Events: Difference between revisions

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=== Choice card combinations per objective ===
Captains seeing the same objective will see similar, sometimes the same cards. The names vary based on the theme of the event, but the combinations of effects for that objective are the pattern.


{{See also|Quests|Ships}}
{{See also|Quests|Ships}}

Revision as of 15:30, 2 August 2026

Overview

Plundering this Crown Port recommends a Tier 2 Destroyer-class ship.

Events are where captains and their opponents take turns attacking, defending, sneaking, looting, and shouting insults at each other.

Captain win the event by completing the objectives. Every type of event is different, but there are some important patterns that winning captains recognize. The stats of the captain's ship determines the baseline chances of winning, so each event recommends both a ship class and tier. For example, attacking a Crown Port recommends a Tier 2 Destroyer-class ship, because the stats that matter most in that event are Gun DamageGun damage and ArmourArmour.

Not shown until the event starts is what the specific objectives of the event are. Each objective has a clearly defined goal, and the captain is given several choices to counter the opponent in order to win.

Losing the event, by taking too much damage to Ship HealthHealth or Ship CrewCrew during an objective, results in the loss of the ship.

Objectives

This event has three stages: Chart, Survive, Investigate.

Events have between one and four objectives representing stages of the story of the event. For example, a landing party might search for clues, survive an ambush, and then investigate what the attackers were guarding. This might take the form of the Chart, Survive, and Investigate objectives.

Some objectives are similar in purpose but have different names depending on their setting, and the choices given to the captain vary. The following are some of the objectives captains encounter during events:

  • Ambush
  • Barter
  • Board
  • Chart
  • Chase
  • Defend
  • Demoralise
  • Destroy
  • Duel
  • Endure
  • Investigate
  • Navigate
  • Outrun
  • Parley
  • Plunder
  • Shoot
  • Sneak
  • Threaten
  • Traverse

Choice cards

Six choices for each turn during a chasing objective

Each stage, the captain gets a handful of choices, shown on cards, most of which depend heavily on the ship's stats and, to a lesser degree, chance of dice rolls.

The variety of effects on the choice cards is wide, since many cards have two effects. Captains will recognize the same cards appearing during similar objectives. For example, the choice of Windfall appears as the first card in the set during many Defend and Endure objectives, alongside two other blue cards, one that prevents damage done to Ship HealthHealth and the other that prevents damage done to Ship CrewCrew.

The names of the choices follow the story of the objective and the event. For example, during a Sneak objective, a choice might be called Quick & Quiet, but the choice with the same effect might be called Keep Moving during a Traverse objective.

The numbers shown on the card, for example, damage, are determined by the related ship's stat and a roll of the dice pool.

Stats and dice pool

The effectiveness of the choice to Keep Moving depends on Manoeuvrability and dice.

The baseline effectiveness of a choice is set by the ship's related stat. The stat to which the choice is related is determined by the event's story and the objective. For example, sometimes offense depends on Gun DamageGun damage, other times it depends on Boarding damageBoarding damage.

In addition to the baseline stat, rolling the dice can add a significant margin to the effect. This is because captains can make choices to gain additional dice to their dice rolls during the objective. Each turn, the number of dice the captain gets to roll that turn is called the Dice Pool.

For example, if the captain's ship has a ManoeuvrabilityManoeuvrability of 4 and she typically gets to add a 4-sided die, if she can first choose Heads Down before choosing Keep Moving, then instead of one 4-sided dice, she gets to roll two 4-sided dice. This means Keep Moving can gain 600–1200m distance.

These interactions, and the risk–reward decisions to counter the opponent or double-down ensure captains almost never experience the same event twice.

Progression of dice pool range

The range of the dice results depends on the tier of the ship. Higher tier ships get to roll dice with more sides, increasing the variance of the results. This allows the impact of dice rolls to scale up with the base stats, some of which increase dramatically with each ship tier.

Ship tier Dice Pool x1 x2
1 1–2 (d2) 2–4
2 1–4 (d4) 2–8
3 1–6 (d6) 2–12
4 2–10 (2d5) 4–20
5 ?? ??
6 ?? ??

Choice card combinations per objective

Captains seeing the same objective will see similar, sometimes the same cards. The names vary based on the theme of the event, but the combinations of effects for that objective are the pattern.


See also