The Master Gunner, or Artillerist, commands the ship’s weapons and is responsible for delivering destructive force with precision. In combat, they turn the ship from a vessel into a weapon.
Core Responsibilities
- Weapon Control
Oversees all offensive systems, such as ballistae, cannons, mangonels, or magical artillery. - Aiming & Firing
Calculates angles, timing, and distance to hit enemy ships or targets effectively. - Crew Coordination
Directs loaders and assistants, ensuring weapons are reloaded quickly and fired efficiently. - Ammo & Maintenance
Manages ammunition supplies and ensures weapons remain functional during battle.
Actions
- Operate one cannon or more cannons by giving commands.
- Roll to hit using Dexterity (ranged attack) + Proficiency.
Example: If you're level 2, your Dexterity is +3 and you roll an 11:
11 +3 Dexterity +2 Proficiency = 16. - Reload takes 2 rounds unless supported by a Powder Monkey.
Light Cannon
Damage: 6d10 bludgeoning
Range: 600/2000 ft.
Damage Type: Bludgeoning
Reload Time: 2 actions (load, aim & fire)
Cannon
Damage: 8d10 bludgeoning
Range: 600/2,400 ft.
Damage Type: Bludgeoning
Reload Time: 2 actions (load, aim & fire)
Heavy Cannon
Damage: 10d10 bludgeoning
Range: 600/3000 ft.
Damage Type: Bludgeoning
Reload Time: 2 actions (load, aim & fire)
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