Gear: Information Age Guns

Ammunition

Ball Bullets

This is the default bullet type, against which others are measured. Despite the name, in rifled firearms, is usually a conical lead projectile surrounded by a copper jacket; smoothbore firearmsmight shoot bulets that are actually spherical (typically in the form of shot) or odd plug shapes for shooting slugs, in either case usually made out of solid lead. Ball bullets have no changes to the listed stats. If the kind of bullet is not specified and a Pen value is present, assume the stats are for ball ammo (if no Pen is listed, the default is a shell that can't be fused to detonate after impact).

Dum-Dum Bullets

A bullet designed to expand after impact, causing a larger wound channel. Reduce Pen by 1 RS and increase Wound by +1. Cost is unchanged.

Armor Piercing Bullets (AP)

A bullet with a core of hardened steel, to allow it to punch through armor without deforming. Cost is unchanged.
Speed AP
≤ 120 0
150 – 180 -1
≥ 200 -2

Armor Piercing Hard Core Bullets (APHC)

A bullet with a lightweight alloy jacket and an inner rod of very dense, hard materail – usually tungsten carbide or tungsten. This concentrates more pressure over the narrower area of the penetrating rod, while the very dense and high strength rod material allowed it to punch through with little deformation. Cost is × 10.
Speed AP
≤ 75
80 – 120 -1
150 -2
180 -3
≥ 200 -4
(For the purpose of classification in this game, APHC is considered to be ammunition with an internal dense armor piercing rod that has the same mass as a standard bullet. It does not include things like APCR (Armor Piercing Composite Rigid) which were lighter in mass than ball ammo, and which were largely obsolete by the Information Age anyway. APHC was mostly used in smallarms and autocannons, larger guns had much more effective options available to them.)

Armor Piercing Discarding Sabot (APDS)

A dense, hard penetrating rod (usually made of tungsten or tungsten carbide) is surrounded by a full bore sized sabot made of light alloy that helps to accelerate the munition, but which falls away from the penetrator rod after the round leaves the barrel, allowing the rod to fly toward the target on its own. The rod is usually designed to be lighter than a full-bore bullet, allowing it to reach higher speeds while the dense rod concentrates the force on its narrow tip, allowing a high sectional density for armor penetration despite the lower overall mass. If a gun already lists performance of APDS ammunition, use that. Otherwise, increase the listed speed by +1 RS, decrease Wound by -1 and increase Pen by +2 RS. AP uses the Armor Piercing Hard Core table for the modified Speed. APDS is only available for guns with a bore diameter of 25mm or more. Cost is × 15.

Armor Piercing Fin Stabilized Discarding Sabot (APFSDS)

A further development of APDS ammunition, longer and narrower armor penetrating rods must be stabilized in flight by aerodynamic fins rather than spin. This makes for cannons that launch arrow-like darts at each other at speeds approaching 2 km/s. APFSDS remain one of the most potent ways to punch through armor. APFSDS darts will have their stats directly listed for cannons that use them.

Shells

A shell is a projectile with a hollow cavity inside of it filled with some material meant to be delivered to the target, such as explosives or chemicals. Shells can be fused to detonate on impact before penetration, on impact after full penetration, after a certain distance, at a certain altitude, or on a proximity fuse (treat any target as having a minimum Size for the purpose of hitting it, but the detonation occurs at a distance given by the Range Score for that Size). Although the damage from a direct impact is listed for shells, on any setting except detonating after full penetration, the shell itself will not also cause direct impact damage.

Shells are generally only avaiable for calibers of 20mm or larger. When they are available for a given weapon, their effects will be listed.

High Explosive (HE): This shell is filled with a high explosive, such as TNT or RDX. When detonated, it scatters fragments of the shell casing at lethal speeds; this fragmentation is the primary producer of casualties.

High Explosive Anti Tank (HEAT): Despite their name and common misconceptions, HEAt rounds do not "burn" or "melt" through armor. Instead, an instability in propagaing blast waves when they encounter an indentation is exploited to use a high explosive to launch a narrow jet of fluidized metal at speeds of over 5 km/s. This jet punches through armor in the same way a thumbtack punches through drywall, although the jet breaks up after going more than a meter or two requiring the shell to detonate close to the target. HEAT rounds require a specific stand-off distance if their shaped-charge jet is going to work. In order to get the jet effect on target, they cannot be set to detonate on anything except for "impact" before penetration (in actuality, they detonate several cm before impact).

Incendiary Smoke (WP): A small bursting charge scatters fragments of white phosphorous (the stuff that gives it its WP abbreviation). This form of phosphorous ignites spontaneously on contact with air, producing dense clouds of smoke and burning with an extreme heat. The vision penalty for the smoke is (-Sig + Range Score from center)/4 for each meter along the line of sight; round any vision penalties away from zero (so -¼ gives a -1 vision penalty), capped at -7 for full obstruction of vision to +0 for no effect. The white phosphorous particles cause damage as fragmentation, except that they cause Burning rather than Piercing damage, with a Temperature Score of +7. The white phosphorous continues to burn for 20 combat Rounds, continually replenishing the smoke and causing additional injury. Breathing the smoke gives all of the usual issues of smoke inhalation.

Bursting Gas: Some form of gas or aerosol is spread as a cloud within one combat round or less, after which the munition is spent. Common gases used in the Information Age are smoke and tear gas. Smoke used by the military is usually opaque to thermographic sensors, though not marker smoke or most smoke used by civilians.

Marker Smoke: The shell pours out smoke – often colored smoke – for several combat rounds. This is usually used for signalling or marking a location.

Illumination: A burning flare ignites at altitude and slowly drifts to the ground on a parachute, illuminating the area around it.

Incendiary

An incendiary round will cause Pen 2d6 RS-7 Burn damage with the same Wound Score of the round in addition to its normal ballistic damage. The Temperature Score of the incendiary effect is +7, and continues for 10 combat rounds. If the projectile initially pierces armor, the incendiary effect occurs inside the target and armor does not protect. Incendiary effects can be combined with armor piercing (API) and high explosive (HEI) options for ammunition.

Tracer

Tracer rounds allow you to see where you are shooting, so that on any action where you shoot more than one shot, or when you follow up from a previous action where you shot the same weapon with tracers, you get a +1 on your Shoot skill and can ignore Speed penalties to hit (not cumulative with other methods that let you see where your shots will hit, like laser sights or smartlinks) – but it also lets the enemy see where you are as well. The tracer option can be combined with any other kind of ammunition.

