Fire
Deal damage to the opposing fleet
Aliases: shoot, cannon
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Captain's companion
Live Twitch chat battles under balance standalone-1.6 (4 ticks/round · 3 rounds max · 22s ticks · fleet budget 120). This site records history and weekly standings — combat resolves on stream.
Eight steps from stream to weekly board.
Watch live
Open the Captain's Helm Twitch channel when Skirmish is running.
Connect wallet
Sign in on the site so weekly standings can attach to your captain.
Link Twitch in Papers
Link Twitch through Captain's Papers before battle end to earn website points.
Join a fleet
In chat lobby, join Blue or Red before combat starts.
Pick Fire, Brace, or Patch
Each tick lasts 22s — submit one command for that window.
Replace if you must
Up to 2 same-tick replacements; the last accepted action wins.
Battle resolves on stream
Up to 3 rounds × 4 ticks; victory by hull or max rounds.
Climb the weekly board
Eligible battles score into the week; seasons reset Thursday 16:00 UTC.
The website never hosts the live match. Join fleets and issue commands in Twitch chat.
One accepted action per 22s tick.
Fire
Deal damage to the opposing fleet
Aliases: shoot, cannon
Brace
Reduce incoming damage
Aliases: block, defend
Patch
Restore hull
Aliases: repair, mend
You may replace your action up to 2 times on the same tick; the last accepted action wins. Replacements do not add extra active ticks.
4 ticks/round · 3 rounds max · 22s ticks · fleet budget 120
That 120 is shared fleet power, not 120 per player or per command. More viewers do not multiply the budget; their orders decide how it is split. Players who choose the same action share that action's resolved contribution — another Fire is not another full 120-power volley. A solo fleet that only Fires spends its full base budget on Fire; two Fire commands on the other fleet share one Fire result.
Match week is determined by battle end time (UTC), not when the site receives the payload.
One event per match, on a single volley. A volley is one combat tick. Use the commands you already have.
148
incoming damage per fleet
Each fleet takes 148 environmental damage. !brace absorbs the storm first. Protection that remains can still stop cannon fire, and that protection cannot be spent twice. !patch repairs afterward and can still save a fleet on that volley. Storm damage does not count as player damage.
Response: !brace. Use !patch if the fleet still needs saving.
+55%
Fire attack power
The boost applies to the Fire portion of the shared 120-power budget. Enemy Fire receives the same benefit. !brace remains a defense. This is attack power, not guaranteed extra damage.
Response: !fire to press the volley, or !brace to withstand their Fire.
+35%
Patch repair power
The boost applies to the Patch portion of the shared budget. Repairs cannot exceed 1000 hull. This is repair power, not guaranteed extra healing.
Response: !patch to restore hull. You can still !fire.
A percentage raises that order's power. It does not guarantee extra hull damage or healing. Randomness, critical hits, and action failures still apply.
Current rules for new match awards. Earlier match scores stay unchanged.
Impact is capped by active ticks and effective contribution vs action power.
Wasted rolls, critical luck, and replacements do not add direct points.
No Fleet Sunk points for a remaining-hull or round-limit win, a simultaneous sink decided by tie-break, or a Training Crew battle.
Fleet Sunk is a fleet result. Eligible active players on the winning fleet qualify, including Brace and Patch. A storm sink qualifies the same way, and storm damage is not player damage.
Current scoring rules apply to new match awards. Earlier match scores stay unchanged.
Human PvP awards full score. Bot-assisted battles (Training Crew when no human joins) award 25% of that score for the first 50 scoring Training Crew matches each week — still eligible for the weekly board.
Breakdown: Active 5 · Engagement 16 · Impact 3 · Versatility 4 · Victory 5 · Fleet Sunk 3 · Total 36
Who earns weekly website points.
Link Twitch through Captain's Papers before battle end to earn weekly points. Identity uses your stable Twitch provider ID — never display names typed in chat.
Unlinked captains can still play in chat. They simply do not appear on the weekly site board.
Eligible points earn a proportional share of the week's pool.
Projected shares update during the week; final shares lock after settlement. Leaderboards label Projected vs Final from the API.
Link Captain's Papers before battle end to earn eligible points. Unlinked play still works in chat — it simply does not earn site rewards. Official developer accounts remain on the board with a DEV mark and do not receive RUM or WAVES.
UTC weeks from Thursday 16:00 UTC to the next Thursday 16:00 UTC.
Ties break on wins, total effective impact, active ticks, matches, then earliest score time.
Boards list Twitch display names as the primary identity and the linked WAX account as a quieter secondary game identity. Other Captain's Papers data stays private. Official developer entries stay visible with a DEV mark and are excluded from the weekly RUM and WAVES pool. Choose any official week from the leaderboard or battle archive dropdowns. Personal standing, Training Crew counters, and your log follow the selected week. Final rewards appear after that week is settled.
Details for captains who want the fine print.
Every fleet receives the same base 120-power budget each tick under standalone-1.6, regardless of crew size. Roster size itself does not multiply a fleet's base power. The budget belongs to the fleet, not to each player or each command.
More players provide additional tactical coordination and action coverage, not automatically more total damage, blocking, or repair. Their orders determine how the shared budget is distributed.
The fleet budget is allocated across Fire, Brace, and Patch according to the accepted actions submitted that tick. Players choosing the same action share that action's resolved contribution; adding another Fire command does not create another full 120-power volley.
Example: if a solo fleet only uses Fire, its full base tick budget goes toward Fire. If two players on the opposing fleet both use Fire, they share their fleet's Fire result rather than dealing two independent full-power attacks.
Randomness, critical hits, and possible action failures can still change the resolved damage, blocking, and repair. Listed power is the budget before those rolls, not a guaranteed result.
Individual website points use each captain's effective contribution and active ticks; they are not simply duplicated because more players joined. Impact on the site board is derived from effective contribution vs action power, not from wasted rolls or critical luck.
Up to 2 same-tick replacements are allowed. Only the last accepted action counts; replacements never grant extra active ticks.
Training Crew is not a ranked captain and has no wallet or Papers. Eligible captains earn 25% of normal score for their first 50 Training Crew matches each week. Competitive PvP remains full score. Both feed the same weekly RUM/WAVES pools.
The website does not run live combat or host a match lobby. It is a historical and standings companion only — not a prize desk for stream-side incentives.
Watch live, link Papers if you want weekly points, then climb the board.