KolbunD писал(а):Интересная эта штука АС-20, вот только не могу понять залп из нее это очередь из нескольких снарядов?
Для простоты, пиши одним. Который по умолчанию кумулятивное 6-дюймовое дилдо на 20 дамагов.
Очереди - это или ультра (2 выстрела) и РАК (от 2 до 6), или Rapid Fire Mode простой АС, по Тактикал Опс.
На сегодняшний день, такая трактовка ближе всего к действующим правилам, остальное - путаница, ляпы и неканон.
Rapid-Fire Mode: Any standard or light autocannon (not LB-X,
Ultra or Rotary models) can be fired at double the standard rate
as though it were an Ultra AC. This approach carries considerable
risks. Follow the standard rules for a Rapid-Fire Weapon firing two
shots (see p. 114, TW), with the following exceptions.
The weapon’s arming circuitry fails on a To-Hit Roll result of 4 or
less (rather than 2 or less). On a To-Hit Roll result of 2, the ammo
feed jams, causing the rounds in the chamber to explode inside
the barrel. This causes an effect similar to an ammunition explosion,
but inflicts only the amount of damage the autocannon
would normally inflict in one shot and does not cause any other
ammo to explode. The autocannon is considered completely
destroyed (meaning players must mark off all of its critical slots).
CASE keeps this damage from spreading to other locations, but
the MechWarrior still receives two pilot hits.
Double the heat generated by the specific weapon type used
when firing in Rapid-Fire Mode.
KolbunD писал(а):А кластерные боеприпасы для АС-20 существуют?
Не существуют. Типы боеприпасов для АС, согласно TW:
Armor-Piercing Ammunition
Every attack with armor-piercing ammunition that successfully
damages armor provides a chance for a critical hit, even if the
internal structure took no damage. After marking off the armor
damage for the attack, roll once on the Determining Critical Hits
Table. Apply a modifi er to the target number based on the type
of autocannon used: –1 for an AC/20, –2 for an AC/10, –3 for an
AC/5 or –4 for an AC/2. If the initial attack damages the internal
structure, make the standard roll for possible critical hits. Armorpiercing
ammunition has no additional eff ect for attacks that
damage internal structure.
The weight of armor-piercing ammunition means that a ton
of armor-piercing ammo contains half as many shots as a ton
of standard ammo (rounded down). In addition, armor-piercing
rounds are harder to aim, adding a +1 modifi er to the to-hit
number at all ranges.
Aerospace Units: Armor-piercing ammo has no eff ect against
aerospace units.
Vehicles: Every successful attack against a vehicle automatically
causes a roll on the appropriate column of the Vehicle Critical
Hits Table, corresponding to the location damaged; in the case
of Support Vehicles with a BAR less than 10, apply a +2 modifi er
to the die roll. In both cases, the standard modifi ers infl icted by
armor-piercing ammunition for determining critical hits still apply
when rolling on the Vehicle Critical Hits Table (see p. 192).
Weapon Type: Standard and light ACs
Technology Base: Inner Sphere
Flechette Ammunition
Double the standard Damage Value against conventional
infantry; half damage to all other units (round down). This
damage is in addition to the doubling of damage against
conventional infantry in a clear hex. In addition, double the
standard damage against woods hexes.
Weapon Type: Standard and light ACs
Technology Base: Inner Sphere
Precision Ammunition
When fi ring precision ammunition, reduce the target movement
modifi er by 2 to a minimum of zero.
A ton of precision ammo contains half as many shots as a ton of
standard ammo (rounded down).
Weapon Type: Standard and light ACs
Technology Base: Inner Sphere