How many ship classes are in Corsair Cove?
Four specialized lines — Reaver, Destroyer, Hunter, and Prowler — plus the starter Landlubber. Each line has six tiers unlocked through the Technology Compass.
Corsair Cove ships guide: Reaver, Destroyer, Hunter, and Prowler tiers 1–6, Landlubber stats, Technology Compass unlocks, and best early Tier 2 hull picks.
Ship classes, crew assignment, captain pairings, and how hull stats feed naval card combat.
~12 min read
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Fleet building is the bridge between your cliffside city and the open map in Corsair Cove. Four specialized hull lines — Reaver, Destroyer, Hunter, and Prowler — each span six tiers from the starter Landlubber to massive warships crewed by hundreds. This Corsair Cove ships guide explains class roles, stat priorities, Technology Compass unlocks, and the best early Tier 2 picks so you stop guessing which Dry Dock queue to run next. Built by Limbic Entertainment, published by Hooded Horse. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Hull lines | Reaver · Destroyer · Hunter · Prowler (+ starter Landlubber) |
| Tier range | Tier 1–6 per line; higher tiers need more Compass points |
| Core stats | Health · Crew · Supply · Gun DMG · Boarding DMG · Speed |
| Unlock path | Technology Compass principles — see tech tree |
| Tier 2 cost | 3 points in one principle (Tier 3 = 7, Tier 4 = 12, Tier 5 = 20, Tier 6 = 30) |
| Build site | Dry Dock at Pier · inputs from production chains |
| Combat link | Card + dice naval battles — combat guide |
| Captains | 12 playable captains with combat skills — captains |
Each hull line is tied to one Technology Compass principle. You can mix principles over a long campaign, but your first Tier 2 should come from the lane you committed to in the beginner guide — Wealth raiders, Empire gunships, Seafaring explorers, or Notoriety prowlers.

| Class | Principle | Strength | Weak at |
|---|---|---|---|
| Reaver | Wealth | Boarding damage, plunder income, raid events | Long gun duels vs Crown destroyers |
| Destroyer | Empire | Gun damage, speed in combat, military missions | Supply-heavy voyages without island stock |
| Hunter | Seafaring | Exploration speed, balanced gun/board mix, map range | Pure boarding greed runs |
| Prowler | Notoriety | Stealth missions, crew efficiency, notoriety deeds | Frontal slugfests without setup cards |
Reaver hulls skew toward boarding damage and raid economy. Early examples include Moonlight (Tier 2: Health 70, Crew 15, Supply 32, Gun 2 / Board 5, Speed 2) and Sharktooth (Tier 2: Health 82, Crew 20, Supply 24, Gun 2 / Board 13, Speed 2) — a specialist that trades cannons for brutal deck fights. Hybrid unlock Goldseeker needs 3 Wealth + 3 Notoriety and blends moderate guns with high boarding (Gun 4 / Board 13). Pick Reaver when Deeds push plunder, trade windfalls, and boarding cards in naval combat.
Destroyer hulls are the Empire line: high gun damage and often higher Speed. Steel Edge at Tier 2 posts Health 94, Crew 18, Supply 28, Gun 13 / Board 4, Speed 7 — the classic opening gunboat. Later names like Iron Fist anchor gun-heavy fleets. Destroyers shine when Crown hunters bring medium armor and you want to end fights before boarding — pair with gun-boosting captains like Teach (+20% Gun Damage).
Hunter hulls come from Seafaring investments. Azimuth (Tier 2: Health 82, Crew 18, Supply 32, Gun 9 / Board 5, Speed 4) is the community default for early exploration — enough guns to survive random events, enough speed to reach distant tiles before supplies pinch. Higher tiers (Tide Runner, Tempest, Neptune, etc.) widen range and crew capacity for multi-ship expeditions.
Prowler hulls unlock through Notoriety — recruitment buffs, worker efficiency, and stealth-flavored missions. Names like Nightshade, Rogue, Eclipse, and Wraith appear across tiers. Prowlers reward players who chase notoriety Deeds and cards that avoid straight gun fights. They are the specialist pick, not the first hull for most openings — unless your Ambitions already lean Notoriety.
Class chosen, the next question is whether the free Landlubber still earns its pier slot or becomes a liability.
