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Wanallo
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PostPosted: 23-Feb-2005 11:43    Post subject: AC variants Reply to topic Reply with quote

can anyone give me the entire list of autocannon variants, including tech level three. I seem to have misplaced my MaxTech manual.



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Shadowking
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PostPosted: 23-Feb-2005 14:55    Post subject: RE: AC variants Reply to topic Reply with quote

If you have Heavy Metal Pro, you could just set the Tech level to 3 and look under Ballistics.
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bladewind
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PostPosted: 23-Feb-2005 18:51    Post subject: RE: AC variants Reply to topic Reply with quote

Right off my head,

i remember

Caseless ACs and Hyper Velocity autocannons.

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Seraph
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PostPosted: 23-Feb-2005 20:21    Post subject: RE: AC variants Reply to topic Reply with quote

Caseless, HV, LB-X, Ultra, regular.

Heat/Damage/Tonnage/Crits/Ammo/Minimum/Short/Medium/Long

Caseless:
AC/2 - 1/2/6/1/67/4/1-8/9-16/17-24
AC/5 - 1/5/8/4/30/3/1-6/7-12/13-18
AC/10- 3/10/12/6/15/-/1-5/6-10/11-15
AC/20 - 7/20/14/9/8/-/1-3/4-6/7-9

Hyper Velocity:
AC/2 - 1/2/8/4/30/3/1-10/11-20/21-35
AC/5 - 3/5/12/4/15/-/1-8/7-16/17-28
AC/10 - 7/10/14/6/8/-/1-6/7-12/13-20

LB-X:
AC/2 - 1/2/6/4/40/6/1-10/11-18/19-28
AC/5 - 1/5/8/5/16/4/1-8/9-15/16-22
AC/10 - 2/10/11/6/10/-/1-6/7-12/13-18
AC/20 - 6/20/14/10/4/-/1-4/5-7/8-10

Ultra:
AC/2 - 1/2/6/3/45/3/1-9/10-20/21-32
AC/5 - 1/5/9/5/20/2/1-6/7-13/14-20
AC/10 - 4/10/12/7/10/-/1-7/8-14/15-21
AC/20 - 10/20/15/11/5/-/1-4/5-8/9-12

Regular:
AC/2 - 1/2/6/1/45/4/1-8/9-16/17-24
AC/5 - 1/5/8/4/20/3/1-6/7-12/13-18
AC/10 - 3/10/12/7/10/-/1-5/6-10/11-15
AC/20 - 7/20/14/10/5/-/1-3/4-6/7-9


From the Battletech Tactical Handbook and Battletech Compendium. I omitted the Mech Mortars as they aren't really AC's even though they're listed in the ballistics section.
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PostPosted: 23-Feb-2005 20:34    Post subject: RE: AC variants Reply to topic Reply with quote

What are "Mech Mortars"?
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bladewind
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PostPosted: 23-Feb-2005 23:00    Post subject: RE: AC variants Reply to topic Reply with quote

a replacment for LRMs.

they can fire indirectly over cover without any penalties but they have bad minimums and are generally in accurate as well.

LRMs are still better in open terrain but mech mortars are only really useful in areas with lots of forest and such.
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jymset
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PostPosted: 24-Feb-2005 00:29    Post subject: RE: AC variants Reply to topic Reply with quote

There are also light Autocannons. Basically AC2s and AC5s that weigh a lot less, but have shorter ranges.

And aren't there also artillery cannons? Basically direct-fire versions of the three artillery guns.

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bladewind
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PostPosted: 24-Feb-2005 03:03    Post subject: RE: AC variants Reply to topic Reply with quote

yeah the Thumper Cannon, Sniper Cannon and Long Tom Cannon.

note its called Cannon not Artillery. Cannons are lvl 3 lightened and shorten versions of their Artillery pieces.

Those weapons can be useful for quads that have the lvl3 turret designs.
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Wanallo
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PostPosted: 24-Feb-2005 08:04    Post subject: RE: AC variants Reply to topic Reply with quote

im sure ive read somewhere something about armour piercing ammo. Have to roll a cirtain number to pierce armour for a critical hit. Maybe its a missile weapon but im sure its a ballistic.

Thanks anyways
Wanallo

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PostPosted: 24-Feb-2005 18:39    Post subject: RE: AC variants Reply to topic Reply with quote

Quote:

On 2005-02-24 08:04, Wanallo wrote:
im sure ive read somewhere something about armour piercing ammo. Have to roll a cirtain number to pierce armour for a critical hit. Maybe its a missile weapon but im sure its a ballistic.

Thanks anyways
Wanallo



AP Ammo is as such:

Shots per ton is 1/2 round down.
All attacks are at +1 to-hit.
Everytime an AP Shot hits roll a possible crit for the hit location as per normal with these modifiers to the crit roll:
AC 2 -4
AC 5 -3
AC 10 -2
AC 20 -1

Meaning an AC 10 would have this:
5 shot per ton.
+1 to-hit
a crit on a roll of 10 or better.
2 crits on a roll of 12.

I love it.

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