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Chain Shot
April 21, 2026 at 11:02 PM
Initial version (2026-04-22)
Chain Shot is the sail-targeting ship ammunition in Windrose. Two cannonballs linked by a chain, designed to shred sails and masts rather than punch hull. Equipped to a ship's cannons alongside standard cannonballs, selected with the 2 key in combat (the 1 key switches back to standard shot).
Chain Shot hits cut sail and mast integrity. Accumulating enough hits on a target's sails applies a massive speed debuff, slowing the ship dramatically and crippling its turn rate. A slowed ship is far easier to catch, align broadsides against, or pull alongside for a Boarding Combat action.
Setting up a board: Open with Chain Shot to strip the hauler's speed. Switch to standard cannonballs once the target cannot escape, and stop firing when the boarding prompt appears.
Catching a fleeing patrol: Enemy patrols often attempt to disengage. Chain Shot at long range prevents them from leaving the engagement.
Outnumbered fights: Against two or three escorts plus a hauler, Chain Shot on the nearest escort lets the player reposition while the slowed target waits for a follow-up.
The single most common early-game mistake on hauler farms is to continue firing standard cannonballs after the boarding prompt appears, sinking the target and losing the cargo. Chain Shot avoids this trap by slowing the hauler without adding meaningful hull damage. The community workflow is: Chain Shot to strip speed; standard shot to reduce hull to the disabled state; stop firing; board and loot.
For escort ships that are not worth boarding, Chain Shot is not the priority. Standard cannonballs finish escorts faster by dealing hull damage directly. Save Chain Shot for targets that need to be slowed or preserved.
Ammunition - parent page covering cannon ammo
Boarding Combat - the loot path Chain Shot sets up
Naval Combat - overall naval engagement guide
Cannons - cannon tiers and calibers
Shipwright's Workshop - ship equipment crafting