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Wanallo Federated Suns Leftenant Colonel
Joined: 02-Jan-2004 00:00 Posts: 671 Location: United Kingdom
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Posted: 23-Feb-2005 11:43 Post subject: AC variants |
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can anyone give me the entire list of autocannon variants, including tech level three. I seem to have misplaced my MaxTech manual.
_________________ Constant exposure to dangers will breed contempt for them-Seneca
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Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
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Posted: 23-Feb-2005 14:55 Post subject: RE: AC variants |
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If you have Heavy Metal Pro, you could just set the Tech level to 3 and look under Ballistics.
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bladewind Free Rasalhague Republic Major General
Joined: 02-Oct-2004 00:00 Posts: 1054 Location: Singapore
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Posted: 23-Feb-2005 18:51 Post subject: RE: AC variants |
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Right off my head,
i remember
Caseless ACs and Hyper Velocity autocannons.
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 23-Feb-2005 20:21 Post subject: RE: AC variants |
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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. _________________ If ignorance is bliss, then why are you so miserable?
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 23-Feb-2005 20:34 Post subject: RE: AC variants |
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What are "Mech Mortars"? _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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bladewind Free Rasalhague Republic Major General
Joined: 02-Oct-2004 00:00 Posts: 1054 Location: Singapore
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Posted: 23-Feb-2005 23:00 Post subject: RE: AC variants |
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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 Scavenger in pursuit of LosTech
Joined: 05-Feb-2002 00:00 Posts: 956 Location: Germany
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Posted: 24-Feb-2005 00:29 Post subject: RE: AC variants |
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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.
_________________ "Rear armour is defeatist!" - unknown Kuritan Mechwarrior
The AC5 is a great gun!
On heat, 3025 style: A Rifleman knows no heat.
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bladewind Free Rasalhague Republic Major General
Joined: 02-Oct-2004 00:00 Posts: 1054 Location: Singapore
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Posted: 24-Feb-2005 03:03 Post subject: RE: AC variants |
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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 Federated Suns Leftenant Colonel
Joined: 02-Jan-2004 00:00 Posts: 671 Location: United Kingdom
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Posted: 24-Feb-2005 08:04 Post subject: RE: AC variants |
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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
_________________ Constant exposure to dangers will breed contempt for them-Seneca
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
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Posted: 24-Feb-2005 18:39 Post subject: RE: AC variants |
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Quote:
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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
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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.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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