ARTILLERY
THIS SECTION IS BROKEN
UP
INTO 2 CATEGORIES:


Mike Van
Atta's quick key to this section:
Damage:
basic damage done by standard projectile.
Blast
area: explosion – affected
area for standard projectile
Ammo
supply: magazine capacity
Rate
of fire: how many
projectiles can the system fire per 3,2 second round.
Relability:
same as in CP2020
Range:
effective range in
meters, see notes below.
Deploy
time: how long it takes
to turn the system from transport position to firing
position.
Price:
in eb.
Artillery
– notes
Avalibility
and concealability
of the given weapons isn’t listed for obvious reasons – they
are far
too big to be hidden on any person, and avalible only to
powerful
organisations, like governments and the mightiest, most
war-like
corporations.
Note:
rate of fire can vary
dramatically from the MaxMetal values – that’s because I’m
using
real-life equivalents. Whoever wrote the MaxMetal section on
automatic
weapons, had little idea on how fast do these things shoot!
Note:
range is given as in real
gun systems – maximum effective range. For direct fire, it’s
the
longest range where you can actually hit something and harm
it
(equivalent of CP2020 “long” range). For indirect fire, it’s
just how
much distance you can push between the gun and the hit point
(CP
“extreme” distance)
Option:
RAP – Rocket-assisted
projectiles. This is artillery ammunition – shells launched
from a
normal cannon (usually a howitzer), but equipped with rocket
motor to
boost the range. RAP ammo has +25% range, takes 30% more
space, and it
costs +50% of the given basic price (say, you take a
chemical – tear
gas – RAP shell for a 150mm howitzer. A 150mm round costs
1000eb,
chemical gas doubles it to 2000eb, and RAP motor is +50 of
the basic
price – 2500eb total. It takes 1,3 space and has a range of
21.250
meters).
(Written by Mike Van Atta and Deric "D"
Bernier, images from GI Joe and unknown sources.)