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Cannon Types
April 17, 2026 at 09:02 AM
Accuracy update (2026-04-17)
Windrose's naval combat is built around broadside cannon volleys. The April 14, 2026 Early Access launch ships with three base cannon weight classes (12-Pounder, 24-Pounder, 36-Pounder) and three variant modifiers (Tempered, Devastating, Perfectly Ordered) across Uncommon, Rare, and Epic rarities, totaling 29 ship weapons in the in-game weapons database. All cannons are crafted at the Shipwright's Workshop and equipped via the Wharf's ship management interface.
The base classes determine cannon size, damage, recoil, and which ships can mount them. Heavier classes deal more damage per shot but reload slower and add weight to the ship.
Class | Base Rarity | Role |
|---|---|---|
12-Pounder | Uncommon | Reliable, wide range of engagements; the default cannon for the Ketch and starter Brig loadouts |
24-Pounder | Uncommon | Well-balanced backbone of naval batteries; standard cannon for the Brig |
36-Pounder | Uncommon | Massive, reserved for ships that can bear the recoil; standard cannon for the Frigate |
Each base class has three variant modifiers that appear at Rare and Epic rarities. Variants change the cannon's behavior beyond raw damage.
Variant | Effect |
|---|---|
Tempered | Precision and stability focus; community guides describe it as rewarding deliberate, spaced shots. Exact numerical behavior is not documented in primary sources. |
Devastating | Higher per-shot damage; trades reload speed for raw stopping power |
Perfectly Ordered | After hitting within 4 seconds of the previous shot, gain +30% reload speed for 22 seconds; rewards sustained accurate broadsides |
Combining a class and variant yields the full named cannon: e.g., "Tempered 24-Pounder (Rare)" or "Devastating 36-Pounder (Epic)." Higher rarity within the same class+variant combo carries higher base damage and longer effect durations.
Property | Detail |
|---|---|
Station | |
Cost (per cannon) | 10 Copper Ingot + 10 Wood |
Equip via | Wharf ship management UI; drag into Ship Gear slot |
Upgradable | Yes; Shipwright Workshop Upgrade tab adds tempering, durability, etc. |
Higher-tier cannons (24-Pounder, 36-Pounder, and the variant modifiers) require additional materials including Iron Ingots, Tumbaga, and faction-locked components from the Smugglers of Port Royal. Build out reputation with the Smugglers to unlock the higher-tier cannon plans.
All cannon classes can fire two ammo types, switched mid-combat:
Ammo Type | Effect | Best Used For |
|---|---|---|
Regular cannonballs | Direct hull damage to enemy ships | Sinking or weakening ships for boarding |
Bar shot (chained shots) | Targets enemy sails and rigging to slow ships down | Opening a fight to reduce enemy maneuverability |
The recommended naval combat opener is 5 to 6 bar shot volleys into the enemy's rigging to slow them, then switching to regular cannonballs for sustained hull damage. Bar shot does little hull damage on its own; its value is forcing the enemy out of the chase phase into a slow-trade phase.
Each ship class mounts a different number of cannons. Numbers differ between sources; the values below follow method.gg's ship guide (Ketch 3, Brig 6, Frigate 12). Bisecthosting reports a higher set (8 / 14 / 36). The exact in-game count still requires direct inspection, so treat the table below as the primary community-reported values.
Ship | Estimated Cannon Slots | Default Class |
|---|---|---|
3 | 12-Pounder | |
6 | 24-Pounder | |
12 | 36-Pounder |
Cannons are one of three core ship equipment categories. The other two are Hull Bracing (5 Copper Ingots + 30 Wood + 5 Nails; reduces incoming damage) and Boarding Equipment (improves NPC crew effectiveness during boarding actions). All three slot types can be upgraded at the Shipwright's Workshop Upgrade tab. Hull Bracing plans at higher tiers come from the Smugglers of Port Royal.
Combat Repair Kits are consumable items crafted at the Shipwright's Workshop. They restore hull HP mid-battle while you remain under fire. Always carry several when engaging multiple enemy ships or boarding higher-tier vessels.
