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Raven!
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PostPosted: 28-Oct-2002 11:23    Post subject: Artillery Systems Reply to topic Reply with quote

Ok I did some research into this thanks to FAS, so I would appreciate some feed back

Artillery
Fluff:
Russian engineers have been toiling for many years now building weapons and equipment that could be used by the Russian army to give it any advantage in the field of combat. Whatever was to be used needed to be cheap and easy to field, able to withstand a variety of combat conditions and remain intact, and be able to damage the targets that it was presented with.

The Russian army has two primary branches, the Navy and the Army. The Army has two major forces, Infantry Divisions and Tank Divisions. However, the vast majority of Russian military assets are infantry, the common grunt, the backbone of any army. Doing a little research Novgorod Special Weaponry decided that the key to Russia's military might would be to use small artillery pieces based off of the autocannons in use around the Inner Sphere.

The N-2 through N-8 Field Gun's are variable milimeter (from 20mm to 88mm) smoothbore antitank guns mounted on a two-wheeled, split-trail carriage, with a single caster wheel near the trail ends. The gun tube has a cylindrical, multi-perforated muzzle brake which is only fractionally larger in diameter than the thin barrel. The N-XA variant has a winged shield angled to the rear on both sides and an additional recoil cylinder above the breech on the right. Both versions frequently mount infrared night sighting equipment. The N and NA series fire fin-stabilized, non-rotating rounds similar to those of the Arrow Four Artillery System. Muzzle velocity is 900 meters per second for HE and HEAT rounds or 1,500 meters per second for HVAPFSDS rounds. Maximum indirect fire range is 2,040 meters (N-8). The HEAT round can penetrate about 400 millimeters of armor at any range. The theoretical rate of fire is reportedly 14 rounds per minute; however, rate for aimed fire is only 6 rounds per minute, and the maximum practical rate is 10 rounds per minute.

Rules:
There are two types of Field Guns, the N series and the NA series. The N series is a set of light, unarmored self propelled guns which are used by infantry companies to support large scale attacks. These units are treated as artillery for infantry from the MaxTech rules. If the infantry squad using them can no longer deploy them because of losses, assume the artillery piece was destroyed. These weapons cost half as much as the NA series.

The next series of guns are the NA series. The NA series stands for Novgorod Armored Field Gun. These are heavier versions of the weapons above and can be used by infantry as well. These units are considered to have armor based on the size of the gun. The gun takes damage before the squad of infantry do. The NA series is outlined in the rules below. The NA-2 has four points of armor, mounted front only. The NA-4 has eight points of armor, six mounted in the front, 1 on each side. The NA-8 has 16 points of armor, 10 to the front, three to each side. Positioning is very important for these weapons. When using the NA series, the infantry squads can still attack in any direction, but the Artillery has a facing. If attacked from the rear assume the NA's have only 1 point of internal structure.

The N series can be transported by any infantry squad able to use the weapon. It is assumed that the squad breaks it down and each one carries a piece and then they can deploy it. It has wheels so it can be dragged around the battlefield with the squad as they fight. The NA series need at least mechanized infantry to drag those pieces around as the armor makes them heavier. In the field an infantry squad is assumed to have one ton of ammunition for each piece they have with them.

These pieces can also be mounted on BattleMechs and Armor. If they are they use all the rules below. It is assumed that those mounted are the N series, but if Armored Component rules are used (MaxTech), the GM can rule that they are the NA series for roleplaying purposes, if it is that important to the player.

Note, because these weapons, when not mounted on a vehicle, have no guidance systems, they have an automatic +2 to hit. If the squad sends out forward spotters, or has spotters on the battlefield, it is a +1 to hit. These are fairly lowtech, simple weapons.

Type Damage Heat Min Range In Map Sheets Tons Crit Ammo Cost
20mm 3/1 4 10 2 Maps 2 2 15 25,000
60mm 6/3 8 10 3 Maps 4 4 10 50,000
88mm 9/4 12 10 4 Maps 6 6 5 75,000
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Hurlbut
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PostPosted: 28-Oct-2002 11:27    Post subject: RE: Artillery Systems Reply to topic Reply with quote

Quote:

88mm 9/4 12 10 4 Maps 6 6 5 75,000



Hey! The dreaded 88mm, bane of countless tanks!

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Hurlbut
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PostPosted: 28-Oct-2002 11:35    Post subject: RE: Artillery Systems Reply to topic Reply with quote

You could have your R&D boys work on AP ammo for the 88mm, your AP ammo would be same to the Fed Suns in every way with one additional rule, they would have a bonus of +2 to the crit roll (much like the Artemis bonus for # of missiles to hit) results against vehicles, and is treated like normal AP against all others.

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Raven!
Clan Snow Raven
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PostPosted: 28-Oct-2002 19:01    Post subject: RE: Artillery Systems Reply to topic Reply with quote

Actually I was considering doing stuff like that, but I wanted to see how the basic design and reaction to the fluff went down.

Just as a note when I first designed these I was going to do: 30, 60, 90. Then I was like, oh screw it, lets drop the 90 down to an 88 for laughs. And the rest is history

However, if this was to be realistic the weapons should have a range of like 12,000 meters or so, and are 152 mm guns. They are based off of a Soviet artillery piece (the D-38 or something like that).

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