or crew from range. | Destroyer, Reaver |
| Boarding Damage | Boarding Damage is the close-quarters attack stat. It is used when event choices send pirates aboard or resolve fights by boarding. | Hunter, Reaver, Prowler |
| Speed | Speed helps events that require covering distance, escaping, chasing, or shortening sea travel time. | Hunter, Prowler |
| Manoeuvrability | Manoeuvrability helps events that require tight sailing, avoiding damage, or overcoming distance through handling. | Hunter, Prowler |
| Armour | Armour reduces or absorbs danger in event actions, protecting health, crew, or progress through hazardous choices. | Destroyer, Reaver |
| Cargo | Cargo and supplies are spent by some event actions and refill when the ship docks at its own pier. | Hunter, Reaver, Prowler |
| Supplies | Cargo and supplies are spent by some event actions and refill when the ship docks at its own pier. | Events and ship role checks |
Event math
Section titled “Event math”Event action tooltips combine the named ship stat with dice. Damage and prevention actions use forms such as stat plus dice, stat times a multiplier plus dice, or stat divided before dice are applied. Distance actions use speed or manoeuvrability to gain metres toward the target, sometimes with dice added or a divisor applied.
| Objective | What the event asks for | Likely stats |
|---|---|---|
| Board | Engage with the enemy in close combat, using Crew, firepower or other tactics. | Gun Damage, Health, Crew, Boarding Damage, Cargo |
| Chase | Overcome a distance in a short period to reach the target. | Speed, Manoeuvrability |
| Defend | Survive by performing certain actions over your next turns. | Health, Armour, Crew |
| Demoralize | Reduce the Opponent’s Crew to a certain amount to demoralise them. | Crew, Boarding Damage, Cargo |
| Destroy | Destroy the Opponent. | Gun Damage, Health |
| Endure | Survive at all costs. | Health, Armour, Crew, Cargo, Supplies |
| Loot | Loot as much as possible. | Crew, Boarding Damage, Cargo |
| Navigate | Navigate the treacherous waters and reach your destination as quickly as possible. Good Speed and Manoeuvrability is the key. | Speed, Manoeuvrability |
| Outrun | Escape as quickly as possible. With good Speed and Manoeuvrability, you can put distance between yourself and the threat. | Speed, Manoeuvrability |
| Shoot | Destroy the enemy with the power of Gun Damage, and sustain the incoming damage via good, thick hull. | Gun Damage, Health, Armour, Crew |
| Sneak | Overcome a distance without being discovered. | Speed, Manoeuvrability |
| Traverse | Cross a distance safely or with brute force. Ship Manoeuvrability or Armour are relevant elements. | Speed, Manoeuvrability, Health, Armour, Crew |
| Raid | Reduce the Opponent’s stat below 50%. | Crew, Boarding Damage, Cargo |
| Scare | Reduce the Opponent’s stat and stat below 75%. | Crew, Boarding Damage, Cargo |