Guns

Semi-automatic Pistols

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Plinking Pistol, .22 LR8-2¼+0s10+1+0+2-5-1+2070100-13+111|0.0435|0.12
Polymer Frame Pistol, 9mm P10+0s17+1+0+2-2-1+2080100-11½+120.8|0.240|0.6
      .357 SIG11+0s15+1+0+2-1-1+2080120-11½+131|0.240|0.6
      .40 S&W10+0s15+1+0+2-1-1+208080-11+121|0.2540|0.7
      10mm Auto14+0s15+1+0+2+0+0+20100100-11+131.2|0.340|0.8
      .45 ACP9+0s13+1+0+2-1-1+2010060-10½+121|0.2540|0.8
Compct. Polymer Pistol, 9mm P10+0s10+1+1-2-2+2080100-11½+120.7|0.1240|0.35
Desert Eagle, .44 Mag.16+0s8+1+2+1+1+20120120-11+142|0.25100|0.6
      .50 AE15+0+0s7+1+2+2+1+20120120-10½+142|0.25100|0.7

  • Plinking Pistol: This is one example of any number of .22 caliber pistols popular for target shooting or hunting small animals.
  • Polymer Frame Pistol: In the late 20th Century, several polymer frame semi-automatic pistols were introduced, generally featuring high capacity double stack magazines and a number of passive safety features. These became quite popular well into the 21st Century. The stats given here were taken from the Glock series of pistols, but the Springfield XD and Smith & Wesson M&P are broadly similar. Contrary to some myths, the barrel, slide, chamber, and many of the working parts are made of metal so these show up quite clearly on x-ray scans.
  • Compact Polymer Frame Pistol: Many of the polymer frame pistols were made in smaller models to be more concealable.
  • Desert Eagle: The Israeli IMI Desert Eagle, or Deagle, is famous for being one of the most powerful pistols commercially available.

Submachine Guns

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
FN P90, 5.7mm PDW6-1-11650+1+2+4-7-2+2250200-12½+122.5|0.25100|0.7

  • FN P90: A personal defense weapon designed as a compact gun for soldiers who are not front line fighters or who are expected to fight in cramped conditions. The P90 has a number of unique features, including a bullpup design, a futuristic appearance, a top loading magazine that lies flush with the top of the gun, and small caliber high velocity rounds.

Bolt-action Rifles

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Plinking Rifle, .22 LR8-2¼+0110+1+4½+6-7-2+2570100-13+112.5|0.0430|0.12
Hunting Rifle, .223 Rem.11-215+1+4½+6-3-2+25180250-12+143.5|0.0640|0.2
      6mm Remington12-215+1+4½+6-2-2+25180250-12+153.5|0.140|0.3
      .243 Win.14-215+1+4½+6-2-1+25200250-12+153.5|0.140|0.35
      .270 Winchester17-215+1+4½+6-1-1+25300200-11½+153.5|0.1540|0.45
      7mm-08 Remington15-214+1+4½+6-1-1+25250200-11½+153.5|0.140|0.35
      .308 Winchester14-214+1+4½+6-1-1+25250200-11½+153.5|0.140|0.35
      7mm Remington Magnum16-213+1+4½+6+0-1+25250250-11½+153.5|0.140|0.35
      .300 Winchester Magnum17-213+1+4½+6+0-1+25300250-11+154|0.1240|0.4
      .300 Weatherby Magnum17-213+1+4½+6+0-1+25300250-11+164|0.1240|0.4
      8mm Remington Magnum16+1-213+1+4½+6+0-1+25250250-11+164|0.1240|0.4
      .338 Winchester Magnum16+1-213+1+4½+6+0-1+25300200-11+154|0.1240|0.4
      .416 Remington Magnum32+013+1+4½+6+2-1+25300200-10½+164.5|0.1840|0.6
      .458 Winchester Magnum35+013+1+4½+6+2-1+25350150-10+164.5|0.240|0.6
      .460 Wby. Mag.38+012+1+4½+6+3+0+25350200-10+175|0.1540|0.5
Sniper Rifle, .338 Lapua18+1-2110+1+5+7+1+1+26300250-11+167|0.6100|1.8
Anti-materiel Rifle, 20mm API30+3½-213+1+7+9+7+5+25400250-8½+1930|1.21k|4

  • Plinking Rifle: The .22 long rifle cartridge was one of the most popular firearm cartirdiges ever made, for its low price, low noise, low recoil, and general accuracy and ease of use. It was only suitable for hunting small animals, up to perhaps foxes and jackrabbits, but it was highly successful in that role and was also popular for general target shooting. Consequently, many models of bolt action rifles chambered for .22 Lr were made and sold. While the stats listed here are modeled after the Remington Scoremaster 511, any other .22 rifle will offer broadly similar performance.
  • Hunting Rifle: Bolt action rifles were one of the more popular designs for hunting firearms, both for their accuracy abd ability to handle high powered rounds. A number of popular coartridge types are listed here, from varmiting rounds like the .223 Remington, used for coyotes, bobcats, and jackrabbits, through versatile big game rounds like the .308 Winchester that are used for deer, elk, bear, and moose, through the massive rounds used for African big game such as elephants and rhinos such as the .416 Reminton magnum. In addition, .30-06 and 7.62×51mm NATO are popular cartridges – use the Pen, Wound, AP, RCL, DA, Speed, PSz, and Sig of military rifles with the same cartridge. Popular models of hunting rifle include the Winchester Model 70, Weatherby Mark V, Remington Model 700, and Ruger M77. These can vary slightly in terms of mass (varying by perhaps half a kilogram) and ammunition capacity. Back in the day, the Weatherby rifles were considerably more expensive as they were commonly marketed to high class, wealthy buyers as a status symbol.
  • Sniper Rifle: Rifles made for military snipers are made to igh specifications for long range accuracy (high Spread score), and typically come equipped with an optical scope with an adjustable magnification from +5 to +7, a sound suppressor, a bipod, and a muzzle brake (reduce RCL by 1). The listed cartridge is the .338 Lapua Magnum, but other common sniper rounds are .308 winchester, 7.62×51mm NATO, .300 winchester Magnum, and .338 Norma Magnum (.338 Norma Magnum has the same game stats as .338 Lapua Magnum, the others have the Pen, Wound, AP, RCL, DA, Speed, PSz, and Sig of hunting rifles or battle rifles with the same round). common models are the Finnish Sako TRG, British Accuracy International AWM, German Haenel RS9, and US Barrett MRAD or Barrett Model 98B
  • 20mm Anti-materiel Rifle: Anti-materiel rifles are intended for use against structures, miliary equipment, unarmored or light armored vehicles, and other hardware. The largest that could be fired by an infantryman could get to to 20 mm in caliber, the listed stats are for one of these monsters. This gun can fire any of the 20×102mm autocannon cartridges, including AP, API, HE, and HEI rounds. An example is the Anzio 20mm Rifle.