The Landlubber is your Tier 1 starter hull: Health 20, Crew 15, Supply 20, Gun 2 / Board 2, Speed 2. It is fragile, slow, and perfect for exactly one job — opening the world map, triggering sea Deeds, and teaching crew assignment before you commit planks to a Tier 2 specialist.

In Uncharted mode, launching the Landlubber opens the journal, Deeds, and Compass UI — the same milestone as the beginner guide describes. Story mode introduces the hull earlier. Treat every Landlubber voyage as scouting: note which events demand guns vs boarding vs speed, then build the Tier 2 that fixes your worst fail.
Naval combat sinks ships when Health or Crew hits zero — the Landlubber dies fast to Crown probes. That is acceptable early; losing a Tier 4 hull because you skipped repair goods is not. Keep the Landlubber until your replacement is crewed and supplied, then park it or risk it on fetch quests only.
Replacement timing locked in, tier progression is mostly a Compass and Dry Dock schedule — not a mystery level cap.
Every class shares the same tier ladder. Tier 1 is Landlubber-only. Tier 2–6 hulls within a class grow Health, Crew, Supply, and damage — and cost more planks, rope, sails, metal, and Compass points at each step.
| Tier | Compass points (one principle) | Typical jump |
|---|---|---|
| Tier 1 | 0 (starter) | Landlubber — map access |
| Tier 2 | 3 | First specialized hull (Moonlight, Steel Edge, Azimuth, etc.) |
| Tier 3 | 7 cumulative in lane | Mid-game workhorse — higher crew and supply |
| Tier 4 | 12 | Regional boss and Crown hunter comfort zone |
| Tier 5 | 20 | Multi-deed investment — plan island economy first |
| Tier 6 | 30 | Capstone warships — hundreds of crew at full scale |
Points are bound to the principle you spend them in. Three points in Seafaring unlock Tier 2 Hunter but do not count toward Empire Destroyer. Finish three Deeds in your chosen lane before you splurge on buildings in other colors — the tech tree page lists node names; this page cares about the hull that drops at Tier 2 and 3.
You can field multiple ships (community reports cap around six in late game). A common mistake is building two Tier 2 hulls in different classes before one island can supply booze, powder, and repair goods for both crews. One strong Tier 2 plus Landlubber beats two starved Tier 2s.
Tier 4+ queues pull advanced goods from production chains — sails, cast iron, ammunition, luxury crew gear. If Fetcher paths to the Pier are red, a Tier 5 blueprint is a paper trophy. Fix logistics before you chase Tier 5 names.
Stats on the sheet only matter once you understand what each number does in combat and on the map — the next section decodes them.
Every hull shows Health, Crew, Supply, split Gun / Boarding damage, and Speed. These five numbers decide whether you survive the first Crown encounter, reach a distant event before starvation, or win a boarding duel.
| Stat | On the map | In combat |
|---|---|---|
| Health | Hull integrity — repair at port with goods | Primary sink from enemy gun cards; at 0 → ship sinks |
| Crew | Headcount assigned from island population | Secondary sink from boarding cards; at 0 → ship sinks |
| Supply | Voyage fuel — events consume supply en route | Low supply triggers penalties; resupply at ports and events |
| Gun DMG | Weighted into cannon cards | Higher = better high-roll on gun cards and some captain skills |
| Boarding DMG | Weighted into deck fight cards | Higher = faster crew kills on enemy decks |
| Speed | Tile travel time · chase outcomes | Initiative and retreat options in some card fights |
Combat ends your ship if either Health or Crew reaches zero. A Reaver with huge boarding can still lose to gun focus fire that wipes Crew before you board. Destroyers with high Health but low Crew count bleed to boarding specialists. Read both sinks on the combat guide before you stack only one damage type.
Supply limits how long you stay at sea before forced return. Hunters with high Supply (Azimuth at 32) tolerate long exploration chains; Sharktooth at 24 wants shorter raid loops. Stock Expedition Supplier goods on island before you send Tier 3+ hulls cross-map.
Speed shortens world-map legs and influences some combat exchanges — Steel Edge at Speed 7 outruns many Tier 2 threats, letting you skip unfavorable fights. Slow Reavers accept more intercepts but win the boarding wars they choose.
Stats understood, the bottleneck is almost always building the hull — Dry Docks and inputs.
