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
Term Meaning
Rate A ship’s broad class, 1st through 7th. Lower numbers are larger, more powerful warships.
BR Battle Rating — the value used to express combat strength for fleet comparison and encounter limits.
Thickness A ship’s protection, expressed as a limiting penetration angle in degrees. Lower is better.
Equipment Class The grade of equipment a hull will accept — a separate limit from how many slots it has.
Ghost An item added as a preview only. Shows what the stats would become without installing anything.
Refit Installed equipment that modifies the ship’s statistics.
Component One of the six parts a ship is built from: frame, planking, deck, keel, masts, crew.
Draft How deep the hull sits. Reducing it is a fitting option, and it governs where a ship can safely go.
Heel How 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
Term Meaning
Square sail The main driving canvas, set across the ship. Tracked as its own durability pool.
Staysail Fore-and-aft canvas, most useful working closer to the wind. Tracked separately from square sails.
Yard The spar a square sail hangs from. Rotating it is how you angle the sail to the wind.
Brace To rotate the yards. The game splits this between the forward and after masts.
Automatic yards The assist that braces the yards for you as your heading changes.
Tack To turn through the wind, bringing the bow across it.
Wear To turn away through the stern instead — slower, but it does not risk stalling in the wind.
Rudder traverse time How long the rudder takes to cross its range. A delay, so lower is better.
Apparent wind The wind as felt aboard a moving ship, combining the true wind with your own motion.
6.3.3 Combat
Combat terms
Term Meaning
Ball Round shot — the general-purpose projectile, used against hulls.
Chain Chain shot — used against sails and rigging.
Bounce A hit that failed to penetrate because it arrived too obliquely.
Leak A hole taking water. Reported as a proportion, and worsened by heel exposing the lower hull.
Broadside The guns along one side, and the hit location for a shot striking there.
Rake To fire along a ship’s length through bow or stern — the angle that penetrates most reliably.
Poundage The weight of shot a gun throws, e.g. a 32-pounder. The measure of a deck’s hitting power.
Convergence The distance at which guns spread along the hull are directed toward the same region.
Dispersion How loosely a battery’s shot groups.
Slew angle How far a gun can be traversed from its rest position.
Tag To 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
Term Meaning
Dock The port view where ships are selected, inspected, and fitted. Also the action of entering port.
Undock To leave port for the open world.
Warehouse Port storage for goods not currently aboard a ship.
Pounds The game’s currency.
Broker fees A charge on a market transaction, separate from sales tax. Both come off your total.
Duration How long a market order stands, from Immediate up to one week.
Convoy A group of trade ships with escorts moving goods between ports, open to other players’ cargo.
Military / economic slots The two separate kinds of cargo capacity a ship carries.
Sub-nation A cosmetic identity within a faction, adding flags and nothing else.
Where this guide and the game disagree on a term, the game is right and this page needs fixing. Use the feedback control on the section to flag it.
See also Last verified 2026-07-28 by AI.