Auto-loading Rifles

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
AK-74, 5.45×39mm R10-2s, 1030+1+4+6-5-2+22150200-12½+133.5|0.3550|1
Battle Rifle, 7.62×51mm NATO14-2s, 1020+1+4½+6-2+0+24250200-11½+155|0.6100|1.8
Assault Rifle, 5.56×45mm NATO11-2s, 1030+1+4+6-4-1+24180250-12+144|0.4570|1.2
Assault carbine, 5.56 NATO11-2s, 1030+1+3½+5-4-2+24180250-12+143.5|0.4570|1.2
Bullpup carbine, 5.56 NATO11-2s, 1030+1+3½+5-4-2+24180250-12+143.5|0.4570|1.2
QBZ-95, 5.8×42mm DBP8711+0-2s, 1030+1+3+5-4-2+23180250-12+143|0.550|1.5
QBZ-03, 5.8×42mm DBP8711+0-2s, 1230+1+4+6-4-1+24180250-12+143.5|0.570|1.5
Barrett M82, .50 BMG28+2-2s10+1+5+7+3+3+24400250-9½+1815|1.8500|4.5
      .416 Barrett20+1½-2s10+1+4½+6+2+3+24300250-10½+1715|1500|3

  • AK-74: The Soviet replacemnt of the AK-47, a largely identical rifle that fired a lighter and higher speed cartridge. After the breakup of the Soviet Union, it continued to be used by most post-soviet states.
  • Battle Rifle: A fully-automatic or semi-automatic (set ROf to "s") rifle firing a full-sized cartridge, such as the Belgian FN-FAL, German G3, or US M14. Different models may have slightly different masses (between 3.5 and 4 to within game resolution) or ROF (ranges from 10 to 12).
  • Assault Rifle: A fully-automatic and/or burst fire (set ROf to "s, b3" or "s, b3, 10") rifle firing a light, high-speed cartridge, such as the US M16, Israeli Galil, and German HK33. Civilian and some military versions are semi-automatic only (set ROF to "s"); while not technically assault rifles, they otherwise have the same stats.
  • Assault Carbine: A modified version of the assault rifle with a shorter barrel, to make it more handy to use indoors, in urban areas, in dense brush, or from inside vehicles. The US M4 carbine is an example. Like the assault rifle, variants exist that can burst fire or that are semi-automatic only.
  • Bullpup Carbine: A bullpup style carbine has the chamber and ammunition feed behind the trigger assembly, allowing a longer barrel in a more compact form. Like the assault rifle, they can be burst fire capable or semi-automatic only. Early models tended to have long and stiff trigger pulls, affecting accuracy (reduce Aim by 1 even with a scope); and would also eject spent brass into the face of people firing left-handed. Later varieties have generally engineered beyond these difficulties. Examples include the Israeli Tavor, French FAMAS, Belgian FN F2000, Austrian Steyr AUG, Singapore SAR 21, and South African Vektor CR-21.
  • QBZ-95: A Chinese bullpup-style assault carbine.
  • QBZ-03: A Chinese conventional layout assault rifle that replaced the QBZ-95.
  • Barrett M82: A powerful anti-material rifle designed to destroy equipment.

Shotguns

Pump Action Shotguns

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Sporting Pump Shotgun, 10 Ga.12+1¼+015+1+4½+6+1-1+1980100-10+154|0.2530|0.8
      12 Gauge12+1+015+1+4½+6+0-1+1980100-10+143.5|0.230|0.7
      16 Gauge12+015+1+4½+6+0-2+1980100-10½+143|0.1830|0.6
      20 Gauge11+015+1+4½+6-1-2+1970100-10½+143|0.1530|0.45
      .4107.5+015+1+4½+6-4-2+1950100-11½+123|0.0530|0.18
Riot Shotgun, 12 Ga.12+1+015+1+3½+5-1-2+1980100-10+143|0.230|0.7
Tactical Shotgun, 12 Ga.12+1+015+1+2½+4+1-1+1980100-10+142.5|0.230|0.7

  • Sporting Pump Shotgun: There are many models of sporting shotguns, with broadly similar game states. Examples include the Winchester Model 1897, Winchester Model 1912, Ithica 37, Remington 870, Mossberg 500, and Benelli Nova. In the United States and many other countries, shotguns used to hunt birds are limited by law to be unable to hold no more than three shells at a time. Consequently, many sportsman's shotguns have a rod in the magazine that prevents more than two shells from fitting; combined with an additional shell in the chamber this allows three shots before reloading.
  • Riot Shotgun: A short barreled shotgun for reduced bulk, almost always 12 gauge. Models with folding stocks can get -1 to Bulk for -1 to Aim, +1 to RCL and +1 to Str.
  • Tactical Shotgun: A short barreled shotgun with a pistol grip instead of a stock, for easier maneuverability in tight spaces. These were almost always 12 gauge.

Auto-loading Shotguns

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Semi-Auto Shotgun, 12 Ga.12+1+0s5+1+4½+6+0-1+1980100-10+143.5|0.280|0.7
Combat Shotgun, 12 Ga.12+1+0s10+1+4½+6-1+0+1980100-10+145|0.4580|1.5

  • Semi-Automatic Shotgun: Popular models of semi-automatic shotguns include the Browning Auto-5, Remington 1100, Benelli M3 Super 90, Mossberg 930, and Ithica Mag-10. Many less-lethal shotgun rounds (rubber bullets, beanbags, tear gas, etc) do not have enough gas pressure to operate the action, consequently many models can work as either emi-automatic or pump action as needed. Although only listed for the full-sized 12 gauge models, stats for other gauges, and for riot and tactical sizes, can be easily obtained by taking any of the pump action stat lines and changing the ROF to "s".
  • Combat Shotgun: A shotgun fed from a box magazine, similar to an assault rifle. Some are modified to fire full automatic, with ROF "s, 7". Examples include the Daewoo USAS-12 and the Saiga-12.

Shotshells

DescriptionPenWoundAPShotSpreadDASpeed
Buckshot, 10 Gauge5.5-1+0+3½+1135100
Gooseshot, 10 Gauge2.8-3+0+6¾+1118100
Duckshot, 10 Gauge2.2-4+0+7¾+1115100
Doveshot, 10 Gauge1.6-5+0+9+1110100

    DescriptionPenWoundAPShotSpreadDASpeed
    Buckshot, 12 Gauge5.5-1+0+3½+1135100
    Gooseshot, 12 Gauge2.8-3+0+6½+1118100
    Duckshot, 12 Gauge2.2-4+0+7½+1115100
    Doveshot, 12 Gauge1.6-5+0+8¾+1110100

      DescriptionPenWoundAPShotSpreadDASpeed
      Buckshot, 16 Gauge5.5-1+0+3+1135100
      Gooseshot, 16 Gauge2.8-3+0+6+1118100
      Duckshot, 16 Gauge2.2-4+0+7¼+1115100
      Doveshot, 16 Gauge1.6-5+0+8¼+1110100

        DescriptionPenWoundAPShotSpreadDASpeed
        Light Buckshot, 20 Gauge5-1¼+0+3+1130100
        Gooseshot, 20 Gauge2.8-3+0+5¾+1118100
        Duckshot, 20 Gauge2.2-4+0+7+1115100
        Doveshot, 20 Gauge1.6-5+0+8+1110100

          DescriptionPenWoundAPShotSpreadDASpeed
          Light Buckshot, .4105-1¼+0+1½+1130100
          Gooseshot, .4102.8-3+0+4+1118100
          Duckshot, .4102.2-4+0+5¼+1115100
          Doveshot, .4101.6-5+0+6¾+1110100

            Light Machine Guns

            Light machine guns are machine guns that can be transported and operated by a single person. While they can be fired from the shoulder or from the hip, they are practically uncontrollable that way and are usually fired from a bipod. The listed stats assume a bipod, without one, increase both RCL and Str by +4.

            DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
            M249, 5.56 NATO11-212200+4+6-2-2+24180250-12+1410|2.5300|8

            • M249: A U.S. machine gun from the mid Cold War and Post Cold War eras. It can fire either belted ammo (the Shots: 200 listed, although belts can be linked together to allow for continuous fire) or from standard assault rifle magazines.

