Rotary AC 5

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Rotary Autocannon 5
Type: Inner Sphere
Damage: 5
Heat: 1
Minimum Range: 3
Range (S / M / L): 1-5 / 6-10 / 11-15
Crits: 4
Weight: 8 t
To-hit modifer: 0
Point blank modifer: 0
Resource requirements
Resource #
Antimony: 0
Bauxite: 0
Beryllium: 0
Chromium: 0
Cobalt: 0
Copper: 0
Germanium: 0
Gold: 0
Hydrogen: 0
Iron: 0
Lead: 0
Lithium: 0
Manganese: 0
Molybdenum: 0
Nickel: 0
Nitrogen: 0
Organics: 0
Plastics: 0
Platinum: 0
Precious Gems: 0
Rare Earth Elements: 0
Silicon: 0
Silver: 0
Sulfur: 0
Titanium: 0
Tungsten: 0
Uranium: 0
Vanadium: 0
Water: 0
Zinc: 0
Blueprint production cost: Ballistic Weapons RP
Design research level: 10
RP required: 50,000,000
BP required: ?

[edit] Blurb

Developed in the late 3050's by the Federated Suns' NAIS, the rotary autocannon (RAC for short) is, at its heart, an effort to obtain an even higher rate of fire than the Ultra-class autocannon. Using multiple barrels to attain up to three times the volume of an Ultra burst, this weapon is much heavier and bulkier than its standard-model cousins, and lacks the effective reach of even the Ultra AC series. Its inability to make use of most specialized munitions, coupled with its sheer expense, have prevented the rotary concept from entering the heavier-caliber brackets at this time. Balancing this, however, is the ability to clear weapon jams in the field feature lacking in Ultra autocannons. This is especially welcome as the RAC is particularly prone to jams at its higher firing rates.  

[edit] General

When fired in multi-fire mode, the RAC 2 can fire up to 6 shots in a single round, for a maximum damage potential of 30 points in a single round. The heat build up is equal to the number of shots fired, so if the RAC fires 6 shots, its max rate of fire, then the heat build up is 6 (1 heat build up per shot). Successful hits are calculated the same way missile hits are calculated (the computer rolls once to determine a hit, then rolls again to determine how many hit, then would roll for each successful hit to determine hit location). Chance to jam: if you fire two shots, and its a succesful roll to hit, the computer will make another roll at the end to determine whether or not the RAC jams. If a 2 is rolled, the weapon will jam. If you fire 4 shots, a roll of 3 will cause a jam, and if you fire six shots, a roll of 4 will result in a jam.

[edit] Notable Units

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