The hulls

Sloop, The Runner. 60 hull, 25% evasion, 2 fitting slots, and she is what you start on. Gets anywhere, carries little. Three times a voyage, at range, she breaks clean away and keeps going, even past a gate, though a gate will tax what she brings home. She sees the next row in full and the water straight ahead beyond it, where other hulls see only the water straight ahead. Hold: 300◆.

Brigantine, The Hunter. 100 hull, 15% evasion, 3 fitting slots, 1000 gold. Fights on the move. Maneuver also fires at 70%, her guns lose nothing close, and kills pay half as much again. Hold: 900◆.

Galleon, The Fortress. 160 hull, 5% evasion, 4 fitting slots, 4000 gold. Carries a fortune and takes a beating. Guns hit 40% harder at range, kits heal more and two more fit. She turns late, with no dodge, and rarely gets away. No hold limit, and gold doesn't slow her.

The fleet

Ships you buy stay yours. Commission a new hull and the old one stays at her mooring, with her upgrades, her kits and her fittings as you left them, and going back aboard costs nothing. A new hull starts bare.

A sinking loses only the ship you were on. The sinking guide has the rest.

The galleon

No underwriter will touch a Galleon for a captain who hasn't been past the Actuary. It is nothing personal. Until then the money does not matter.

Upgrade tracks

Hull Plating: +15 max hull; carries a patch kit. Level n costs 80 × n gold, up to level 5. It stays bolted to the ship you bought it for.

Cannons: +4 cannon damage. Level n costs 100 × n gold, up to level 5. It stays bolted to the ship you bought it for.

Ram: +4 ram damage. Level n costs 90 × n gold, up to level 5. It stays bolted to the ship you bought it for.