A ship in Captain & Company carries two different kinds of gun, and only one of them is a slot you fill. Confusing the two is the reason the question "how many cannons does my ship have" gets different answers depending on who you ask.
The numbers below come from two places that were checked separately and agree: the ShipData assets the deterministic simulation runs on, under Assets/Resources/DB/PlayersShipData/, and HULL_WEAPON_SLOTS in the backend's crafting service, which is what arms a hull the moment it is built. Both were read on 1 September 2026.
| Hull | Broadside mounts | Captain's cannon barrels |
|---|---|---|
| Raft | 0 | 0 |
| Dinghy | 0 | 1 |
| Freeblade Sloop | 2 | 2 |
| Clockwork Brig | 6 | 2 |
| Wraith Brig | 6 | 2 |
Broadside mounts are the sockets a cannon item goes into. They are what a crew mans, and they are the only number that answers "how many cannons do I need to buy". In the simulation they are ShipData.WeaponSlots.
The captain's cannon is part of the hull rather than a slot. It fires from the helm, it cannot be removed or upgraded, and the barrel count is how many positions it fires from, not how many separate guns you own. In the simulation it is CaptainsCannonsData, gated by the CanShootCaptainCannon flag.
It has zero broadside mounts and one captain's barrel. So it is armed, and it can shoot, and there is nothing on it to hang a cannon from. A player who buys cannons for a dinghy has bought cannons for a later ship.
The raft is the only hull with neither. CanShootCaptainCannon is off and there are no barrels. It is a hull for carrying five units of cargo and staying out of trouble.
The Clockwork Brig and the Wraith Brig both mount six. The Wraith is the better ship on cargo, at 200 units against 160, but it is not a bigger gun platform. Anyone choosing between them on firepower is choosing on the wrong axis.
Until the end of August a freshly crafted ship came out of the shipwright with empty mounts, and nothing anywhere told you. This mattered more than it sounds, because every cannon and gun in the game is flagged to reset at the end of a war. That was checked against the production database on 31 August 2026 and it covers all of them: the default cannon, the blasted, gunmetal and skeletal cannons, the scattergun and the grindstone gatling gun. So after a reset a player rebuilding their fleet had a hull and no guns for it.
Crafting a hull now grants default_cannon once per mount it has, which is where the table above earns its keep: two for a sloop, six for a brig, none for a raft or a dinghy. That shipped to production on 31 August 2026.
The grant is deliberately per craft rather than a top up to a target. A player may hold several hulls at once, each with its own mounted copies, so topping up to a target would leave the second ship short.
The loadout screen presently shows six mounts for every hull, including the sloop, which has two. That is a display issue in the ship loadout UI and it does not change what the simulation does. The numbers in the table are what actually fires, and a sloop with six drawn mounts still has two. It is a known issue and it is open.
ShipData assets underAssets/Resources/DB/PlayersShipData/ in the game client, which is the data the deterministic simulation itself loads.
HULL_WEAPON_SLOTS and DEFAULT_CANNON_IDENTIFIER ingames/services/crafting_service.py on the backend.
war_reset flag on the cannon and gun rows inthe production item catalog, read on 31 August 2026.
SHIP_CARGO_CAPACITY, covered in fullin our article on how much cargo each ship holds.