How many captains are in Corsair Cove?
12 playable captains at full roster — four in the starting pier menu, the rest from map exploration, events, and story progression.
Corsair Cove captains guide: all 12 captain bonuses, combat skills like Easy As Murder, ~2 minute swap cooldown at pier, and ship pairings by hull class.
Ship battles, crew slots, captain passives, and Easy As Murder skill timing on the Landlubber.
~8 min read
Sponsored
Corsair Cove assigns 12 playable captains (11 listed at launch plus map/event unlocks) — each with stat bonuses and a unique Captain Action card in naval combat. This Corsair Cove captains guide lists roster bonuses, skills like Easy As Murder, swap rules at port, and which ships hulls they fit. From Limbic Entertainment, published by Hooded Horse. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · Epic · Microsoft Store · PC Game Pass |
| Genre | City Builder · Simulation · Strategy · Pirate |
| Captains | 12 playable — 4 at start, rest via progression / events |
| Bonuses | Typically +20% to Health, Gun DMG, Boarding, Supply, Speed, or Manoeuvrability |
| Combat | Unique Captain Action card per captain (e.g. Easy As Murder) |
| Swap rule | At pier only · ~2-minute cooldown between assignments |
| Related guides | Ships · Combat · Tech tree · Achievements |
At game start you choose among Teach, Kanja, Scarlet, and Honorata for the Landlubber. Six more captains unlock by exploring the world map, finishing events, and progressing story ambitions — community databases list Enrique, Raven, Timothy (Phoenix), Charlie, and others as mid-game roster additions toward the full 12.

| Captain | Stat bonuses | Notes |
|---|---|---|
| Teach | Health +20% · Gun Damage +20% | Starting captain · gun/brawl focus · skill Easy As Murder |
| Kanja | Supply +20% · Speed +20% | Starting captain · long voyages · spice-trader backstory |
| Scarlet | Health +20% · Boarding Damage +20% | Starting captain · Reaver boarding lines |
| Honorata | Speed +20% · Manoeuvrability +20% | Starting captain · chase and reposition cards |
| Enrique | Speed −20% · Manoeuvrability −20% | Unlock via progression — trade-off stats; check events |
| Raven | Manoeuvrability +20% · Raid Coins +100% | Wealth / raid focus |
| Timothy (Phoenix) | Legend's Luck (skill) | Crown-hunter narrative · event unlock |
| Charlie | Speed +30% · Manoeuvrability +20% | Strategist · high tempo fights |
| +4 more | Varied +20% packages | Map / quest captains — community wiki fills names post-launch |
Guides agree on four captains in the opening pier menu and roughly eight more gated behind deeds, regional events, and legendary encounters. Treat unknown names as spoilers to discover — the stat pattern stays consistent: two +20% passives or a special skill like Legend's Luck for Timothy.
Teach is the Blackbeard-inspired survivalist — last of the old guard in official blurbs. Kanja, Scarlet, and Honorata cover supply speed, boarding, and manoeuvre niches so your first sortie already teaches counter-play.
Captains modify the ship, not replace crew tiers. Filling Landlubber to 15/15 crew still matters; Teach’s gun bonus scales on a staffed Destroyer more than an empty hull. Promote Marauders, Navigators, and Bombardiers per the crew guide after you assign the captain.
Every captain adds passive stat modifiers to the assigned hull and one Captain Action — a card only that captain can play. Actions often manipulate dice (extra roll next turn), treasure (Windfall-style raid gains), or tempo (skip enemy offense). Combat is turn-based cards + dice — see combat guide for counter rules.

| Captain | Captain Action (examples) | When to fire it |
|---|---|---|
| Teach | Easy As Murder — +1 dice next turn; persists after HP damage | Enemy defensive turn; stack into Into the Breach follow-up |
| Kanja | Supply / speed utility cards | Long chase or expedition with low Supply buffer |
| Scarlet | Boarding-focused actions | Enemy low Crew; Reaver hull boarding cards in hand |
| Honorata | Manoeuvre / chase cards | Flee, reposition, or steal cargo turns |
| Raven | Raid coin amplifiers | Wealth runs where treasure meter matters |
| Timothy | Legend's Luck | High-stakes Crown hunter fights |
| Charlie | Tempo / offensive setup | Speed advantage to force double offensive rounds |
Easy As Murder grants +1 dice roll next turn. If you deal Health damage that turn, the bonus can chain — community combat guides treat it as the safest pick when the enemy plays neither pure offense nor defense (e.g. Lose Cargo turns). Pair with Into the Breach or gun cards once dice stack.
Teach’s passives (Health +20%, Gun Damage +20%) align with Destroyer and Hunter hulls that already lean on cannons — Steel Edge and Azimuth-style Tier 2 builds from the ships page.
Later captains add aggressive tempo skills referenced in compass and fleet guides — All Or Nothing style cards push damage at crew cost; Rise Up, Mateys boosts boarding waves. Read the enemy preview card (purple HUD) before spending your Captain Action; defensive enemy turns favor Teach’s dice setup, low-Crew enemies favor Scarlet boarding.
Seafaring principle buildings like Shrine of the Sea buff ships at sea independently of captains. Stack captain passives + shrine + good crew tiers — not captain alone — before you tackle Crown hunters or kraken events.
Hull class sets the fight shape; captain tilts it. Four compass paths map to four ship families — pair captains who amplify what the hull already does instead of fighting the blueprint.