            General Purpose Machine Guns

            General purpose machine guns are machine guns that can fill the roles of a light machine gun (with a bipod, for performing infantry assaults), a medium machine gun (with a tripod, for sustained fire), an air defense machine gun, or a vehicular machine gun. The listed stats assume a bipod; for a tripod reduce RCL and Str by another -5.

            DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
            FN MAG, 7.62 NATO14-211-18250+4½+6+0-2+24250200-11½+1512|7350|20

            • FN MAG: A machine gun designed during the Cold War era and used by many NATO countries well into the 21st Century. In the U.S., it is designated the M240. ROF can be adjusted by the gunner.

            Heavy Machine Guns

            The term "heavy machine gun" can refer to two different classes of weapon. They can be machine guns designed for long duration sustained fire, usually with a water cooling jacket around the barrel. They were fired from a tripod, and were too weighty and cumbersome to be moved around the battlefield. Rather they were set up at fixed defensive emplacements. They generally had a crew of two or three soldiers. These weapons would usually use the same ammunition as the service rifles of the day, for ease of logistics.

            The second category covers machine guns firing much larger bullets than typical rifle cartridges, both in caliber and power. These weapons give increased range, improved penetration, and increased destructive power against vehicles, structures, and cover.

            Emplaced Heavy Machine Guns

            DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
            M134 Minigun, 7.62mm NATO14-230-100500+4½+6-9-3+24250200-11½+1540|121.2k|45

            • M134 Minigun: A six-barreled, electrically driven machine gun for extreme rates of fire. It was designed by the United States during the Cold War period, but remained in use for some time thereafter.

            High Caliber Heavy Machine Guns

            DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
            M2 Browning, .50 BMG28+2-2s,8250+5½+7-4-3+25400250-9½+1840|351.2k|120
            DShK, 12.7×108mm Sov.32+2-21050+5½+7-4-4+24450200-9½+1835|71k|25

            • M2 Browning: A U.S. machine gun in service from the inter-war period to well into the 21st Century. With a tripod, it weighs in at 60 kg. Light-weight models were made for aircraft, at 30 kg each.
            • DShK: A Soviet machine gun from WWII. With a standard wheeled mounting, it clocks in at a mass of 160 kg.

            Autocannons

            Autocannons are high caliber, crew-served firearms that automatically load their ammunition, often allowing near machine gun rates of fire. Although the basic stats are listed for ball ammunition, autocannons will almost always shoot either armor piercing (AP), armor piercing hard core (APHC), or high explsoive (HE) shells. Any of these can be either indendiary, tracers, or both.

            DescriptionPenWoundAPROFAmmoAimStrSpreadDASpeedPSzSigMassPrice
            Lt. Autocannon, 20mm30+3½-212300+8-2+25400250-8½+1945+1501.5k|400
            M61 Vulcan, 20mm30+3½-2100300+8+0+25400250-8½+19100+1503k|400
            Lt. Autocannon, 30mm22+4½-211300+8-2+25350200-7+2060+2501.8k|600
            Med. Autocannon, 25mm32+4-28300+9+0+25400250-7½+20120+2503.5k|700
                  25mm APFSDS100+2-76k350-9½+20 
            GAU-12 Equalizer, 25mm32+4-230-70300+8 +25400250-7½+20120+2503.5k|700
                  25mm APFSDS100+2-76k350-9½+20 
            Heavy Autocannon, 30mm42+4½-23300+9 +25600250-7+21150+5005k|1.5k
                  30mm APFSDS180+2½-710k350-9+21 
            GAU-8 Avenger, 30mm42+4½-460300+9 +25600250-7+21300+5008k|1.5k
                  30mm APFSDS180+2½-710k350-9+21 

            • Light Autocannon, 20mm: A light automatic cannon, commonly used on light armored vehicles. Typical models are the GIAT M621, XM301 (three-barreled rotary, ROF 12,25), or M39 (ROF 25, 80 kg). Both the API and HEI rounds deliver Burn damage at Pen 2d6 -5 RS, Wound +3½ at Temperature Score +7 for 10 combat rounds.
            • M61 Vulcan: A Gatling-style electric driven rotary cannon with an extremely high rate of fire.
            • Light Autocannon, 30mm: Fires 30×113mm rounds. Examples include the M230 Chain Gun and the GIAT 30.
            • Medium Autocannon: Includes models such as the M242 Bushmaster, Giat M811, and Oerlikon KBA. These weapons are often used on light armored vehicles and infantry fighting vehicles.
            • GAU-12 Equalizer: A 5 barrel gatling style rotary cannon. It is commonly used on fighter jets and attack helicopters.
            • Heavy Autocannon: A big autocannon firing high power 30×173mm caliber rounds, such ast the Mk44 Bushmaster II.
            • GAU-8 Avenger: A massive 7 barrel gatling style rapid fire cannon, firing 30×173mm caliber rounds. It was used on ground attack aircraft.

            Autocannon Shells

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — 20mm Shells —
            HE: Fragmentation6-1+0+025+17
                      Blast-3½ RS(7)-2½-1[-8]
                      Contact4.5+5½(7)
                — 25mm Shells —
            HE: Fragmentation6-1+0+1½+025+19
                      Blast-4½ RS(7)-1½-1[-6]
                      Contact5+6(7)
                — 30×113mm Shells —
            HE: Fragmentation6-1+0+2+025+19
                      Blast-3½ RS(7)-1½+0[-8]
                      Contact6+6½(7)
                — 30×173mm Shells —
            HE: Fragmentation6-1+0+2½+025+20
                      Blast-2 RS(7)-1½+0[-6½]
                      Contact6+6¾(7)

            Grenade Launchers

            DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDAMaxSpeedPSzSigMassPrice
            M320, 40mm2+3¾+011+0+178050020-7+121.5|0.25200|3
            QLG-10, 35mm2.5+3¼+011+0+1712060020-7½+121.2|0.2560|3
            GP-25, 40mm2+3¾+011+0+178050020-7+121.5|0.2560|3
            Milkor MGL, 40mm2+3¾+0s6+3½+5+0+0+178050020-7+125|1.5150|18
            Mk 19, 40mm8+3¾+0648+4½+6-4-3+201002k60-7+1535|181k|150
            Mk 47 Striker, 40mm8+3¾+0648+4+6-4-5+201002k60-7+1518|18500|150
            QLZ-87, 35mm7+3¼+0815+4+6+4-2+201001.8k45-7½+1412|3.5350|30
            AGS-17, 30mm6.5+3¾+0729+3½+5-4-4+201001.8k45-7+1530|101k|70

            • M320: An American grenade launcher that mounts underneath the barrel of a service rifle. It uses the Bulk, Str, and Aim of the rifle it is attached to.
            • QLG-10: The Chinese under-barrel grenade launcher. It uses the Bulk, Str, and Aim of the rifle it is attached to.
            • GP-25: The Soviet equivalent of the M203, an underbarrel grenade launcher with similar performance. It uses the Bulk, Str, and Aim of the rifle it is attached to.
            • Milkor MGL: A South African revolver-style grenade launcher, fired like a rifle.
            • Mk 19: An American tripod-mounted automatic grenade lancher. It is usually served by a crew of two.
            • Mk 47 Striker: An American tripod-mounted automatic grenade lancher, capable of firing smart grenades. These grenades can be set to airburst at a given distance, designated by the weapon's computerized sight. This can be used to disable enemies behind cover or in trenches, by having the grenade explode above or to the side of the cover.
            • QLZ-87: A Chinese automatic grenade lancher. It can be fired from an integral bipod or attached to a tripod (total system mass 20 kg, -5 to RCL and Str).
            • AGS-17: A Soviet tripod-mounted automatic grenade lancher. It is usually served by a crew of two.

