Original Ship
- Name
- Required Skill
- Description
- Required Permit
Casting Net 8
2 - Strengthen the fish catch whilst at sea. Also increases the discovery of flotsam.
- 1
Recreation Room 8
3 - Heighten the effect of musical performances and banquets at sea.
- 1
Aide's Cabin 20
7 - Facilitates Aide's growth while sailing on the sea.
- 2
Sail Sewing Skill 13
10 - Automate sail repair. Lessen damage to sails during battle.
- 1
Improved Hold 23
8 - You will completely protect your trade goods from enemy plunder.
- 3
Galley 14
5 - Raise the success of cooking and storage at sea. Ease food consumption and Fatigue.
- 2
Workshop 24
7 - Raise the success of sewing, casting, and production of industrial arts, whilst at sea.
- 2
Heavy Bombing 31
2 - Reduce the speed of the enemy ship.
Only effective for normal shot.
- 1
Explosive Shell 14
6 - Create chaos aboard the enemy ship.
Only effective for grape shot.
- 1
Special Smoke Bomb 18
10 - Stop skills in use by the enemy.
Only effective for smoke bombs.
- 1
Intensive Charge 22
5 - Increases load speed by 50% when sails are being folded.
- 1
Demolition Work 10
1
2 - Cause damage to the enemy ship after Melee Battle, depending on the number of crew in the raid.
- 2
Secret Blast 37
3
4 - Blow up the enemy ship's ammunition store during Melee Battles.
Higher performance than usual.
- 1
Set Fire 20
2
1 - Cause a major fire on the enemy ship by striking it when your own ship is on fire.
- 1
Repair Support 24
3
2 - Increase restoration value of repairs for all allies during sea battle.
- 2
Medical Support 7
7
7 - Increase the restoration rate from surgery during sea battle.
- 1
Drainage Pump 9
3
3 - Stop leaks, regular and large, on your own ship.
- 1
Sea Mine Search 16
6
6 - Automate detection of enemy sea mines during battle.
- 2
Deck Barrier 95
5
8 - Increases the probability of
evading in Deck Battles
against enemy ships. Also
gives a stronger advantage in
Deck Battles.
- 2
View All Comments

[Purification FleetA]">
[Purification FleetA]12-27-2013
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Lewis
01-22-2014
the chambers are 3 now instead of 2, can someone confirm?

[Purification FleetA]">
[Purification FleetA]01-22-2014
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Sonia
01-23-2014
That is all because of Koei's fault. They implemented a Memorial Battle Sloop with 3 slots by mistake.
Many school-graduated players complained as they have disadvantage in ESF.
So Koei decided to increase the cannon chamber of some light ships from 2 to 3.

Li Yue
01-23-2014
the gunboats upping to 3 slots predates the memorial battle sloop by a long ways. It was late being implemented on GAMA, but we if you paid attention to this site, we knew the gunboats and bombardas would be 3 slot boats many months before it happened.
BLUE06-12-2014
ok how come I fitted this with parts for IGP n got training bomb
FB_Yeestar06-13-2014
did u forget Modified Light Gun Port ?
Wystein06-13-2014
Another thought is the order you put the parts on. Both skills use the munition chamber. And the training bomb only needs the munition chamber so if you put your parts on like this - improved light gunport, munitions chamber, admirals cabin you match the parts order for the training bomb. IE gunport(any), munitions chamber, other part(any) but not the parts order for the IGP which requires the admirals cabin to be slotted in before the munitions chamber.
FB_Yeestar06-13-2014
the point here is not so much the order, that sorts itself out when u add the parts. It is the fact that u cant do IGP with general small gun port...u need Modified Light Gun Port...
BLUE06-13-2014
No I used all the correct parts I checked 3 times before I left bank

Junchul
06-13-2014
hmmmm sounds like a bug ... idk , u should try and ask a GM , maybe they can tell exactly what part u used and why u didnt get the skill u wanted , if u lucky then i guess they would give u a new ship ....
MarcoS06-13-2014
sounds like you may have added general small gun port or aide's cabin instead. Either way training bomb is a great skill in ESF light round. most players will carry enough ammo to last 30mins-1hour which is enough for training bomb to instakill any light ship enemy in melee.

[Purification FleetA]">
[Purification FleetA]06-13-2014
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ReaD06-13-2014
left the bank? not while building/upgrading ship? ok...
MarcoS06-13-2014
no, i too carry way too much ammo really, and i've been killed before by training bomb. I use g3 ARG with max crew, great for killing gunboats in 1 melee round, but there's a few times in the past where i come accross a guy with training bomb and i was sunk by it, sure they sailed off with an evil grin too.

