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Firing cannons
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<blockquote data-quote="Hitcher" data-source="post: 6216151" data-attributes="member: 44441"><p>Within my campaign I have ruled the following:</p><p>You need Weapon Proficiency Exotic (Cannons) to fire a cannon. You also need a Crew to operate your cannon(s). As firing a cannon does not neccessarily involve much dexterity I let my player choos if he adds his dex or int towards this (as the calculations for firng a cannon may be somewhat complex), but regarding rules as written they would need dexterity.</p><p>Keep in mind that you operate a cannon not alone - so you have some minions nearby that help with aligning, reloading and such - who can take the aid action to help with your attack roll.</p><p></p><p>The Attack Roll itself is against the normal AC. These weapons are designed to work against other ships wich tend to have a quite low AC. </p><p></p><p>In my campaign I have given the "Profession: Gunner" the ability to increase the damage of the cannons he commands. Once per Target he can designate it as a target, and roll his Profession Skill against the AC of the target. For each multiple of 5 above the AC the Cannon(s) under his command get +1 Damage Die. This counts as a full round action, with the exception that the "Gunner" himself can fire one cannon by himself within this action. This buff can effect up to 5 cannon crews, which have to be in hearing range of the Gunner. But - this is a house rule <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="Hitcher, post: 6216151, member: 44441"] Within my campaign I have ruled the following: You need Weapon Proficiency Exotic (Cannons) to fire a cannon. You also need a Crew to operate your cannon(s). As firing a cannon does not neccessarily involve much dexterity I let my player choos if he adds his dex or int towards this (as the calculations for firng a cannon may be somewhat complex), but regarding rules as written they would need dexterity. Keep in mind that you operate a cannon not alone - so you have some minions nearby that help with aligning, reloading and such - who can take the aid action to help with your attack roll. The Attack Roll itself is against the normal AC. These weapons are designed to work against other ships wich tend to have a quite low AC. In my campaign I have given the "Profession: Gunner" the ability to increase the damage of the cannons he commands. Once per Target he can designate it as a target, and roll his Profession Skill against the AC of the target. For each multiple of 5 above the AC the Cannon(s) under his command get +1 Damage Die. This counts as a full round action, with the exception that the "Gunner" himself can fire one cannon by himself within this action. This buff can effect up to 5 cannon crews, which have to be in hearing range of the Gunner. But - this is a house rule :-) [/QUOTE]
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