            Launcher Grenades

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — 30mm —
            HE: Fragmentation6-4+0+4+020+18
                      Blast-3 RS(7)-2+0[-9]
                      Contact5+6(7)
                — 35mm —
            HE: Fragmentation6-4+0+4¼+020+19
                      Blast-2½ RS(7)-2+0[-8½]
                      Contact5+6(7)
            HEDP: Fragmentation6-4+0+3½+020+18
                       Jet150+3¼-10+18
                      Blast-4 RS(7)-2-1[-7]
                      Contact5+5¾(7)
            Bursting Gas3 m radius cloud+5
                — 40mm —
            HE: Fragmentation6-4+0+4½+020+19
                      Blast-3½ RS(7)-1½+0[-8]
                      Contact5+6¼(7)
            HEDP: Fragmentation6-4+0+3¾+020+19
                       Jet170+3¾-10+19
                      Blast-2½ RS(7)-2+0[-8½]
                      Contact5+6(7)
            Bursting Gas3 m radius cloud+5

            Shoulder-Fired Launchers

            These launchers propell an explosive warhead using rockets or recoilless guns or rifles. They take the form of a tube that is rested on the gunner's shoulder for firing. Many are single use - a pre-packaged tube with a single munition, designed to be fired and then discarded.

            Launchers that shoot warheads that are fuzed to detonate on impact, in an airburst, or with a standoff (like HEAT charges) will not have any effect from the kinetic penetration or damage of the round. Kinetic damage is only listed for those launchers that shoot at least one kind of projectile that penetrates first and then explodes later.

            All launchers of this type produce dangerous backblast. Figure the fireball of propellant exhaust behind the launcher causes combined Burn and Smash damage with Pen 2d6 (-15 + 13 × Sig) RS and Wound of 23 × Sig + 2. The blast extends back a distance of value of [Wound - 12]. If the gunner does not have sufficient clearance behind him to dissipate the blast, the blast "bounces back" to affect the gunner.

            DescriptionPenWoundAPROFBulkAimStrSpreadDAMaxSpeedPSzSigMassPrice
            RPG-71/4+4+6-2+161k70-4+206|2.5120|30
            RPG-18 Mukha1+4+6-5+161.2k30-5+162.540
            RPG-22 Netto1+3½+5-5+161.8k35-4½+17350
            RPG-26 Aglen1+3½+5-5+162k35-4½+18350
            RPO-A Shmel1+4+6-1+161.5k30-3½+191240
            RPG-27 Tavogla1+4½+6-2+161.5k30-3½+188100
            RPG-28 Klyukva1+4½+6+0+166k60-3+2215200
            RPG-29 Vampir1/4+6+8+1+161k70-3½+2118|7250|80
            RPG-30 Kryuk1+4+6-1+161.5k30-3½+1910200
            M72 LAW1+3½+5-4+182k35-4½+183.550
            Mk 153 SMAW25+8-41/7+5+7+0+181k5k50-4+2015|6700|800
                  Spotting Rifle25+1¼-21+221k5k50-11+13
            M141 BDM25+8-41+3½+5-2+181k5k50-4+2071k
            Carl Gustaf, 8.4 cm9+8-21/3+4½+6-1+233503k60-4+1910|31.2k|30
            AT411+8-21+4+6-2+183503k70-4+207100

            • RPG-7: A Soviet-made anti-tank rocket launcher, made in large numbers and distributed all across the Soviet sphere of influence. The launcher is re-useable, and can fire a variety of different grenades. The grenades are fused so that if they reach the Max range without hitting anything, they self-destruct at that point.

            • RPG-18 Mukha: An early Soviet single-use rocket launcher. The name mukha is Russian for fly.

            • RPG-22 Netto: A Soviet disposable one-shot rocket launcher.

            • RPG-26 Aglen: A Soviet disposable one-shot rocket launcher.

            • RPO-A Shmel: A Soviet disposable one-shot rocket launcher designed as as incendiary and thermobaric warhead launcher.

            • RPG-27 Tavogla: A Soviet disposable one-shot rocket launcher with a larger and more potent projectile than its predecessors. The HEAT warhead uses a tandem charge to defeat explosive reactive armor. Tavogla means meadow grass in Russian.

            • RPG-28 Klyukva: A heavy Russian disposable one-shot rocket launcher. The HEAT warhead uses a tandem charge to defeat explosive reactive armor. Klyukva means cranberry in Russian.

            • RPG-29 Vampir: The last rocket launcher made by the Soviet union. The HEAT warhead uses a tandem charge to defeat explosive reactive armor.

            • RPG-30 Kryuk: A Russian disposable one-shot rocket launcher. It is an atempt to defeat active protection systems by launching a decoy round just in front of the primary projectile, with the idea that the APS will engage the decoy and not have enough time to reset before the main projectile strikes. The HEAT warhead uses a tandem charge to defeat explosive reactive armor. Kryuk means hook in Russian.

            • M72 LAW: An American single-use rocket launcher. Originally designed as an anti-tank weapon, improved armor has made it obsolete in that role. Instead, it is used as a bunker buster and room-clearer.

            • Mk 153 SMAW: SMAW stands for Shoulder-Launched Multipurpose Assault Weapon. This Israeli-made re-usable rocket launcher is primarily designed for bunker-busting and breaching, but has anti-armor munitions as well. Early models had an in-built spotting rifle with bullets ballistically matched to the rockets – treat spotting rifle fire as tracers for the rocket. Later models ditch the spotting rifle for a ballistic sight with a laser rangefinder and thermal camera, giving the benefits of the spotting rifle without actually firing tracer bullets. These later models are also 1 kg lighter.

              The SMAW's HEDP projectile penetrates as deeply as it can first before detonating using the listed kinetic impact damage. The HEAA (High Explosive Anti-Armor) and NE (Novel Explosive, a thermobaric blast) cannot make use of the rocket's ballistic penetration. Confined space (CS) rockets are available for any of these that add an extra 1 kg to the mass of the rocket, but will not reflect backblast onto the gunner.

            • M141 BDM: BDM stands for Bunker Defeat Munition. It is a disposable, single use version of the Mk 153 SMAW pre-loaded with a HEDP rocket.

            • Carl Gustaf: A re-useable Sweedish shoulder-fired recoilless rifle used by Western forces. It is capable of launching a variety of different shells for various effects.

            • AT4: An American single-use anti-tank recoilless gun. A tube can be pre-packaged with a variety of ammunition types. The HEDP round can be set to detonate on impact (do not apply kinetic penetration) or after kinetic penetration. HE rounds can detonate on impact or with a 2 meter altitude air burst.

