CWIN Vol. 1, No. 3
The Daemon Mechanic
Advanced Military Weaponry Rules

Written by Michael Garrity
New Omaha Vehicular Association
garritym@hotmail.com

Web Posted May 01, 1998
Updated August 05, 2000


As every want-to-be Car Warrior knows, the most dangerous weapons any duelist can possibly come up against are tank guns and artillery pieces. These one-way tickets to Highway One are capable of destroying most civilian vehicles in one shot. Where these weapons fall short is in being used against tanks themselves. As the rules for tank combat are currently written, it takes numerous hits to breach the armor of all but the most poorly-designed AFVs (to say nothing of destroying the AFV itself). Even allowing for the improvements in AFV armor which have taken place over the last half-century, this flies in the face of even the most liberal interpretation of "game" reality. The following information is presented in order to correct this situation. GMs are free to adapt these statistics as they see fit.
 

Hypervelocity Guns

Tanks first crawled across the battlefield during the latter stages of World War I. At first, they were armed with small-bore artillery artillery (37mm to 57mm) taken from naval vessels. As tank armor improved, specialized tank guns were developed. These weapons fired their projectiles at increasingly-higher velocities. Thicker armor was countered by increasing bore size. The tank gun of the 21st century is a marvel of military engineering, offering range, accuracy and firepower that would (in earlier times) be just short of miraculous.

75mmTG -- To-hit 7, $10,000, 1,200 lbs., 10 spaces, 10 DP; 10d damage, 10 shots, CPS 100, WPS 20. Loaded cost $11,000, loaded weight 1,400 lbs. Burst effect 2" radius.

90mmTG -- To-hit 7, $25,000, 1,500 lbs., 12 spaces, 15 DP; 12d damage, 10 shots, CPS 150, WPS 35. Loaded cost $26,500, loaded weight 1,850 lbs.  Burst effect 2" radius.

105mmTG -- To-hit 7, $50,000, 2,000 lbs., 14 spaces, 20 DP; 14d damage, 5 shots, CPS 500, WPS 70. Loaded cost $52,500, loaded weight 2,350 lbs.  Burst effect 2" radius.

120mmTG -- To-hit 7, $150,000, 3,000 lbs., 16 spaces, 30 DP; 16d damage, 1 shot, CPS 1,000, WPS 125. Loaded cost $151,000, loaded weight 3,100 lbs. Burst effect 3" radius.

140mmTG -- To-hit 7, $200,000, 5,000 lbs., 20 spaces, 50 DP; 20d damage, 1 shot, CPS 1,500, WPS 125. Loaded cost $201,500, loaded weight 5,125 lbs. Burst effect 3" radius.
 

Hypervelocity Gun Ammunition

There are several types of tank gun ammunition, each with different effects. This allows a gunner the flexibility of choice when engaging different kinds of targets.

HE (High Explosive) -- This shell consists of an explosive charge packed insidea metal casing. A HE shell allows a tank gun to function as an artillery piece. The cost, weight and damage of HE rounds are listed above.

APX (Armor-Piercing Explosive) -- An APX shell has a thicker casing made of stronger material. It also has a smaller explosive charge than an HE shell. This reduces the burst effect by 50%.

