
Tank Gun
Description
The Tank Gun was developed as a replacement for the AC/10. Unlike the AC/10, it fires single, larger and more powerful rounds, and can use various types of ammo.
Game Use
The Tank Gun may be carried by all kind of vehicles as well as Mechs. It is treated as a normal ballistic weapon. Refer to the following table for all necessary data. Mechs firing a Tank Gun have to make a piloting skill roll. If the roll fails, the Mech falls. This is because of the huge recoil.
Ammo
Note: It is possible to carry fractions of a ton of each ammo type, so a tank that can carry 2 tons of ammo may carry 10 HE, 5 APFS and 4 HEAA rounds.
APFS:
APFS (Armor Penetrator - Fin Stabilized) are special anti-armor rounds, used for direct fire against vehicles and 'mechs.
Game use: APFS rounds may only be used for direct fire against vehicles, VTOLs, fighters and 'mechs. When a unit is hit, , determine hit location and roll 2D6.
2: The APFS harmlessly bounces off the armor
3-5: deal 2 damage to the armor in the location the APFS hit.
6-11: deal 1 damage to the armor and 5 internal damage to the location the APFS hits. You may also roll once to see if there are any critical hits.
12: deal 1 damage to the armor and 10 internal damage to the location the APFS hits. You may also roll twice to see if there are any critical hits.
HE:
HE (High Explosive) rounds are the standard ammo for the tank gun. HE rounds may be fired into hexes or onto specific units.
Game Use: When fired into hexes, modify only for attacker movement and line of sight. If the hit misses, determine the hex of impact according to the artillery scatter diagram, with the following change: The number of hexes by which the round scatters is equal to the number by which the to-hit roll misses/2, rounded down.
When fired onto mechs or vehicles, use like a normal weapon. If you miss, scatter like mentioned above.
Example: A tank equipped with a Tank Gun fires an HE round into a hex 7 hexes away. The tank moved at flank speed and has two light woods in its line of sight. The gunnery skill is 4. The to-hit number is 4 (base) + 2 (flank speed) + 2 (medium range) + 2 (two light woods) = 10. The players rolls a 7. The HE round scatters one hex (3/2 = 1.5, rounded down to 1) into the direction determined by the players.
When exploding in a hex, the round deals 5 damage to all units in the impact hex and 2 damage to all units in the adjacent hexes. When explding on a Mech or vehicle, it deals 10 damage to the target. Roll two separate hit locations at 5 damage each.
HEAA:
High Explosive Anti-Armor rounds are the standard rounds used against armored targets.
Game Use: They deal 10 damage to the target in one hit location. If the round misses, it doesn't scatter.
HEAB:
High Explosive Anti-Building rounds are designed to crack through the concrete of a building or gun emplacement, then explode inside the building.
Game Use: A HEAB round does 5 damage to all units except for buildings and gun emplacements. When hitting a building or gun emplacement, roll 2D6:
2: The HEAB round doesn't explode at all.
3-5: The HEAB round deals 5 damage to the building or gun emplacements.
6-11: The HEAB round explodes inside the building or gun emplacement, dealing 15 damage to it. When hitting a gun emplacement, roll 3 critical hits. Infantry inside the building is dealt 4D6 damage, without cover bonus, so the damage is doubled.
12: Deal 15 damage to the building or gun emplacement. If hitting a gun emplacement, all weapons are destroyed and all ammo explodes. All infantry inside the building is destroyed.
The Tank Gun was developed as a replacement for the AC/10. Unlike the AC/10, it fires single, larger and more powerful rounds, and can use various types of ammo.
Game Use
The Tank Gun may be carried by all kind of vehicles as well as Mechs. It is treated as a normal ballistic weapon. Refer to the following table for all necessary data. Mechs firing a Tank Gun have to make a piloting skill roll. If the roll fails, the Mech falls. This is because of the huge recoil.
| Heat | Damage | Min. | Short Range | Medium Range | Long Range | Tons | Crit. | Ammo per ton |
| 5 | See Ammo | 2 | 1-6 | 7-12 | 13-18 | 12 | 7 | 10 |
Ammo
Note: It is possible to carry fractions of a ton of each ammo type, so a tank that can carry 2 tons of ammo may carry 10 HE, 5 APFS and 4 HEAA rounds.
APFS:
APFS (Armor Penetrator - Fin Stabilized) are special anti-armor rounds, used for direct fire against vehicles and 'mechs.
Game use: APFS rounds may only be used for direct fire against vehicles, VTOLs, fighters and 'mechs. When a unit is hit, , determine hit location and roll 2D6.
2: The APFS harmlessly bounces off the armor
3-5: deal 2 damage to the armor in the location the APFS hit.
6-11: deal 1 damage to the armor and 5 internal damage to the location the APFS hits. You may also roll once to see if there are any critical hits.
12: deal 1 damage to the armor and 10 internal damage to the location the APFS hits. You may also roll twice to see if there are any critical hits.
HE:
HE (High Explosive) rounds are the standard ammo for the tank gun. HE rounds may be fired into hexes or onto specific units.
Game Use: When fired into hexes, modify only for attacker movement and line of sight. If the hit misses, determine the hex of impact according to the artillery scatter diagram, with the following change: The number of hexes by which the round scatters is equal to the number by which the to-hit roll misses/2, rounded down.
When fired onto mechs or vehicles, use like a normal weapon. If you miss, scatter like mentioned above.
Example: A tank equipped with a Tank Gun fires an HE round into a hex 7 hexes away. The tank moved at flank speed and has two light woods in its line of sight. The gunnery skill is 4. The to-hit number is 4 (base) + 2 (flank speed) + 2 (medium range) + 2 (two light woods) = 10. The players rolls a 7. The HE round scatters one hex (3/2 = 1.5, rounded down to 1) into the direction determined by the players.
When exploding in a hex, the round deals 5 damage to all units in the impact hex and 2 damage to all units in the adjacent hexes. When explding on a Mech or vehicle, it deals 10 damage to the target. Roll two separate hit locations at 5 damage each.
HEAA:
High Explosive Anti-Armor rounds are the standard rounds used against armored targets.
Game Use: They deal 10 damage to the target in one hit location. If the round misses, it doesn't scatter.
HEAB:
High Explosive Anti-Building rounds are designed to crack through the concrete of a building or gun emplacement, then explode inside the building.
Game Use: A HEAB round does 5 damage to all units except for buildings and gun emplacements. When hitting a building or gun emplacement, roll 2D6:
2: The HEAB round doesn't explode at all.
3-5: The HEAB round deals 5 damage to the building or gun emplacements.
6-11: The HEAB round explodes inside the building or gun emplacement, dealing 15 damage to it. When hitting a gun emplacement, roll 3 critical hits. Infantry inside the building is dealt 4D6 damage, without cover bonus, so the damage is doubled.
12: Deal 15 damage to the building or gun emplacement. If hitting a gun emplacement, all weapons are destroyed and all ammo explodes. All infantry inside the building is destroyed.