            Launcher Shells

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — RPG-7 —
            HEAT: Jet420+6¼-10+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
            HE: Fragmentation6-1+0+5¼+025+22
                      Blast-1 RS(7)+2[-8½]
                      Contact10+8(7)
            Thermobaric: Blast+2 RS(7)+1½+5[-8½]+27
                      Contact30+11½(7)
                — RPG-18 Mukha —
            HEAT: Jet220+5¼-10+22
                      Blast-2 RS(7)+0+2[-8]
                      Contact12+8½(7)
                — RPG-22 Netto —
            HEAT: Jet350+5½-10+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
                — RPG-26 Aglen —
            HEAT: Jet350+5½-10+22
                      Blast-1 RS(7)+0+2[-7]
                      Contact12+8¾(7)
            Thermobaric: Blast+2 RS(7)+1+4[-7½]+26
                      Contact25+11(7)
                — RPO-A Shmel —
            Incendiary Smoke-5 RS+0+0+5¼+0+11
            Thermobaric: Blast+1½ RS(7)+1+4[-7½]+26
                      Contact25+11(7)
                — RPG-27 Tavogla —
            HEAT: Jet550+6¾-10+24
                      Blast-½ RS(7)+3[-8]
                      Contact15+9½(7)
            Thermobaric: Blast+2 RS(7)+1½+5[-8½]+27
                      Contact30+11½(7)
                — RPG-28 Klyukva —
            HEAT: Jet650+7¼-10+25
                      Blast-½ RS(7)+1+3[-6½]
                      Contact20+10¼(7)
                — RPG-29 Vampir —
            HEAT: Jet550+6¾-10+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
            Thermobaric: Blast+3½ RS(7)+2+6[-8½]+28
                      Contact40+12¼(7)
                — RPG-30 Kryuk —
            HEAT: Jet480+6¾-10+24
                      Blast+1 RS(7)+3[-7]
                      Contact18+10(7)
                — M72 LAW —
            HEAT: Jet350+5¼-10+21
                      Blast-2 RS(7)+1[-6½]
                      Contact8+7¾(7)
            HE: Fragmentation7-1+0+4¼+025+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
                — Mk 153 SMAW —
            HEAA: Jet450+6-10+22
                      Blast-1 RS(7)+0+2[-7]
                      Contact12+8¾(7)
            HEDP: Fragmentation6-1+0+6½+025+23
                       Jet220+6-10+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
            NE: Blast+2 RS(7)+1½+5[-8½]+27
                      Contact30+11½(7)
                — Carl Gustaf —
            HEAT: Jet400+6-10+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
            HEDP: Fragmentation6-1+0+4¾+025+22
                       Jet170+6-10+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
            HE: Fragmentation7-1+0+4½+025+23
                      Blast+0 RS(7)+0+2[-6]
                      Contact15+9(7)
            Incendiary Smoke-5 RS+0+0+2¼+0+9
                — AT4 —
            HEAT: Jet400+6-10+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
            HEDP: Fragmentation6-1+0+5+025+22
                       Jet170+6-10+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
            HE: Fragmentation7-1+0+4¾+025+23
                      Blast+0 RS(7)+0+2[-6]
                      Contact15+9(7)

            Man-Portable Guided Missiles

            Guided missiles have the same backblast concerns as shoulder-fired launchers, although many of them use soft-launch systems to mitigate the problems.

            Predicted Line of Sight: The operator must use the targeting system to track the target for one turn. The missile is then launched, and uses inertial guidance to move it along a path that will overfly any object moving along the designated bearing at the designated angular velocity from the launcher. In overfly mode, the missile flies about a meter above the designated trajectory. When the missile flies over a vehicle, its sensors trigger the warhead, which shoots down onto the less-protected top of the vehicle. Because the missile will attack the first potential target it flies over, operators need to be careful when using it with other not-target vehciles along the flight path, including previously destroyed vehciles. In direct attack mode, the missile flies directly along the designated trajectory and explodes on impact.

            Hitting the target takes a normal attack roll using the gunner's Smarts + Use Gear (weapons systems) in place of Coordination + Shoot; and can only be launched after the user spends a full turn tracking the target. If the target changes speed or direction during the missile's flight, it will automatically miss. Because these missiles are quite short ranged (typically reaching their target within one turn), this is handled normally as a defense roll.

            User-Guided: A user-guided missile requires a person to guide the missile toward its target during flight. This can be by designating the target with a laser beam or keeping the target in a set of cross-haris while also tracking the missile and sending commands to the missile by radio or a very long wire. The missile will maneuver as an independent entity starting with its full reserve of Action Points starting from the moment it is launched, moving toward the designated target point. On each of its turns, it will move toward the designated target. If the user stops designating the target, the missile will crash. When the missile reaches its target, check to see if the user is successful in keeping the target designated at the end of flight. This is treated as an attack roll, except use the gunner's Smarts + Use Gear (weapons systems) in place of Coordination + Shoot. If the target is evading, it can get a defense roll against this lock-on attempt as usual. Once you know that the missile is flying at the right target, make a melee attack roll with the Homing score substituting for the usual Coordination + Fight score to see if it successfully impacts what was being designated.

            Fire-and-Forget: Fire-and-forget missiles will autonomously track and attack a target designated before launch without subsequent user input. To use a fire-and-forget missile, the gunner must first lock it on to a target. These missiles can only lock on to targets within line of sight. This is treated as an attack roll, except use the gunner's Smarts + Use Gear (weapons systems) in place of Coordination + Shoot, and use the Signature of the target in place of its Size. If the target is evading, it can get a defense roll against this lock-on attempt as usual. However, because a missile will not launch until it is locked on, the gunner can keep trying to get the lock on each of his actions until she succeeds.

            Once locked on, the missile can be launched. At this point, the missile will autonomously fly toward the target. The missile will maneuver as an independent entity starting with its full reserve of Action Points starting from the moment it is launched. On each of its turns, it will move toward the target so as to intercept it. If the missile looses line of sight to its target, it will automatically miss. if the missile reaches its target, make a melee attack roll with the Homing score substituting for the usual Coordination + Fight score.

            If the target employs counter-measures such as jamming or decoys, the missile uses its ECCM score in place of Awareness to see if it is fooled by the counter-measures.

            Launchers

            DescriptionROFBulkAimStrPSzSigMassPrice
            Grenade Missile+1½-5+7 |0.8 |800
            Light Anti-Tank Missile+3+8-1-2½+11104k
            Portable Anti-Tank Missile1/5+4½+8+1-1½+132012k
            BGM-71 TOW1/20+4½+8+0-1½+1380|3018k|10k
            9M133 Kornet1/20+4½+8-1-1½+2460|3015k|8k
            MANPADS, 3rd Gen.+5½+8+0-2½+15157k
            MANPADS, 4th Gen.+98k
            Starstreak+5+9+0-6+13158k

            • Grenade Missile: A small missile designed to be launched from a 40mm grenade launcher. It is laser guided, and soft-launched. The stats are for the rocket alone, as it is usually fired from a standard grenade launcher such as the M320. An example of such a missile is the American Pike.

