Ammo & the Damage Model is the story of how a ship comes apart. This page is how you keep that from happening to yours. Half of staying alive is never giving the enemy a clean shot — angling your armour, hiding your waterline, shielding your rig — and the other half is working the repair kit and the survival crew so that the damage you do take doesn’t compound into a sinking. Good captains lose far less than they should, and it is almost never luck.
The most important defensive habit in the game costs nothing: don’t show the enemy a flat, square hull when he has a broadside loaded. A hull turned toward incoming fire presents thicker effective armour, and shots that would have bitten into a square side instead glance off into the sea — the same bounce mechanic that wastes your broadside when you fire on an angled target.
So the fundamental duel is a dance: angle your bow or stern toward him while he fires, then swing parallel to return your own broadside, then angle away again before he reloads. You eat his shot on thick, sloped armour and pay him back when his guns are empty. A captain who just sits broadside-to-broadside trading flat hits is in a damage race he can lose; a captain who angles is taking far less for the same return.
If the enemy loads chain, he is coming for your sails and masts to take your speed away — and a slowed ship can’t angle, can’t run, and can’t dictate the range. You can shrink the target before he fires:
Masts are the harder loss: knock one down and the sail it carried is gone, and masts are slow and conditional to repair (see below). Protecting the rig is mostly about denying the shot in the first place — the full interplay of sail settings, wind, and damage resistance is covered in Battle Sails & Wind Shadows.
Leaks and fires can sink or destroy a ship whose hull is otherwise sound, and both are fought by the same survival crew. Managing them is a race against the clock.
Waterline hits open leaks, and enough flooding will sink you with your planking and structure still intact. The first defence is to hide your waterline while he fires — a few seconds of anticipation with manual sailing (depowering, squaring the sails) can roll the vulnerable strip of hull away from his guns. If you are leaked anyway:
This is especially dangerous when you are the downwind ship and the enemy is upwind of you.
When your ship catches fire, survival crew automatically turn to firefighting. If you have enough hands on it and you stop taking fresh hits, the fire burns out and you live. If the crew can’t keep up — or the enemy keeps hitting you to reignite it — the fire grows until fire shock freezes the whole crew and the ship is seconds from exploding.
If a burning ship (yours or an enemy’s) is close, an explosion will hurt every ship nearby. Pull away, drop to battle sails to protect your rig from the blast, and brace ([F10]) to cut how much the explosion guts your crew. Note also that turning survival off sends a burning ship toward its own explosion on purpose — a desperate captain’s way of taking someone down with him.
Repairs are not free or infinite — they are supplies you load in port and burn through in battle. Sail without them and there is nothing to fix your ship with, so stock your hold before you leave: hull repairs, rig repairs, and medicine (rum) for the crew. When you run out, you fight with what the hull has left.
In battle, open the repair menu with [5] and choose what to mend:
Launching one of these repairs no longer pulls hands off your other jobs — a recent change means you can patch the hull without your guns falling silent — so what you manage isn’t a crew cost but the cooldown on each repair. Don’t burn one topping off a scratch when you’ll want it whole a minute later.
Every repair runs on a cooldown, and learning their rhythm is what separates a captain who survives a long fight from one who runs dry at the wrong moment. By default:
Those base timers can be shortened. The Combat Repairs perk cuts repair cooldowns, and as of recent patches, sinking an enemy immediately knocks several minutes off your hull and sail repair cooldown — a real reward for finishing kills in a melee. The Bravery perk now also boosts how much each repair restores (alongside a handier turn rate). Which perks to slot is its own decision, covered in Mods, Books & Perks.
Everything on this page runs on crew. Survival — the focus that pumps leaks, fights fires, and makes urgent repairs — is managed with [8], competing with sailing, gunnery, and boarding for the hands you have. When you are flooding or burning, you can feed survival by switching off gunnery or sailing for a moment; the crew shifts over (not instantly, but steadily) and clears the danger faster. (The timed hull and sail repairs themselves no longer draw crew, so firing one won’t silence your guns — but pumping and firefighting still do.) Balancing those focuses under pressure is the core skill of damage control — see Crew Management for how the allocation actually works.
Defence cuts both ways: the enemy is repairing too, and his choices open windows for you. Watch his status panel and punish the gap:
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Naval Action — Steam Developer Announcements. Prose is original; see how this guide is made.