Effective cannon use combines positioning, ammo selection, and timing:
Reduce sail to roughly 3/4 to tighten your turn radius and bring cannons to bear
Open with bar shot into the enemy's sails (5 to 6 volleys)
Switch to regular cannonballs once the enemy is slowed; aim for the waterline for maximum hull damage
Watch the wave pattern: large waves can block cannonballs at long range. Close distance reduces this issue
Use the F key zoomed-out camera for situational awareness when surrounded
Time "Perfectly Ordered" cannon variants by hitting consecutive shots within 4 seconds for the +30% reload buff
The roadmap mentions additional cannon variants (carronades, long cannons) planned for Early Access updates. Carronades are short-barreled close-range cannons in real history; long cannons trade rate of fire for range. Whether these will be variants of the existing classes or entirely new categories has not been formally announced.
Naval Combat - full naval combat guide including ship controls, ammo strategy, and boarding
Ship Types - Ketch, Brig, Frigate stats and roles
Boarding - the boarding mechanic that follows successful cannon engagements
Shipwright's Workshop - the crafting station for cannons and ship gear
Wharf - the equipment management station required to fit cannons to a ship
The Perfectly Ordered 12-Pounders is a named Rare variant of the 12-pounder sold by the Buccaneers provisioner at reputation rank 2. Its effect triggers on a hit: landing a cannonball within 4 seconds of the previous reload grants +30% reload speed for 22 seconds.
In practice, an average 12-pounder reload cycle runs around 10 to 11 seconds. A 30% reload bonus drops that to roughly 7 to 8 seconds, and the 22-second buff window easily overlaps into the next shot, keeping the buff refreshed so long as you continue landing hits. Against a single target it is a straightforward sustained-fire upgrade. Against multiple targets it requires discipline: switching fire to a second ship mid-rotation can let the buff lapse if you miss.
To reach Buccaneers rep 2, turn in Deckhand insignias (dropped by Blackbeard's sailors during boarding) and ship-sinking insignias at the Bounty Agent in the Buccaneers hideout. Completing the Buccaneers' side quest lines, including the 50-bag gunpowder delivery, grants 50 silver plus five letters of favor, which can be traded at any other Tortuga-archipelago faction for additional reputation.
Not every ship can mount every cannon weight. Per method.gg's ship guide, 24-pounders are usable only on Blackbeard variant hulls (the Blackbeard Brig and the Blackbeard Frigate). Stock and Brethren Brigs stay on 12-pounders, and the Stock and Brethren Frigates stay on 24-pounders. A standard Brig cannot mount 24-pounders at launch.
The 36-pounder is the largest cannon type at launch and is reserved for the Blackbeard Frigate variant, which carries 12 x 36-pounder slots per method.gg. The Frigate design itself is sold by the Brethren of the Coast at their highest reputation tier, and both Brig and Frigate hulls require Foothills-tier crafting resources.
Cannon upgrades are applied at the Shipwright's Workshop's Upgrade tab and, critically, they apply per cannon rather than per ship. A Ketch with 6 installed cannons takes 6 trips through the upgrade flow. Each upgrade costs Copper Ingots and Wooden Planks, with costs scaling by upgrade tier.
If you are short on copper, fast travel between every island that has known copper deposits and mine at each pass. You can place up to around 9 or 10 fast travel bells across the world, so set one on every island you expect to farm routinely. As you exhaust the starter region's copper, pull your old bells down with the disassembly function (refunds full materials) and re-plant them in the Foothills and beyond.
Assign the Master Salvager NPC Jasper Crow (500 piastres to hire in Tortuga) to the disassembly or upgrade stations for a 30% chance to refund resources on each upgrade. The refund is applied during armor upgrades most reliably, but the total resource savings across a full cannon-and-armor upgrade session are substantial.
Regardless of cannon class, the optimal opening of a naval engagement uses 5 to 6 bar shot volleys into the enemy sails. Bar shot does almost no hull damage; its job is to reduce the enemy's speed enough that you can position for a full broadside and stay there. Once the enemy is slowed, switch ammo to regular cannonballs and rake the hull along the waterline for maximum damage.
