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Cannonballs - Version 1 vs Version 3
Apr 23, 2026, 04:24 PM
Initial Cannonballs page covering default ammunition, caliber tiers, and cannonballs-vs-chain-shot usage
Apr 27, 2026, 01:21 PM
Added icon image
11Cannonballs223+4+35Cannonballs are the standard ship Ammunition type in Windrose. Every cannon in the live build fires cannonballs as the default round, selectable by pressing 1 during ship combat. The other ammunition in the launch build is Chain Shot, selected with 2, which targets sails and applies a speed debuff rather than raw hull damage.4657Summary6879PropertyValueTypeShip ammunition (standard)Selection key1 during ship combatPurposeRaw hull damageConsumed?No. Ammunition is not consumable during combat; cannonballs fire indefinitely.Paired withChain Shot on key 2810How to Use9111012Press 1 to select standard cannonballs. All cannons on the ship, regardless of caliber, switch to cannonball rounds.Fire at the enemy hull, not at the sails, for maximum damage per broadside. Broadside alignment matters more than aim precision at most engagement ranges.Stop firing cannonballs once the target drops into the disabled state and a Boarding Combat prompt appears. Continuing to fire cannonballs after the prompt risks sinking the ship and losing the cargo.11131214Cannon Calibers13151416Cannonballs are fired from cannons, which come in three caliber tiers in the live build:1517161812-Pounders: starter caliber for every stock ship. Plans sold by the Rogue Buccaneers Provisioner at Rep 2.24-Pounders: mid-caliber, fits most Brig-class secondary batteries and Frigate main batteries. Plans at Rep 3 from the same Provisioner.36-Pounders: heavy-caliber, exclusive to the Blackbeard Frigate. Plans at Rep 4.17191820Cannonballs vs Chain Shot19212022The decision during combat is almost always a function of the target's state, not personal preference:21232224ScenarioPickTarget is healthy and you want to sink itCannonballsTarget is fleeing or nearly out of rangeChain Shot first, then cannonballs once it is slowedTarget is reaching boarding-prompt health and you want to boardStop firing; switch to Chain Shot if you need to slow re-engagement from escortsEscort ships trying to cut you off from the haulerChain Shot to slow the escorts; cannonballs once they are disabled2325Supply and Logistics24262527Unlike ground-combat firearms, which consume Gunpowder and Cartridges, ship ammunition is not drained during combat. Cannonball availability is effectively infinite. The finite cost is the cannon itself (unlocked via plans from the Rogue Buccaneers Provisioner) and the reload timing, which is reduced by Gunroom Grog by 15% for 30 minutes per brew.26282729See Also28302931Ammunition the ammunition overview pageChain Shot sail-targeting ammunitionCannons the weapon that fires cannonballsBoarding Combat the alternative to sinkingGunroom Grog reload-speed buffRogue Buccaneers Provisioner cannon plan vendor32+33+Game Data34+35+Properties36+37+PropertyValueMax Health7,50038+Build Cost39+40+IngredientQuantityFoothills Iron Ingotx10Hardwoodx1041+Taught By42+43+PlanDecoration: Cannon and Cannonballs44+Comfort45+46+CategoryBonusMilitary+1