All ship captains start with a skill rank of 1
All gun captains & fort captains start with a skill rank of 3 except those on new vessels just commissioned or captured. The skill progresses naturally to 3 after the first successful engagement (ie your ship lives through it)
Every regular sea going person starts with a skill of 0
Land lubbers (and zombies) may not captain a gun deck unless they are military officers, who have a skill rank of 0.
Any skill increases above this occur due to campaign progression for the crew
The rate of fire, and supposed accuracy of the cannon fire is dependant on the skill of the crew, and for the purposes of this game I have concentrated that into the skill of the gun captain. The higher her skill rank, the longer you can maintain your initial higher firing rate, and the higher your chances to hit and damage the opponent. The gun captain is a specialist job, and is not usually conducted by the ships captain except on smaller vessels such as baby sloops.
Skill Rank table
| Skill Rank | Effect of Rank |
| 0 | This is the rank for absolute novices. Cannons fire at the base rate for speed, targetting accuracy, and damage |
| 1 | The ships captains rank. Cannons fire at 30 second intervals for the first 2 salvoes, and every minute thereafter. There are no accuracy and damage modifiers |
| 2 | Accuracy is at +5% to hit. The first two salvoes are at 30 second intervals |
| 3 | Accuracy is at +5% to hit and +5% damage. The first 4 salvoes are at 30 second intervals |
| 4 | Accuracy is at +10% to hit and +5% damage. The first 5 salvoes are at 30 second intervals |
| 5 | Accuracy is at +15% to hit and +10% damage. The first 6 salvoes are at 30 second intervals |
| 6 | Accuracy is at +20% to hit and +10% damage. The first 7salvoes are at 30 second intervals |
| 7 | Accuracy is at +20% to hit and +15% damage. The first 8 salvoes are at 30 second intervals |
| 8 | Accuracy is at +25% to hit and +20% damage. The first 9 salvoes are at 30 second intervals |
| 9+ | No bonus above rank 8 |
An increase in salvo rate of fire is only applicable if there is a skilled gun captain on duty who is capable of undertaking his duty. A severely wounded or unconscious gun captain has no impact, and is treated as though he had a skill of zero (ie you can at least keep shooting, but without any bonuses)
The damage table is circular from 1-100, so if the sum of your roll plus bonuses goes over 100, simply drop the hundred portion off the result and use the remainder on the table. Your target choice is in a cycle of 3. Where a description says to cycle the target, pick the next one in the target list. ie crew becomes hull becomes sail becomes crew. Imagine paper/rock/scissors and you get the idea. The table is broken into components based on the target type, nominally being crew 1-33, hull 34-67, sails 68-100. You decide what you are aiming at: crew, hull,or sails. To your roll add the modifier for that target, being crew +66 for sails +33, for hull +0.
There is also a damage modifier based on the ammunition you use. The types of shot are: round shot, double round shot, grape shot or chainshot. For the purpose of this game, round shot is your normal firing method. For technical details, refer the historical cannon section.
%chance To Hit Table
To resolve this table, name your target, name your ammunition, roll %dice, add skill level bonus. The tables result is applied to all cannon, as you only ever fire broadsides.
| Modified Dice Roll | Hit result |
| 1-5 | All this up and down with the waves is making your queazy. Your shot is wild, causing no damage. |
| 6-10 | Hey diddle, diddle, the gun captains having a fiddle. Emulating Nero, your gun captain looks pensively out of the gun ports waiting for someone to signal fire. She spends the entire round collecting her wits and sending the musicians back to their task. |
| 11-15 | It's not looking good captain. Only 1/4 (round down) of your cannon were on target, the rest missed. |
| 16-20 | Your powder monkees run into each other in the narrow confines of the gun deck. They must think things are going well, for they stop for a laugh and a merry jig before making their way to the cannons. There is no time left to fire this turn. |
| 21-25 | Most of your shot goes wild. Only 1/4 of your cannon (round up) are on target. |
| 26-30 | There are pirates on the starboard bow, starboard bow, captain.Regrettably, the starboard bow is your bad side. As you prepare to fire, your ship heels over, your cannons pointing at the fish. You are unable to fire at all. |
| 31-35 | You make a haphazard staggered firing sequence as you crest a wave. 1/4 of your cannon (round down) rake the sails, 1/4 (round down) rake the crew, 1/4 (round up) rake the hull. |
| 36-40 | In the navy, you can sailthe seven seas, in the navy. Your gun crews are singing Village People and are distracted by the good time had by all. 1/2 (round up) of your cannon are bang on target, the other half miss. |
| 41-45 | Your gun captain at least has some clue. 1/4 of your shot (round up) is on target, 1/2 (round up) hits the next cycled target. The rest miss. |
| 46-50 | Terrific shot. If your opponent tows a longboat, consider it a sunk. Otherwise, you merely scare the seagulls off his stern rail. |
| 51-55 | Someone said Errol Flynn was lying in chains on your opponent. Your eagle eyed crew are bang on target. 3/4 (round up) of your cannon smash home. |
| 56-60 | Your crew forget their sunglasses, and spend the turn squinting into the sun, unaware of the prime target the enemy ship just presented. No cannons fire this turn. |
| 61-65 | Scooby dooby doo, where are you? Something is not right, and scooby & shaggy cower under the spare sails, unnerving your gun crews. 1/4 (round up) of your cannon are on target, 1/4(round down) cycle the next target, and th erest miss. |
| 66-70 | Somehow the orders were confused. Cycle your target up one. ie crew becomes hull, hull becomes sail, sail becomes crew. Your ammunition type now applies to the new target. |
| 71-75 | Your crew though they were firing a warning shot. Your target is changed to the sails |
| 76-80 | Neptune is not always on your side. A pitch of a wave sees you aimed at the enemies hull as you let loose. Change your target is changed to the hull. |
| 81-85 | The jedi apprentice will soon be th emaster. 3/4 (round up) of your shot is bang on target, the rest miss. |
| 86-90 | Excellent. You have the eyes of an eagle and the cunning of a fox. All shots pound home dead on target. |
| 91-95 | Someone is doing there jobdown below. Half your shot is on target, 1/4 (round up) is on the next cycled target. The other 1/4 miss completely. |
| 96-100 | Pretty good shot. 3/4 of your cannon (round down) were on the mark. The rest missed. |
| 101-105 | Your musicians are playing the 'Rocky' theme as your cannon smash home. 3/4 of your cannon (round up) hit home, the other quarter hit the next cycled target. |
| 106-110 | Your crew think they are from Denmark. 1/4 (round up) of your cannon hit the next cycled target. |
| 111-115 | Extroardinary. 3/4 of your cannon (round up) were on the mark. The rest missed. |
| 116-120 | Freddy Mercury is singing we are the champions, and your gun crews are chanting with him. Half (round up) your cannon were on the mark, the other half cycle to the next target. |
| 121-125 | Wonderful shot. You hit what you were aiming for with all your cannon. |