APDS (Armor-Piercing Discarding Sabot) -- APDS rounds have a small core of hard metal (usually Tungsten Carbide) encased in a jacket of lighter metal (usually Aluminum) which falls away from the core after the round leaves the muzzle. This increases the velocity of the core and therefore increases the damage it causes. APDS rounds have no explosive charge. APDU (Armor-Piercing Depleted Uranium): Similar to APDS, but with a core of U-238. APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot): APFSDS uses a small, finned dart made of Tungsten Carbide. This dart is approximately l/3 the bore of the tank gun it is fired from. An improved sabot allows the round to be projected at extremely high velocity. APFSDSDU (Armor-Piercing Fin-Stabilized Discarding-Sabot Depleted-Uranium) -- As APFSDS, except that the dart is made of U-238. APFSDSDU rounds are much more expensive than APDU rounds because of the delicate machining invloved in making the dart. HEAT (High-Explosive Anti-Tank) -- HEAT rounds use a shaped-charge explosive to burn through armor. They are not dependent on high muzzle velocity, and so may be fired from low-velocity weapons like mortars and artillery pieces. HEDP (High-Explosive Dual-Purpose) -- These rounds function as HEAT ammunition, except that the explosive charge is large enough to have a burst effect. This burst effect is the same as for APX rounds (see above). HESH (High-Explosive Squash Head; also known as High-Explosive Plastic) -- HESH ammunition has a larger explosive charge than an HE round of the same caliber. The charge is also contained in a thinner casing. A HESH projectile is designed to flatten out after impact, then explode. This has a scabbing effect on the inner surface of a tank's armor causing small bits and pieces of the armor's inner surface to fly off at high speed, thus damaging anything inside the tank. Note that a HESH round that strikes the turret of a tank will not damage anything in the tank's hull. Beehive -- Beehive rounds are packed with thousands of hardened steel darts that resemble miniature APFSDS projectiles. When fired, a Beehive round sends forth a cone of these darts which begins at the muzzle of the gun and extends up to a maximum range of 100" (game scale) distant. The cone is 1" wide per 10" of range or fraction thereof. For example, a cone at the range of 10" is 1" wide. At the maximum range of loo", the cone would be 10" wide. Anything inside the path of the cone (or touching it) will be struck by the darts. Unlike other types of ammunition, Beehive rounds do not damage metal armor.

Beehive rounds have a special to-hit score of 2. This score is not affected by modifiers for speed, range, gunnery skill and targeting computers. Only those modifiers for target size and visibility apply. Beehive rounds are primarily used against enemy infantry and light (non-AFV) vehicles. However, they can also be employed against low-flying aircraft.

Tracer -- All types of tank gun ammunition (except beehive rounds) may be made into tracer shells. This adds +lO% to the base cost of the shell, and has the effect of giving a third-turn sustained-fire bonus of -t-3. The tracer effect does not reduce the damage inflicted by the shell.
 

Artillery Weapons

Artillery pieces are large-bore weapons with a relatively-low muzzle velocity. They are divided into three types; howitzers, field guns and mortars. Howitzers and field guns both have rifled bores. However, a field gun has a longer barrel; this gives it a longer range. A mortar is a smooth-bored weapon whose barrel is shorter than a howitzer of equivalent caliber. Accordingly, the range is also shorter. A mortar is incapable of using direct fire. However, it has the advantages of low cost, light weight and small size (cost, weight and spaces are halved). Mortar shells have thinner casings than artillery shells. Their powder charges are also smaller. Therefore, mortars have twice the number of shots per space for half of the WPS.
 

Artillery Guns

50mmAG -- To-hit 9, $1,000, 400 lbs., 3 spaces, 5 DP; 3d damage, 2 crew, RoF 1, CPS 40, WPS 10. Burst effect 1d damage in 1" radius.

75mmAG -- To-hit 9, $6,500, 800 lbs., 10 spaces, 10 DP; 10d damage, 4 crew, RoF 1, CPS 100, WPS 40. Burst effect 2" damage in 2" radius.

105mmAG -- To-hit 9, $35,000, 1,500 lbs., 14 spaces, 20 DP; 14d damage, 8 crew, RoF 1, CPS 250, WPS 70. Burst effect 3d damage in 2" radius.

120mmAG -- To-hit 9, $100,000, 2,000 lbs., 16 spaces, 30 DP; 16d damage, 10 crew, RoF 1/2, CPS 500, WPS 100. Burst effect 4d damage in 3" radius.

150mmAG -- To-hit 9, $200,000, 3,000 lbs., 20 spaces, 35 DP; 20d damage, 10 crew, RoF 1/4, CPS 750, WPS 150. Burst effect 5d damage in 4" radius.

