Ships my only mount 4 standard weapons and 1 special weapon, better weapons require more slots. Standard weapons can be enchanted up to +6 while super weapons cannot be enchanted.
All ship weapons have an accuracy value. This is added to the attack roll to determine if the target has been hit or not. As stated earlier attack rolls are 1d20 + ½ level + 5 per tier + enchantment + feat bonus + weapon acc + 2 for each weapon making an attack roll during the same turn
All ship weapons have a multiplier. All damage done by ship weapons are determined by the damage dice(under the damage column) + flat bonus (next to the dice) + enchantment + feat bonus + weapon option + crew effects. After all that is added up you apply the multiplier.
EX. : A 8lb cannon+2 hits its target. You roll 1d10, then add 3 to the roll (1 for the cannons flat bonus, 2 for the enchantment), if there were no other bonuses to damage you would then multiply the result by 100 to determine the full damage dealt to the target from the attack.
Launch Bay Weapons
Torpedoes: high damage, low acc, hits a few turns later, possibly during the next round, fired once per round, can NOT use consumable ammunition without the Proximity Fuse Assembly, Range: 30, can hit up to 1 elevation above and any elevation below(need only be in range when first fired)
Missiles: Low damage, high acc, fired once per round, hits a few turns later, possibly during the next round, can NOT use consumable ammunition without the Proximity Fuse Assembly, Range: 30, can hit up any elevation above and up to 1 elevation below(need only be in range when first fired)
Massive weapons that are difficult to use but tend to turn the tide of a battle. Most super weapons deal large amounts of damage in addition to causing another effect on your opponent.