Fire Cannons

Base damage is 8 plus 4 per Cannons level, rolled ±2.

Multipliers stack, each rounded in turn: ×0.7 at close range, though a Brigantine's guns lose nothing close; +40% at range in a Galleon; ×0.8 with acid on your gun deck; ×0.3 into a shell; ×1.5 into a soft opening. The floor is 1 damage, however many land.

Ram

Requires close range and something to hit. Base damage is 18 plus 4 per Ram level, rolled ±3, and ×1.5 into a soft opening. A shell does nothing to it. It costs recoil, which can sink you, and the weight guide says how that is priced.

Maneuver

Flips the range between far and close, and grants +30% dodge against the blow that follows, up to 85% in all. Moving usually costs you your shot. A Brigantine fires at 70% as she turns. A Galleon turns late: the helm answers after this blow has landed, and there is no dodge in it.

Against something that has gone under there is nothing to shoot and nothing to ram. Maneuver still works, and its dodge counts against what comes up.

Brace & Patch

Spends a patch kit. Mends 12% of max hull, 18% in a Galleon, and the blow this turn lands at ×0.5. An empty rack means the button politely refuses.

Flee

The chance is 60% plus half your evasion, less what the hold slows her, and never below 20%. A Galleon is 30% whatever she carries. A Sloop at range, with a clean break left, is certain.

Getting away costs a parting blow, and it can sink you. Failing costs you the turn. Either way, running is not a way forward: see the chart.

Cut Cargo

Puts 30% of the hold over the side, at least 10◆ or whatever is left. It goes after the money. You go the other way. Certain, and no blow, as long as there is something to cut. You lose the water the same as if you had fled.

Feed It

Only at the bottom of the chart. 200◆ from the hold buys no blow now or next turn, and then your hits land ×1.5.