175mmAG -- To-hit 9, $500,000, 6,000 lbs., 30 spaces, 40 DP; 30d damage, 15 crew, RoF 1/6, CPS 1,000, WPS 200. Burst effect 6d damage in 6" radius.

200mmAG -- To-hit 9, $750,000, 11,000 lbs., 50 spaces, 50 DP; 50d damage, 20 crew, RoF 1/8, CPS 2,500, WPS 250. Burst effect 8d damage in  10" radius.
 

Artillery Gun Ammunition: Warheads

Artillery pieces are bought unloaded. Separate storage space for the shells is required. Artillery ammunition takes up different amounts of space per shot. Accordingly, 50mm and 75mm shells take l/10 space per shot. 105mm shells take l/5 space per shot. Shells of 120mm to 200mm caliber take up one space each. The size of an artillery shell (in spaces) reflects both the actual projectile as well as its powder charge. Artillery pieces fitted with autoloaders must carry their ammunition in magazines ($50 and 15 lbs. per space of size).

HE (High Explosive) -- This has been the standard round for artillery pieces since World War I. It consists of a charge of explosive packed inside of a steel casing. Upon detonation, the case shatters into razor-sharp fragments.

APX (Armor-Piercing Explosive) -- This round is identical to the APX shell fired by tank guns. APX rounds were the standard ammunition for naval artillery for decades. APX artillery shells have l/2 the burst effect size of an HE shell of the same caliber.

APDS (Armor-Piercing Discarding Sabot) -- The statistics for an APDS artillery round are the same as for APDS rounds fired from tank guns. APDU (Armor-Piercing Depleted Uranium) -- See listing for APDU tank gun ammunition for description of this round. APFSDS / APFSDSDU -- Due their low muzzle velocity, no artillery piece may fire either of these types of rounds.

Beehive -- Beehive shells fired from artillery pieces function the same way as Beehive shells fired from tank guns. The range of a Beehive shell of 120mm caliber and below is 100". For 150mm to 200mm caliber the range is 200". Mortars may not fire Beehive ammunition.

HEAT (High-Explosive Anti-Tank) HEDP (High-Explosive Dual-Purpose) HESH (High-Explosive Squash Head) FAE (Fuel-Air Explosive) -- An FAE shell bursts in mid-air, creating a cloud of highly-explosive vapor which detonates two turns after its creation. The size of this cloud is equal to the burst radius of an HE shell in a square. For example, the cloud produced by a 120mm FAE shell is 3" x 3". Targets inside this area take l/3 the damage caused by an HE shell (round up). This damage is applied to each side separately (with the exception of the bottom, which takes no damage). ICM (Improved Conventional Munitions) -- This type of shell is similar to a cluster bomb. It bursts in mid-air, scattering small submunitions throughout the area of effect. The burst radius of an ICM shell is twice the size of an HE shell. Any target inside this area takes l/3 the damage caused by an HE shell (round down) to its top armor. For targets not fully inside the burst radius, the damage is halved. INC WP (Incendiary White Phosphorous) -- As with both ICM and FAE rounds, incendiary shells have no possibility of a direct hit. They are loaded with white phosphorous ("Willy-Pete") along with a small bursting charge. Upon detonation, an incendiary shell fills its burst radius (equal to an HE shell of the same size) with burinig particles of WP. The entire area is shrouded with hot smoke, which lasts for 60 turns. All targets within the burst radius when the shell detonates take normal burst-effect damage (from a combination of shell fragments and burning WP). Any vehicle which enters the cloud afterwards has a good chance of catching fire. Scatterpack Mines  -- CPS lx base (plus the cost of the mines), WPS normal. Each 1" square inside the burst radius of this kind of shell allows the shell to carry a single counter of HMD mines. For example, a 120mm shell (which has a burst radius of 3" x 3") has 9 HMD counters in it. Roll for the placement of each counter separately. The mines may be fitted with proximity fuses at the normal cost.