Lowering sails to roughly 3/4 speed tightens your own turning circle noticeably, making it much easier to keep your broadside aligned. Use the F-key zoomed camera to track multiple targets simultaneously; it also helps spot bounty barrels along the engagement line, which can be looted between volleys if an escort breaks off.
Cannons are organized into three batteries on every ship: the front chasers, the port (left) broadside, and the starboard (right) broadside. Each battery has its own independent reload cooldown. Firing all front cannons does not touch the port or starboard timers, and vice versa. This is why the Windrose naval combat loop is built around rotating between sides rather than spamming a single bank until it reloads.
Practical consequence: if your ship mounts six cannons split two in front and two on each side, you effectively have three small volleys on staggered timers rather than one big volley on a shared timer. In the starter Ketch, two-side alternation (front + port) is the sustainable rhythm because the hull cannot turn fast enough in a 1v1 to also bring the starboard side to bear before the port side reloads. In larger ship classes, or in group engagements where enemies sit on different arcs, three-side rotation becomes possible and maximizes uptime.
Bank | Typical Use | Key Constraint |
|---|---|---|
Front chasers | Opening volley as you close the distance, plus follow-up shots between broadsides | Narrow firing arc; only useful while the enemy is directly ahead |
Port broadside (left) | Primary damage bank once you pull alongside the enemy with them on your left | Requires a hard left turn from a forward approach; cannot fire at anything behind the stern |
Starboard broadside (right) | Same role as port but when the enemy is on your right, useful for 1v2 splits | Requires a hard right turn; in a 1v1 most captains never bring starboard into play because the port side fires first and the hull cannot turn fast enough for both |
Ship cannons can swap ammunition mid-combat with no reload penalty beyond the natural cooldown. On PC the hotkey for the secondary ammo type, bar shot (also called chainshot), is 2. Pressing 2 switches every mounted cannon to bar shot for the next fire; pressing 1 returns to regular cannonballs. The swap is per-cannon, so you can fire a bar shot volley from the port broadside to slow the target, then immediately swap back and rake the hull with the front chasers on the same pass.
Bar shot is aimed higher than regular cannonballs, targeting the sails rather than the waterline. Landing enough bar shot volleys applies a visible Hindered debuff icon on the enemy hull, after which the target slows dramatically and becomes far easier to hold at a broadside distance.
Every cannon from Uncommon (blue) and above rolls with an additional passive stat, not just higher base damage. The three passive categories that show up on ship weapons are damage, reload speed, and damage reduction. The exact roll and strength depends on the rarity tier, with Rare (purple) beating Uncommon (blue) and Epic (gold/orange) beating Rare.
Damage adds a flat or percent modifier on top of the base weight-class damage, which stacks with bar-shot-then-cannonball openers and with faction
Reload speed trims the cooldown on that specific cannon, improving the rhythm of whichever side it is installed on
Damage reduction is applied to the ship when that cannon is equipped and reduces incoming hull damage, effectively adding virtual hull HP
Because upgrades apply per cannon, the practical farm loop is to pull a blue or purple cannon you like the passive on, mount it, then pour Copper Ingots and Wooden Planks into that specific cannon's upgrade track. Upgrading a blue cannon with a good reload-speed roll is almost always better than swapping in a white cannon with no passive even if the white cannon has a marginally higher base damage before upgrades.
Once you are deep enough in the game to farm rare materials (Foothills and beyond), you can ascend a cannon to the next rarity tier. Ascension turns a blue into a purple, and eventually a purple into an orange legendary. Each ascension adds an additional passive slot on top of the existing one, so an orange cannon ends up with multiple stacked passives rather than just a higher roll of one.
Ascension is expensive in rare materials. The practical path is to identify one or two cannon rolls you actually want to keep for the rest of the playthrough, then ascend those rather than spraying the materials across every cannon in the hold. See the Rarity System article for the full progression and the Ascending Gear entry for the material costs per tier.
After crafting a cannon at the Shipwright's Workshop, it sits in your inventory doing nothing until you equip it. Head to the Wharf, open the Manage Ship interface, and drag each cannon into an open Ship Gear slot. Missing this step is a common mistake on the first sail out. While you are at the Wharf, move your repair kits and grog to the hotbar hotkeys so you can trigger them mid-combat without opening the inventory.