Ships are manufactured goods, not menu purchases. You need a Pier (Shallow → Trade → Deep-Water as you tier up), Dry Dock, and steady planks, rope, sails, plus metals and powder for higher tiers — all routed through Fetchers into Pier-side Warehouses.
Late beginners place Dry Dock on one beach and rope on a cliff three tiers up. Run dedicated Fetcher colors into a Pier Warehouse before you queue Moonlight or Steel Edge. The build timer is downtime — red paths during it mean you will hit the same wall on Tier 3.
Ship crew are promoted pirates with booze needs (and higher tiers want rum, gear, luxuries). A finished Destroyer without Tavern distribution loses Crew cohesion before it fires a shot. Crew tier tables live on the crew guide; ships page only flags the dependency.
Damaged hulls return with lower Health or reduced effective Crew. Repair consumes island goods — another reason to buffer planks and medicine near the Pier. Losing a fight is cheaper when your economy already runs the repair chain.
Build flow sorted — the decision table below picks your first specialized hull.
Your first Tier 2 should match the three Compass points you already banked — not whichever hull looked coolest in the trailer. Use this table mid-campaign when Deeds complete and Dry Dock is free.
| Your opening goal | Tier 2 pick | Why |
|---|---|---|
| Explore fog and finish Seafaring Deeds fast | Azimuth (Hunter) | Gun 9 / Board 5, Speed 4, Supply 32 — best map tempo |
| Fight Crown ships and gun towers | Steel Edge or Iron Fist (Destroyer) | Gun 13+, Speed 7 on Steel Edge — ends fights at range |
| Raid for coins and boarding loot | Sharktooth (Reaver) | Board 13 — wins deck fights; weak guns |
| Balanced raids + some exploration | Moonlight (Reaver) or Goldseeker (hybrid) | Moonlight safer; Goldseeker needs Wealth + Notoriety |
| Notoriety / stealth Ambitions | First Prowler in your tier list | Skip if you have zero Notoriety points yet |
| Still on Landlubber only | Finish 3 Deeds in ONE principle first | Spread points = no Tier 2 anywhere |
Community databases agree on these launch-window benchmarks: Landlubber (H20/C15/S20/G2/B2/Sp2) → Moonlight Reaver (H70/C15/S32/G2/B5/Sp2) → Azimuth Hunter (H82/C18/S32/G9/B5/Sp4) → Steel Edge Destroyer (H94/C18/S28/G13/B4/Sp7) → Sharktooth Reaver (H82/C20/S24/G2/B13/Sp2). Numbers shift slightly with patches — verify in-game before you theory-craft fleet comps.
Gun Destroyers love Teach (+20% Health, +20% Gun Damage, skill Easy As Murder for bonus dice after dealing damage). Boarding Reavers want captains with +20% Boarding Damage. Speed explorers stack +20% Speed or Supplies captains for long loops. Full ability list on captains — assign before you leave port.
Add a second Tier 2 only when one hull's supply chain is boring — green Fetcher paths, Tavern flowing, repair goods stocked. Dual Destroyer + Hunter is a strong mid-game comp (guns plus exploration) but doubles booze and crew tier demand.
Hull chosen and queued, naval outcomes depend on card play — hand off to the combat guide when the fleet sails.
Matched by build plan, shared topics, and guide progression — not random related links.
Four specialized lines — Reaver, Destroyer, Hunter, and Prowler — plus the starter Landlubber. Each line has six tiers unlocked through the Technology Compass.
Depends on Compass lane: Azimuth (Hunter) for exploration, Steel Edge (Destroyer) for guns, Sharktooth (Reaver) for boarding. Match the principle where you spent 3 points.
Build it once for map access, then prioritize your first Tier 2 specialist. Landlubber upgrades are a plank trap early.
Health and Crew are dual sinks — either hitting zero sinks the ship. Gun and Boarding damage feed card rolls; see combat guide.
Spend Compass points in Empire (Destroyer) or Seafaring (Hunter). Tier 2 costs 3 points in that principle alone.
Dry Dock at a Pier, fed by planks, rope, sails, and higher-tier goods from production chains.
Yes — captains add percentage bonuses and combat skills. Reassign at port with a short cooldown.
Multiple hulls are supported; late campaigns commonly run toward six ships. Supply each crew before you multiply queues.
Captains for pairings, then combat guide for card fights.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.