The High Seas
Guns, Abilities & Boarding
Her guns fire themselves; where she is when they do is up to you. This is what every gun does, the abilities a ship can carry into a fight, and how to take a ship by boarding.
How her guns fight
- Firing
- Automatic — every gun fires at any monster ship in range as it bears. F holds fire
- Arc
- 50° either side of her beam; half her guns to a side
- Hull or sails
- T lays her guns on either. About 70% of each hit goes where it was laid, the rest to the other
- Under way
- At Full Ahead her shot scatters 50% wider and falls up to 60% long or short — slow down to shoot true
- The stern
- A ball in the aft third of a ship does +50%. Monster ships know it and work round to rake yours
- Ramming
- A bow driven into a ship is a hit too — and up her stern it bites the same
- Other captains
- Never fired on by themselves: click a ship to engage her
Cannons
Cast at the Shipyard's Foundry from 200 ingots of one metal, and mounted port by port on her gun deck — drag a gun from one port to another to lay her out as you like. A gun melted down gives back 140 ingots. Range is in cells, reload in seconds.
| Cannon | Blacksmithing | Damage | Range | Reload |
|---|---|---|---|---|
| 40 | 15 | 12 | 4s | |
| 65 | 16 | 12.4 | 3.95s | |
| 70 | 17 | 12.8 | 3.9s | |
| 75 | 18 | 13.2 | 3.85s | |
| 80 | 19 | 13.6 | 3.8s | |
| 85 | 20 | 14 | 3.75s | |
| 90 | 22 | 14.5 | 3.65s | |
| 95 | 24 | 15 | 3.55s | |
| 99 | 27 | 15.6 | 3.4s | |
| 100 | 30 | 16.2 | 3.25s |
Rare guns
Nobody can cast these. Each beats every cast cannon at one thing and gives something up for it. They come from The Ferryman's strongboxes — the dearer, the rarer — or from the Pirate Bay outside Buccaneer's Den, bought with Silver from your coffer and sent to your house storage.
| Gun | Best at | Damage | Range | Reload | Pirate Bay price |
|---|---|---|---|---|---|
| Arc | 24 | 15 | 3.5s | 25,000 Silver | |
| Accuracy | 25 | 16.5 | 3.5s | 35,000 Silver | |
| Range | 21 | 21 | 5.4s | 50,000 Silver | |
| Piercing | 25 | 14.5 | 3.6s | 60,000 Silver | |
| Reload | 16 | 13 | 1.8s | 75,000 Silver | |
| Damage | 49 | 10 | 5.6s | 100,000 Silver |
What makes each rare gun different
- Oarsman's Pivot Gun: Trains 80° either side of her beam — near enough dead ahead and dead astern — where a cast cannon stops at 50°.
- The Toll-Taker: A rifled bore: its ball flies true, with a fifth of a cannon's scatter across the line and under a third of its fall long or short.
- The Long Nine: Throws a ball 21 cells — a third again as far as a Valorite cannon — for a lighter blow, and a slow 5.4 seconds between them.
- Keelbreaker: Its ball punches straight through fittings — no armour turns any of it aside — and up a stern it bites +150%, not +50%.
- The Styx Swivel: Ready again in 1.8 seconds — nearly twice as quick as a Valorite cannon — each ball lighter and shorter.
- Charon's Carronade: A 49-damage smasher — nearly twice a Valorite cannon's blow — for a short reach of 10 cells and 5.6 seconds to load.
Ship abilities
Every ship carries ONE offensive ability (Q) and ONE defensive (E), chosen on her Abilities tab at the Shipyard and changed there freely. Each is ready again 2 minutes after it is called.
| Ability | Slot | Lasts | What it does |
|---|---|---|---|
| Full Broadside | Offensive | At once | Every gun on both sides is reloaded at once, ready to fire. (Needs guns.) |
| Chain Shot | Offensive | 10s | For 10 seconds every ball that hits tears the rigging — the ship struck makes 40% less way for 6 seconds. (Needs guns.) |
| Heated Shot | Offensive | 12s | For 12 seconds every ball that hits sets her burning — half as much damage again over 6 seconds. (Needs guns.) |
| Double Charge | Offensive | 10s | For 10 seconds her guns hit 35% harder, at a quarter less range. (Needs guns.) |
| Marksman's Eye | Offensive | 12s | For 12 seconds her guns reach 40% further and throw twice as true. (Needs guns.) |
| Against the Wind | Offensive | 12s | For 12 seconds the wind is behind her whichever way she points — beating into it costs her nothing. |
| Brace for Impact | Defensive | 6s | For 6 seconds she takes half damage from every hit. |
| Emergency Repairs | Defensive | 5s | Her carpenters mend 15% of her hull over 5 seconds — under fire, and without timber. |
| Smoke Screen | Defensive | 8s | For 8 seconds every gun laid on her throws three times wider. |
| Evasive Manoeuvres | Defensive | 6s | For 6 seconds she comes round 80% quicker and makes 20% more way. |
| Cut and Run | Defensive | At once | Every monster ship hunting her loses her, and will not take her up again for 12 seconds. Her guns are held as she slips away — open fire on one, or ram it, and it has her again at once. The Ferryman is not shaken. |
| Reinforced Stern | Defensive | 12s | For 12 seconds nothing bites deeper up her stern, and ramming does her a quarter of the damage. |
Boarding
- When
- Her target's sails under 50%, and you alongside — close aboard, heading her way or the opposite, and no faster than she is
- The grapples
- Hold 80% of the time at that line and 100% with every sail shot away; a miss costs 15s
- The fight
- 15s to 20s on screen, both ships untouchable until it ends
- Who fights
- Your crew, at their Boarding Attack and Defence (see Crew) — and you need at least one hand fit to fight
- Boarding rope
- One rope for every hand sent across, spent when the grapples bite — a miss costs none. Made at the Shipyard on her Restock tab, 3 Leather each, and her Auto Restock can keep her topped up. With fewer ropes aboard than hands fit to fight she cannot board; they go down with her if she sinks
- Her condition
- A crew fights at its ship's condition: whole at full hull and sails, down to 44% with both gone
- Lose
- Your ship is sunk
- Win a monster ship
- +75% Silver and crew XP, and better odds of a survivor, an upgrade and an ability deed
- Win a pirate crew's ship
- +75% Silver
- Win another captain's
- Her hold — and her crew are held for ransom until paid for, or 7 days pass
- Her strongbox
- Your boarders bring it back with them — it goes straight into your hold, with no sailing over it. What a full hold cannot take stays in the box where she sank
- Never
- The Ferryman or his escorts
More on the High Seas
Ships
Every hull, what she costs to build, her timber and rolls, upgrades, spyglasses and Shipyard fees.
Sailing
The helm and its keys, wind, storms, harbours and town docks, mending at sea, your colours, and fishing with a seine.
Crew
Where crew come from, their trades and naval ranks, levelling and promotion costs, feeding them, and the Crew Pub.
Foes & Plunder
The monster fleet and where it sails, the pirate crews, The Ferryman, and what every wreck gives up.