
Gunner #
+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.
- Hands in the catalog
- 12
The six roles, what each hand contributes per tier, and the full hire catalog with unlock milestones.
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What each role contributes per tier. Every hand below belongs to one of these, and a hand's rarity only changes how much of its role's passive it delivers. Uncommon crew work at 1.3x of their role passive, Rare at 1.6x. Lock them in by reaching the milestone. Unlocks are account-wide and permanent.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.
+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.

+14-16% cannon damage per tier (varies by hand). The classic damage stack. A captain leaning into Cannon Mastery doubles down with a Gunner.
+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.

+19-21% per tier (varies by hand) off in-port MODULE repairs — a straight discount on the REPAIR price of a damaged module. A Tier-3 Carpenter (~60% off) patches a battered cannon, ram, or plate back to full for well under half the gold. Does not touch hull repair.
+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.

+9-11% ship speed per tier (varies by hand). Stacks with Sea Legs to outrun a Brigantine or escape a Storm warning marker before the strike lands.
+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.

+13-17% of max hull repaired after every fight (varies by hand). A fed crew works the pumps and patches the planking the moment the guns fall silent. A Cook aboard also mends wounded crew between fights.
+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.

+19-21% gold from kills per tier (varies by hand). Compounds over an expedition. The difference between affording a Reinforce and skipping it.
+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.

+74-76% pickup range per tier (varies by hand). Resource pickups magnet from further away. Invaluable in Salvage encounters and busy fights.