            • Light Anti-Tank Missile: These are relatively short-ranged lightweight anti-tank missile systems, such as the British NLAW, American FGM-172 SRAW, Spanish Alcotán-100, or Israeli Spike-SR. The Spike-SR is a heat seaking missile that locks on normally. The others use predicted line of sight.

              The missile soft-launches out of its tube, throwing the missile several meters forward before its main rocket motor ignites. This reduces backblast, eliminates the possibility of backblast reflecting off nearby obstacles and affecting the gunner, and reduces the signature of the laucnh itself, making it harder to pinpoint the troops doing the launching.

              These missiles are not designed to be reloaded in the field. Each tube comes pre-packaged with a missile, and the tube is not re-used.

            • Portable Anti-Tank Missile: Any number of shoulder- or tripod-launched fire-and-forget heat seeking missiles have been produced, most of them with reasonably similar game characteristics. Examples include the American FGM-148 Javelin, the Chinese HJ-12, the Israeli Spike-MR/LR, the Indian MPATGM, and the French Akeron MP. Most can be set to direct attack – flying straight at the target, or to first fly up into the air and dive down onto the target from above, striking where the armor is presumably weaker.

              The missile launchers are equipped to a thermal camera and control unit that is used to lock the missile on to its target. These cameras can be removed from the launcher (5 kg) as a handy sensor for picking up hidden enemy assets.

              The missile cold-launches out of its tube, throwing the missile several meters forward before its main rocket motor ignites. This reduces backblast, eliminates the possibility of backblast reflecting off nearby obstacles and affecting the gunner, and reduces the signature of the laucnh itself, making it harder to pinpoint the troops doing the launching.

              Most Missiles used basic tandem-charge HEAT warheads. Some are produced with other warheads, including HEDP, HE, or thermobaric.

              Many models are not designed to be reloaded in the field. Each tube comes pre-packaged with a missile, and the tube is not re-used. However, the thermal sensor can continue to be used after the munition is expended. Other models are capable of in-field reloading.

            • BGM-71 TOW: An American wire guided anti-tank missile. The listed states are for an infantry-portable setp that launches from a tripod, but tubes are also available that can attach to vehicles. To launch, the gunner designates a target with a reticle, and then initiates the launch. It takes one turn for the missile to prepare itself, at which point it soft-laucnhes to propell the missile forward out of the tube for some distance before igniting its main rocket motor.

            • 9M133 Kornet: A Russian laser-guided anti-tank missile. The infantry-portable launcher is tripod-mounted; turreted multi-tube set-ups are available for vehicles.

            • MANPADS: A man-portable air-defense system (or MANPADS) is a shoulder-fired weapon that launches a heat-seeking fire-and-forget anti-aircraft missile. In addition to being launched from shoulder-fired tubes, many MANPADS missiles can also be used in multi-tube launchers affixed to vehicles or aircraft. MANPADS missiles do not have to be launched at aircraft – they can home in on any infrared signature and third or later generation missiles can easily pick up the heat signature of ground vehicles or people. However, they are optimized for hitting and destroying aircraft – they would not be able to do much to an armored vehicle and using one to take out an individual soldier would be a tremendous waste of resources.

              Most MANPADS are cold launched out of their tube to reduce backblast. After about 4 meters, the main rocket motor turns on to begin the chase.

              MANPADS missiles are not designed to be reloaded in the field. Each tube comes pre-packaged with a missile, and the tube is not re-used.

              MANPADS systems are often continually upgraded over their service lifetimes to improve lock-on, homing, and target discrimination abilities. Third generation MANPADS include the Soviet 9K38 Igla ("needle"), Polish PZR Grom ("thunder"), Chinese QW-1 and FN-6, Iranian Misagh-2, French Mistral, and American FIM-92 Stinger models C, D, and G. Fourth generation MANPADS are the Russian 9K333 Verba ("willow"), Chinese QW-4 and FN-16, and Japanese Type 91. Third generation warheads are generally impact fused and can blow up upon contact with the aircraft or after penetrating when they are inside the aircraft; fourth generation can also be set for proximity detonation for increased effectiveness against drones.

              Despite most MANPADS systems being roughly the same weight, there are some differences in performance with "heavy" missiles being faster and having larger warheads than "light" missiles. The Igla, Grom, QW series, FN series, and Misagh missiles fall into the light category, while the Stinger, Type 91, and Mistral are heavy. The Stinger warheads use the incendiary option.

            • Starstreak: An unusual British MANPADS system, the Starstreak was laser guided rather than fire-and-forget. After launch it boosts up to hypersonic speeds, then releases three tungsten darts that independently home in on the designated target as unpowered gliders. When the darts hit, they would penetrate and then explode inside the target.

              Like other MANPADS, Starstreak was are cold launched and non-reloadable.

            Missiles

            Type
            HomingECCMAction PointsMove per turnTurning ManeuverThrust DurationThrust SigSize
            Grenade Missile+0+155005002 turns+16-5
            Light Anti-Tank Missile--5100010001 turn+20-2½
            Portable Anti-Tank Missile+2+45100010004 turns+20-1½
            BGM-71 TOW+0+25100010001 turn+22-1½
            9M133 Kornet+0+151000100010 turns+22-1
            Heavy MANPADS, Early 3rd Gen.+1+210100010006 turns+22-2½
            Heavy MANPADS, 3rd Gen.+2+310100010006 turns+22-2½
            Heavy MANPADS, 4th Gen.+2+410100010006 turns+22-2½
            Light MANPADS, Early 3rd Gen.+1+2108008006 turns+20-2½
            Light MANPADS, 3rd Gen.+2+3108008006 turns+20-2½
            Light MANPADS, 4th Gen.+2+4108008006 turns+20-2½
            Starstreak+2+410200020001 turn+24-6

            Missile Warheads

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — Grenade Missile —
            HE: Fragmentation2.5-4+0+6½+08+20
                      Blast-2½ RS(7)-1½+0[-7]
                      Contact6+6¾(7)
                — Light Anti-Tank Missile —
            HEAT: Jet500+6½-10+24
                      Blast+1 RS(7)+3[-6½]
                      Contact20+10(7)
                — Portable Anti-Tank Missile —
            HEAT: Jet650+7¼-10+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
            HE: Fragmentation6-1+0+6¼+025+23
                       Jet1000+7¼-10+23
                      Blast-1 RS(7)+3[-8½]
                      Contact15+9¼(7)
            Thermobaric: Blast+2½ RS(7)+1½+5[-8½]+27
                      Contact30+11½(7)
                — BGM-71 TOW —
            HEAT: Jet750+7¾-10+23
                      Blast-½ RS(7)+0+2[-6½]
                      Contact15+9(7)
                — 9M133 Kornet —
            HEAT: Jet750+7¾-10+22
                      Blast-1 RS(7)+0+2[-7]
                      Contact12+8¾(7)
            HE: Fragmentation6-1+0+7+025+24
                      Blast+½ RS(7)+3[-7]
                      Contact18+9¾(7)
            Thermobaric: Blast+2½ RS(7)+1½+5[-8½]+27
                      Contact30+11½(7)
                — Heavy MANPADS —
            Impact48+7½-2800180
            HE: Fragmentation7-1+0+5½+025+24
                      Blast-½ RS(7)+3[-8]
                      Contact15+9½(7)
                — Light MANPADS —
            Impact16+7½-2350150
            HE: Fragmentation7-1+0+4+025+22
                      Blast-1½ RS(7)+0+2[-7½]
                      Contact12+8½(7)
                — Starstreak —
            Impact140+4¾-7+1¾7k350
            HE: Fragmentation18-1+0+2+060+22
                      Blast-1 RS(7)+0+2[-7]
                      Contact12+8¾(7)

            Tank Cannons

            Western and NATO countries, Japan, Korea, and Israel have largely standardized around 120mm cannons, while the Russians and Chinese use 125mm. The difference between the two ammunition types is small enough to be below game resolution, you can use the same stats given below for both.