Scatterpack Oil  -- CPS lx base, WPS normal. An oil shell covers an area equal to half its burst radius in a square -- a 150mm oil shell would generate a 2" x 2" oil slick. For 3.5x CPS, an oil shell may be loaded with flaming oil.

Scatterpack Paint -- CPS 0.5x base, WPS normal. Paint shells create a counter equal to the shell's burst radius in a square. For example, a 120mm shell would create a 3" x 3" paint counter.

Scatterpack Smoke -- CPS 0.5x base, WPS normal. Smoke shells create the same size counter as paint shells. The load can be changed to hot smoke for a 50% cost increase.

Scatterpack Tear Gas -- CPS: 2x base, WPS: normal. As with smoke shells, tear gas shells create a counter the same size as the one created by paint shells.
 

Artillery Ammunition: Guidance Systems

LG (Laser Guidance) -- All types of artillery shells may use laser guidance at the normal costs. The targeting laser doesn't have to be linked to the artillery piece. Laser-guided artillery shells have a to-hit value of 6. The beam of the targeting laser must remain locked on to the target for the last three turns of the shell's flight. If the target is closer than three turns, the beam must have a continuous lock on it.

TG (Teleguidance) -- CPS 5x base, to-hit 8. Teleguided shells have a miniature TV camera mounted in the nose, along with a number of small attitude-control rockets. This system allows a gunner or spotter to guide the shell to its target by remote control. No modifiers to the to-hit roll apply except for gunner skill and speed. The guidance control unit costs $2,500 and is 3 GE. The control signals can be jammed or bollixed. For 8x CPS, the control unit may use directional radio, making it immune to interference.

Seeking Projectile -- CPS 10x base, WPS normal, to-hit: 7. Seeking projectiles are essentially self-guided missiles that use either active radar homing or active laser homing (CPS 12x for a shell that can switch between the two). No targeting modifiers of any kind apply. This kind of shell may be modified for anti-radar homing at an extra cost of $1,000 each.

Remote Sensor -- CPS lx base (plus the cost of the sensors), WPS normal. This shell deploys remote sensors in the same way as a mine shell deploys mines. The sensors are inert until activated by remote command.

Rocket-Assisted -- CPS 2x base, WPS 2x base. Rocket-assisted artillery shells ad 50% to the range of an artillery piece. This effect is cumulative with the effect of a long barrel. Thus, a rocket-assisted shell fired from a long-barreled artillery piece has 200% normal range.
 

Weapon Accessories

There are a number of accessories which can greatly increase the usefulness of tank guns and artillery pieces. These are listed as follows.

Autoloader -- Artillery pieces fitted with autoloaders double their rate of fire (maximum RoF 1). Autoloading artillery of 50mm to 105mm bore has a crew requirement of 1 (the gunner). For artillery of 120mm to 200mm, the crew equirement is 2 (the gunner and an autoloader supervisor). The cost and weight of an autoloader is 50% of the basic artillery piece. The cost and weight of an autoloader is additional to the cost and weight of a long barrel. Thus, an artillery piece fitted with a long barrel and an autoloader costs and weighs 100% more than normal.

Long-Barrel -- For tank guns, this item gives the weapon a range modifier of -1 per 20", as long as the range is 20" or over. Targets within 20" take the full modifier. For artillery pieces, the addition of a long barrel multiplies the range of the weapon in question by 50%. Additionally, long-barreled artillery pieces have a range modifier of -1 per 20" when used in direct-fire operations (the same as for tank guns). Mortars may not be fitted with long barrels. A long barrel costs and weighs 50% of the weapon it is fitted to.

Mortar Modifications -- CPS: lx base, WPS: l/2 base. Mortar shells take up half the space of artillery shells. Thus, a 105mm mortar has 10 shots per space instead of 5.