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6.3 Glossary & Acronyms

First-pass draft — not yet reviewed. The content below is written but still awaiting review, and Letters of Marque is an actively changing playtest. Check anything important against your own game.

Terms you will meet in the game’s interface and in this guide. Where a word has an everyday meaning and a specific meaning in Letters of Marque, the game’s meaning is the one given.

6.3.1 Ships and fitting

Ship and fitting terms
TermMeaning
RateA ship’s broad class, 1st through 7th. Lower numbers are larger, more powerful warships.
BRBattle Rating — the value used to express combat strength for fleet comparison and encounter limits.
ThicknessA ship’s protection, expressed as a limiting penetration angle in degrees. Lower is better.
Equipment ClassThe grade of equipment a hull will accept — a separate limit from how many slots it has.
GhostAn item added as a preview only. Shows what the stats would become without installing anything.
RefitInstalled equipment that modifies the ship’s statistics.
ComponentOne of the six parts a ship is built from: frame, planking, deck, keel, masts, crew.
DraftHow deep the hull sits. Reducing it is a fitting option, and it governs where a ship can safely go.
HeelHow far the ship leans. Affects gun elevation and which part of the hull is exposed.

6.3.2 Rig and sailing

Rig and sailing terms
TermMeaning
Square sailThe main driving canvas, set across the ship. Tracked as its own durability pool.
StaysailFore-and-aft canvas, most useful working closer to the wind. Tracked separately from square sails.
YardThe spar a square sail hangs from. Rotating it is how you angle the sail to the wind.
BraceTo rotate the yards. The game splits this between the forward and after masts.
Automatic yardsThe assist that braces the yards for you as your heading changes.
TackTo turn through the wind, bringing the bow across it.
WearTo turn away through the stern instead — slower, but it does not risk stalling in the wind.
Rudder traverse timeHow long the rudder takes to cross its range. A delay, so lower is better.
Apparent windThe wind as felt aboard a moving ship, combining the true wind with your own motion.

6.3.3 Combat

Combat terms
TermMeaning
BallRound shot — the general-purpose projectile, used against hulls.
ChainChain shot — used against sails and rigging.
BounceA hit that failed to penetrate because it arrived too obliquely.
LeakA hole taking water. Reported as a proportion, and worsened by heel exposing the lower hull.
BroadsideThe guns along one side, and the hit location for a shot striking there.
RakeTo fire along a ship’s length through bow or stern — the angle that penetrates most reliably.
PoundageThe weight of shot a gun throws, e.g. a 32-pounder. The measure of a deck’s hitting power.
ConvergenceThe distance at which guns spread along the hull are directed toward the same region.
DispersionHow loosely a battery’s shot groups.
Slew angleHow far a gun can be traversed from its rest position.
TagTo mark a target in the open world, the action that can bring on an engagement.

6.3.4 Port and trade

Port and trade terms
TermMeaning
DockThe port view where ships are selected, inspected, and fitted. Also the action of entering port.
UndockTo leave port for the open world.
WarehousePort storage for goods not currently aboard a ship.
PoundsThe game’s currency.
Broker feesA charge on a market transaction, separate from sales tax. Both come off your total.
DurationHow long a market order stands, from Immediate up to one week.
ConvoyA group of trade ships with escorts moving goods between ports, open to other players’ cargo.
Military / economic slotsThe two separate kinds of cargo capacity a ship carries.
Sub-nationA cosmetic identity within a faction, adding flags and nothing else.

Sources & Credits

This page draws on facts from, and gratefully credits: Letters of Marque — the Steam playtest client. Prose is original; see how this guide is made.

Last verified 2026-07-28 by AI.