| Ship class | Compass path | Captain fit | Mission type |
|---|---|---|---|
| Reaver | Wealth | Scarlet · Raven | Raid treasure · boarding · pillage |
| Destroyer | Empire | Teach · Charlie | Gun duels · Crown hunters · fort assault |
| Hunter | Seafaring | Teach · Honorata · Kanja | Exploration · chase · supply-heavy routes |
| Prowler | Notoriety | Honorata · Kanja | Stealth · reposition · notoriety events |
| Landlubber (T1) | Starter | Teach (guns) · Scarlet (board) · Honorata (flee) | Tutorial battles · first deeds |
Reaver hulls like Moonlight and Sharktooth emphasize boarding damage and raid payouts. Scarlet (+Health, +Boarding) doubles down — assign her when enemy crew bars are the win condition, not hull HP.
Destroyer lines (Steel Edge, later Iron Fist names in Empire track) bring high gun damage and armor. Teach adds gun and health — the default Crown hunter pairing until Charlie’s speed matters in multi-ship fights.
Hunter hulls (Azimuth, Tide Runner) trade speed and exploration. Kanja extends Supply and Speed for long map reveals; Honorata helps flee bad encounters and chase merchants.
Prowler stealth missions from Notoriety unlocks favor manoeuvre over raw guns. Honorata (+Speed, +Manoeuvrability) supports stealth and chase cards — sync with zipline-heavy vertical bases that unlock Notoriety early on vertical building.
Hybrid hulls like Goldseeker (Wealth + Notoriety costs) accept Raven for coin or Scarlet for boarding depending on whether the event pays treasure or crew kills. Check compass investment before you reassign — see tech tree.
Matched by build plan, shared topics, and guide progression — not random related links.
Captain assignment happens at your pier — Shallow Pier for Landlubber, upgraded Trade or Deep-Water piers for larger fleets. Select the ship, open the captain slot, pick a new leader. You cannot swap mid-voyage; plan loadouts before expeditions.
The ~2-minute swap cooldown punishes reactive swapping during event chains. Before a back-to-back Crown fight and a raid run, assign Teach first or split ships so each hull keeps its captain through the chain.
Multi-ship players (up to ~six hulls late game) rotate captains like tools: one Teach destroyer, one Scarlet reaver, one Kanja hunter — not one captain hopping hulls every return.
Higher pier tiers expose more ships at once. Assignment is per hull — upgrading Landlubber to Tier 2 does not auto-transfer captain; re-open the panel after Dry Dock completes.
Your first naval battle is scripted soon after the Landlubber launches. Pick for that fight, then reassign free at port once Tier 2 compass unlocks approach.
| If you want… | Captain | First hull note |
|---|---|---|
| Safest gun lessons | Teach | Landlubber · Easy As Murder on neutral enemy turns |
| Boarding tutorial wins | Scarlet | Landlubber · Into the Breach when enemy defends |
| Learn chase / flee | Honorata | Landlubber · skip bad fights on the world map |
| Long first exploration | Kanja | Landlubber · Supply buffer before Tier 2 |
| First Tier 2 Reaver | Scarlet | Moonlight / Sharktooth when Wealth points land |
| First Tier 2 Destroyer | Teach | Steel Edge when Empire points land |
| First Tier 2 Hunter | Kanja or Honorata | Azimuth when Seafaring points land |
Tier 1 stats are low — captain choice teaches habits, not endgame meta. Teach trains gun counters; Scarlet trains boarding timing. When Dry Dock finishes your first Tier 2 hull, reassign to the class-appropriate captain from the pairings table above.
Captains unlock from events, not compass alone. Do not delay Tier 2 ships waiting for Charlie — beat deeds with Teach, then swap when Charlie’s quest fires. Track ambition progress on achievements and deed lists on tech tree.
12 playable captains at full roster — four in the starting pier menu, the rest from map exploration, events, and story progression.
About 2 minutes between reassignments on the same ship at port. Plan before sailing; no mid-sea swaps.
Teach for gun-focused naval lessons and Easy As Murder dice chains; Scarlet if you prefer boarding on the Landlubber tutorial fight.
No — captains only modify assigned ships in naval combat and expedition stats. Island logistics use Fetchers and crew tiers.
Combat guide for card counters, ships for hull unlocks, or tech tree for Reaver/Destroyer/Hunter/Prowler paths.
Matched by build plan, shared topics, and guide progression — not random related links.