Yeah, you'd do it with Exposure Damage Field Hazards. Skill and Damage penalties would go up fast, probably -1 for each +2" of strafing distance. -5 to Skill and Damage for covering 10" of distance seems roughly fair. You should not be expecting to hit any small or medium targets with that long of a strafing run.Voin wrote:6. is there any way it's possible to do a "strafing run"? In other words, combine movement w/ autofire?
Yeah, that's fine. If players are invested enough to want to make their Cannons into parabolic arc weapons instead of direct-fire weapons then I trust them to just switch them over on their own and not worry about it. For most players, direct-fire will deliver a better default experience, even if it's less technically accurate.Voin wrote:I don't think it would be game-breaking to have an option for a "parabolic-arc cannon" that otherwise functions identically to the cannon in respect to "fire every other turn and can only fire bespoke ammunition", for things like howitzers, mortars, FPS grenade-launchers (and hey, the cannon example of pirate cannons would probably be more accurately represented by such as well).
Sure.Voin wrote:Is it legit for a Cannon or Launcher to fire a Rocket?
Yep, that'd work fine. Your 1d10 would summon a Supernatural Object of Size 1" or less and a single 1d10 stat (Damage, in this case), and that's really all you'd need. The Launcher supplies all the other stats, you'd just be Launching a d10 across the battlefield.Voin wrote:9. How exactly does summoning an Explosive work? If I just want a new grenade or a Size 1 Explosive refill for my Launcher, do I just need 1d10 for the damage and then toss the grenade or plop it into a Launcher?
You could also use the d10 to summon a Purchased grenade of max XSize 1, which would have the same effect, except if you Fumbled it would happen in your hand instead of wherever your Launcher shot hit.