            HEAT shells, when used, can be assumed to be tandem charge warheads to defeat reactive armor.

            DescriptionPenWoundAPShotROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
            Tank Cannon, APFSDS550+5-711+9½+11+18 +252.5k400-5½+262k60k
                  Advanced APFSDS750+4½-73.5k400-5½+27
                  Shell80+8¾-21.2k300-3+27
                  Canister18-3½+24+1170250-11½+16
                  Beehive6-1½-6¾+27+11350300-13+12

            • APFSDS: This is typical of the performance of APFSDS darts found in most country's arsenals, made of a tungsten alloy and an aspect ratio around 25:1 to 30:1.
            • Advanced APFSDS: Very high aspect ratio APFSDS darts, often made from depleted uranium, can achieve remarkable penetration.

            Tank Shells

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
            HEAT: Jet450+7-10+24
                      Blast+1 RS(7)+3[-6½]
                      Contact20+10(7)
            HE: Fragmentation7-1+0+7¼+025+27
                      Blast+2 RS(7)+1½+5[-8½]
                      Contact30+11½(7)
            Incendiary Smoke-5 RS+0+0+6+0+12

            Mortars

            A typical infantry mortar is operated by a crew of five: a squad leader, two soldiers who aim, adjust, maintain, and fire the mortar, and two soldiers who prepare the ammunition for firing and track its use.

            DescriptionPenWoundAPROFBulkAimRCLSpreadDAMaxSpeedPSzSigMassPrice
            Infantry Mortar, 81mm30+8-21+4½+6+12+191k6k60-4+21451.5k|
            Heavy Infantry Mortar, 120mm45+8¾-21+5+7+16+191.5k7k70-3+221504.5k|

            • Infantry Mortar, 81mm: Breaks down into a tube, mount, and base plate of 15 kg each. Examples include the U.S. M252 and the U.K. L16.
            • Heavy Infantry Mortar, 120mm: Breaks down into a tube, mount, and base plate of 50 kg each.

            Mortar Shells

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — 81mm Shells —
            HE: Fragmentation6-1+0+6½+025+23
                      Blast-½ RS(7)+3[-8]
                      Contact15+9½(7)
            Incendiary Smoke-5 RS+0+0+5+0+11
            Bursting Gas8 m radius cloud+9
            Marker Smoke2 m radius cloud for 60 rounds+12
            IlluminationBase radius 200 m for 40 s+33
                — 120mm Shells —
            HE: Fragmentation6-1+0+8¼+025+25
                      Blast+1 RS(7)+1+4[-8½]
                      Contact20+10½(7)
            Incendiary Smoke-5 RS+0+0+6½+0+12
            Bursting Gas12 m radius cloud+9
            Marker Smoke2 m radius cloud for 180 rounds+12
            IlluminationBase radius 350 m for 40 s+35

            Guidance: GPS guided mortar rounds, such as the XM395 Precision Guided Mortar Munition, are combined fuse and guidance kits available that can be used as the fuse of 120 mm mortar shell. If GPS is being jammed, they can switch to inertial guidance. GPS guidance is accurate to within 5 meters (an area with Size +6). The cost is $1 k each. The M1156 Precision Guidance Kit is a combined guidance package and fuse which can be used with any 155 mm howitzer shell. It is not quite as accuracte, hitting within a 10 meter diameter area (Size +7), but cost only $1 k each. However, it was not avalable until much later than the Excalibur.

            Howitzers

            DescriptionPenWoundAPROFBulkAimRCLSpreadDAMaxSpeedPSzSigMassPrice
            Field Howitzer, 105mm75+8½-41/2+9½+11+18+261.8k15k120-3½+251.5k40k
            Medium Howitzer, 122mm110+9-4½1/2+9+11+20+252k25k180-3+263k100k
            Medium Howitzer, 155mm140+9¾-4½1/5+11½+13+22+262.5k25k180-2+277k200k

            • Field Howitzer: A small howitzer that can be towed behind a hummer or air-lifted into position with a Black Hawk. Howitzers of this type were used by NATO forces to provide artillery support to mobile units when heavier machinery could not be brought up.
            • Medium Howitzer, 122mm: Those nations in the former Soviet sphere used 122mm as the standard bore size for their howitzers. After the collapse of the Soviet Union, the Russians and Chinese continued to use artillery of this size.
            • Medium Howitzer, 155mm: 155mm is the standard size for main-line Western and Western-aligned militaries around the world.

            Howitzer Shells

            DescriptionPenWoundDoseAPShotBBRSBRPBSpreadDASpeedSig
                — 105mm Shells —
            HE: Fragmentation6-1+0+8¼+025+25
                      Blast+1 RS(7)+1+4[-8½]
                      Contact20+10½(7)
            Incendiary Smoke-5 RS+0+0+6¾+0+12
            Bursting Gas12 m radius cloud+9
            Marker Smoke2 m radius cloud for 180 rounds+12
            IlluminationBase radius 350 m for 40 s+35
                — 122mm Shells —
            HE: Fragmentation6-1+0+8¾+025+26
                      Blast+2 RS(7)+1+4[-7½]
                      Contact25+11(7)
            Incendiary Smoke-5 RS+0+0+7¼+0+12
            Bursting Gas12 m radius cloud+10
            Marker Smoke2 m radius cloud for 250 rounds+13
            IlluminationBase radius 400 m for 40 s+35
                — 155mm Shells —
            HE: Fragmentation6-1+0+10+025+27
                      Blast+1½ RS(7)+2+5[-7½]
                      Contact30+11¾(7)
            Incendiary Smoke-5 RS+0+0+8¼+0+13
            Bursting Gas18 m radius cloud+11
            Marker Smoke2 m radius cloud for 600 rounds+14
            IlluminationBase radius 600 m for 40 s+36

            Guidance: Laser guided howitzer rounds, such as the M712 Copperhead and 2K25 Krasnopol, are available for 155 mm howitzers. They have a Homing score of +0 and an ECCM score of +2. These rounds have a price of $2 k each.

            GPS guided howitzer rounds such as the M982 Excalibur, are available for 155 mm howitzers with a cost $5 k each. Later in the Information age, XM395 Precision Guided Mortar Munition combined fuse and guidance and can be used as the fuse of 155 mm howitzer shell. The fuse guidance kits cost $1 k each. If GPS is being jammed, they can switch to inertial guidance. GPS guidance is accurate to within 5 meters (an area with Size +6).

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