[Purification FleetA]">
[Purification FleetA]06-13-2014
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A.Marshall06-13-2014
is panel gona increase anything good or paneling not necessary
FB_Yeestar06-13-2014
BLUE im not implying u did somtn wrong..im just saying from personal experience..when I mod ships i tend to get worked up..and i have added wrong parts on occasion, simply because i had the parts in inventory and they resemble the correct parts, there are loads of parts that look exactly like Admirals cabin and munitions chambers...say u had Special Ship Hold, for use on the next mod...\o/ been there done that!
ensign12-05-2014
uwotools say this ship gets another +2 armour going from G1 to G2 but it is only +1, not a big deal but if you are planning to max armour (which is hella easy for small ships with 7/7) and mod before you fuse you should take this into account - or just fuse before you mod to be sure...

[Purification FleetA]">
[Purification FleetA]04-25-2015
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[Purification FleetA]">
[Purification FleetA]05-01-2015
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Pig Benis06-01-2016
Sup guys, I own this ship and I want your advicer for the last improvement. I already maxed sails, durability, cannon chambers, what shoul I rise with the final improvement? Turning is already high, I don't know if I must increase W.R. or crew...
I'm mainly melee but I'm working on my cannon skill right now, I want to take part on the next ESF, what do you suggest? I plan to put two of the same item to get double increase rate, but which I should rise? armor? wr? crew?
Battousai06-02-2016
Crew/armour.
Nour06-15-2016
I would say Crew and Cannon, and add an original ship skill for bullet-proof armoring, that way, all 3 parts of your gunboat are increased, and so you can dive into both parts of sea battle without too much of a problem. You will need R5 Arms+Management skill of course in order to reap the benefit of the ship skill.
Trollo07-21-2016
Any advice on this plz?
Is direc hit prevention a "must have" skill for this ship or it depends on your game style?
Normaly, how many skill this ship can have? 3?
I plant to put training bomb, DHP, IGP and then inherit, through ship fusion, armor deterioration bullet but do I also need to increase ship skill slot with ship fusion?
I like armor deterioration bullet skill also I have nina with enhanced flame shot and I like that play style.
Curious07-21-2016
The four skills you see underneath the ship image are the "Optional Skills" that are available on the Gun Boat. All ships can only have a maximum of 2 Optional Skills. However, there is a fusion bonus that allows you to add an extra Optional Skill so you'd want to take this ship to G3, since you want to also inherit a skill. (You get fusion bonuses at G1, G3, and G6. It's not recommended you go as high as G6 unless you want to pay a hefty sum). Keep in mind also that along with 2 Optional Skills, your ship can also have 1 Original Skill and 1 Inherited Skill. Those three categories are all separate.
Does DHP's effectiveness depend on your playstyle? In a way, yes. If you are super good at not letting ships get in front of your ship and shooting directly at the bow of your ship, you don't really need it. If you aren't, you might want to consider getting it.
BIakeC07-21-2016
1. It's semi-useful if you like to melee and/or pirate so you wont get a crit trying to capture your prey, but otherwise, considering direct hit prevention uses an active skill slot, I don't find it too useful outside those areas. And for a low crew count like the gunboat (even in ESF), I don't recommended it.
2. ALL ships are allowed two ships skills through modding plus one original Ship skill added with 1 to 3 [depending on the skill] Original Ship Permit(s). This can be extended up to as many as 6 total skills if you have the time and monye to take your ship up to G6 (good luck with that) with ship fusion with two Skill Slot Addition skills and Skill Inheritance.
3. You will need to add the 3rd skill with the Skill Slot Addition from ship fusion. Note that it does NOT add an actual skill to your ship, it only adds the slot. If your ship is maxed out on improvements, it would be useless unless you remod the ship i.e. using the SSI reset tool from the astros shop. Skill Inheritance, on the other hand, does not count toward your optional skill limit.
Wystein07-21-2016
Play style in my personal opinion general should be a big factor in determining what skills you want.
Like most ships the normal number of skills it can have is 3, 2 optional which must come from the skills listed for the ship and 1 original which comes from the original skills list which is much bigger. With fusion you could have more skills if that is how you want to use your fusion benefits.
My personal thoughts given that this ship is a bit light in crew for melee (making training bomb a less desirable choice) would be IGP + your choice of DHP or cooperation (this assumes your using it in a fleet setting). Then add the armour det bullet as the original skill.
This gives you the widest array of choices for your fusion choices between skill inheritance, skill slot or any of the other stat boosters.
Wystein07-21-2016
Probably worth mentioning that just because a ship can have more skills does not automatically mean you need to add that many. Depending on how useful (or not useful) you feel the skill would be you might be better off using that mod just to focus on ship stats.
I have not used it for awhile but if bluebird ship building simulator is still active I would suggest you play around with builds in there. A great way to see how the end results are likely to be with a variety of different mod/parts/fusion choices.
Trollo07-21-2016
Thank you guys, you really helped me.
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