by TikaKino » Fri May 08, 2009 7:40 am
The advantage of carronades is in the +1 on the criticals table - if you're close enough to fire carronades, you're within 15cm and thus the heavy cannon also cause a -1 to the saving throw.
My reading of the book doesn't suggest a 6 always save, on the logic that a specific exception is written out for to-hit rolls but none is mentioned for saving throws. I reckon this is the correct way to do it, anyway, otherwise there's absolutely no difference between hitting a schooner's masts with light or heavy cannon, which feels a bit wrong to me.