ARTILLERY WEAPONS

Artillery weapons are usually used in groups of identical weapons, so that they can be fired in salvos. This adds to the size of the burst area.
Rockets fired indirectly use indirect fire rules for scatter, and have a burst area equal to the burst area of the rocket times the number of rockets fired. Other artillery weapons have a burst area of one weapon plus 1/2 the burst area per additional weapon fired in the salvo.

Note: artillery weapons use high-explosive shells, their penetration is not affected by range.
* Composite Armor halves penetration.
Mortars have a minimum range of 1/100 their maximum range.

ARTILLERY AMMUNITION

These alternative round fillers can be used by any artillery weapon but the grenade launchers. The 230 mm rocket cannot use Armor-Piercing or Cluster-Bomblet rounds (it's both).

Armor-Piercing: for howitzers only. Doubles the cost of the shell and reduces the Burst to 0. Doubles Penetration on the 105 mm, triples the Penetration on the 150 mm and 200 mm.

Chemical: the shell is filled with gas or smoke. Triple the Burst, no Penetration. Smoke shells cost 1/3 normal, hot smoke (blocks IR and thermographs) costs normal, tear gas costs dou­ble, knock-out gas costs triple, and nerve gas costs 20 times normal.

Cluster Bomblet: the shell is loaded with bomblets. Double the price, triple the Burst, reduce Penetration to 4.

HEAT: this substitutes a shaped-charge war­head for the normal high-explosive. Double the shell cost, double the Penetration (and halve it again if attacking Composite Armor) and reduce the Burst to 4m. Works best when combined with Laser-Guided.

Laser-Guided: a laser-guided shell follows a painting laser to its target. On the turn when the shell hits, if there is a laser painting the target spot, the shell strikes that spot on a D10 roll of 4-10, otherwise it scatters 2D10 meters on the Grenade Table. Triple the base cost of the shell.

Rocket-Assisted Shells: artillery shells with rocket boosters. Double the range and number of spaces the shell takes up, triple the base cost of the shell.

White Phosphorous: anyone hit with WP sustains 3D6 burn damage to that location per turn for at least a half-hour, or until the WP fragments are removed. If the fragment hits body armor, it does its damage to the armor, doing full damage to kevlar and armorjackets (only flak jackets, doorgunner's vests, Metalgear and Powered Armor is proof against it). For instance, an area protected by an SP14 armor-jacket takes 11 points of damage from WP. The jacket is reduced to SP 3 at that location, and will be burned through next turn. If the fragment hits flesh, it burns its way in and will have to be removed surgically (skillful use of a knife or other sharp probe can do the trick if applied on the first three turns of WP burn). WP shells cost four times normal.

 

60 mm Mortar
Accuracy : 0
Availability : Poor
Damage : 8D10
Magazine : 1
Rate of fire : 2
Penetration : 4
Range : 2000 meters
Reliability : very reliable
Burst : 5 meters
Cost : 750 eb
Space : 1
Reference : Maximum Metal
A relatively small (15 kg) infantry-carried mortar. It requires a two-man crew to achieve its rate-of-fire; with one man, it has an ROF of 1/2. Shells cost 50 euro apiece.

 

80 mm Mortar
Accuracy : 0
Availability : Poor
Damage : 9D10
Magazine : 1
Rate of fire : 1
Penetration : 5
Range : 3500 meters
Reliability : very reliable
Burst : 6 meters
Cost : 1 500 eb
Space : 1
Reference : Maximum Metal
A large (40 kg) mortar firing medium-sized shells. It requires a minimum two-man crew and works best with three men. Shells cost 150 euro apiece and take up 1 space per 20 shells.

 

105 mm Howitzer
Accuracy : +1
Availability : Poor
Damage : 11D10
Magazine : 1
Rate of fire : 1
Penetration : 6
Range : 1700 meters
Reliability : very reliable
Burst : 6 meters
Cost : 100 000 eb
Space : 6
Reference : Maximum Metal
The smallest of field pieces, the standard 105 continues to soldier on. It takes a minimum crew of two men and works best with four. May use an autoloader and rocket-assisted shells. Shells cost 500 euro and take up 1 space per 5 shells.

 

120 mm Mortar
Accuracy : 0
Availability : Poor
Damage : 13D10
Magazine : 1
Rate of fire : 1
Penetration : 7
Range : 6000 meters
Reliability : very reliable
Burst : 6 meters
Cost : 5 000 eb
Space : 3
Reference : Maximum Metal
A very large mortar usually mounted in vehicles, this requires a three-man crew due to the size of the shells. Shells cost 250 euro apiece and take up 1 space per 10 shells.

 

150 mm Howitzer
Accuracy : +1
Availability : Poor
Damage : 13D10
Magazine : 1
Rate of fire : 1
Penetration : 7
Range : 2400 meters
Reliability : very reliable
Burst : 6 meters
Cost : 150 000 eb
Space : 20
Reference : Maximum Metal
This gun may be up to 155 mm; it works the same. It takes a crew of four to operate this goliath. May use an autoloader and rocket-assisted shells. Shells cost 1000 euro and take up 1 space apiece.

 

200 mm Howitzer
Accuracy : 0
Availability : Poor
Damage : 28D10
Magazine : 1
Rate of fire : 0,5
Penetration : 15
Range : 2000 meters
Reliability : very reliable
Burst : 8 meters
Cost : 250 000 eb
Space : 30
Reference : Maximum Metal
The 8" monster cannon; few guns of this size are seen on the mobile battlefields of 2020. This cannon takes a four man crew. May use an autoloader and rocket-assisted shells. Shells cost 2000 euro and take up 1 space apiece.

 

230 mm Rocket
Accuracy : 0
Availability : Poor
Damage : 4D10 AP
Magazine : 12
Rate of fire : 12
Penetration : 4*
Range : 2800 meters
Reliability : very reliable
Burst : 45 meters
Cost : 175 000 eb
Space : 30
Reference : Maximum Metal
This is a massive pod filled with a dozen massive rockets. These rockets are loaded with multiple-bomblet warheads, and can cover a huge area with grenade-equivalent bombs. It is purchased as a single pod; reloading can only be accomplished with a special reloader vehicle that carries extra missiles and a crane. Extra rockets cost 2500 euro apiece (a full reload costs 30000 euro).