Artillery Weapons and Ammunition

Howitzer Piece (self propelled)
  This represents a generic tube that is used worldwide. However, there are still differences that must be considered. Most Western (in fact, besides 105mm, all are 155mm) tubes are of 155mm in diameter and 52 calibres in length, shown as "155mm/52", following the aforementioned range of 40 kilometers and 50 with rocket assisted rounds. Russia still continues to use the 152mm/52 piece on all it's SP howitzers. It can achieve a range of 42 km with standard rounds and 52 km with rocket assisted rounds (while this may seem odd, it isn't as most Russian artillery systems outrange comparable Western systems, such as the 2S19. This is also the reason why we're trying to squeeze out the life of the M109, and developing the Crusader and the German PzH 2000 systems). A shorter barrel for the 155mm caliber, the 155/39, is also used on smaller vehicles and still used for towed applications. Such systems are used for rapid deployments, and usually also are used in armies that cannot affort the 52 caliber barrels.

  Caliber | Type | Ammo | Mode | Damage | Weight | CF | Availability | Cost | Street Index
  155mm/52 | Howitzer | ** | SA/BF*** | ^ | 5,000/2,500@ | 40 | ^^ | ^^ | ^^
  152mm/52 | Howitzer | ** | SA/BF*** | ^ | 4,700/2,350@ | 35 | ^^ | ^^ | ^^
  155mm/39 | Howitzer | ** | SA/BF*** | ^ | 3,500/1,750@ | 30 | ^^ | ^^ | ^^

  Range Table (self-propelled)

  Type | Short(4) | Medium(5) | Long(6) | Extreme(9)
  155mm/52 | 0-10 km | 11-20 km | 21-30 km | 31-40 km
  152mm/52 | 0-10 km | 11-20 km | 21-30 km | 31-42 km
  155mm/39 | 0-10 km | 11-15 km | 16-20 km | 21-32 km

  * Ammo is stored seperately, so there is no "magazine" per se, only what space is allocated for storage.
  ** On SA mode, it is considered standard 1-2 shots per Combat Turn. "Burst" is 6-8 rounds and is a Complex Action in it's own right.
  ^ As per round (see below)
  ^^ Not really available on the open market.
  @Weight of self-propelled/Towed version.
  Autoloader
  Standard on self propelled howitzers worldwide, the autoloader now is an integral part to any design. The type and how the autoloader operates varies on the manufacturer. However, they all get the rounds on target.
  Design Cost: 1,000
  Maximum Rating: N/A
  CF Consumed: 20
  Load Reduction: 1,000
  Propellant Charges
  Quite simply bags of powder to launch projectiles. Standard versions in the 2060s are what are called "Type I" and "Type II" in order to have some commonality within the marketplace. It should be noted that this is a direct descendant of the MACS (Modular Artillery Charge System) designed for the Crusader AFAS.
  The Type I can fire a standard round to the howitzer's respective Medium range bracket. Tis available in both 152mm and 155mm and both have an availability of Always, and cost 450¥ for 152mm and 550¥ for 155mm. Street Index is 2. Each charge takes up .5 CF and weighs .5 kilograms each.
  Type II charges extend the range up to Extreme for each howitzer type. This has to be combined with a Type I charge to produce this effect. All howitzer chambers are designed for use with two charges max. Type II charges for 152mm cost 600¥ and 155mm charges cost 800¥ per charge, and take up .5 CF but weighs 1 kilogram per charge. Availability for both types is Always, and the Street Index is 2.
  For those Redlegs that read up on this page, it should be noted that I realize there is a "green bag, red bag, white bag" etcetera etcetera. I'm not a cannoneer, just an FO, which is why this is set up this way. I don't mean to be totally wrong, but just to make it simple for gaming.

  Towed Howitzers
  Ruhrmetall RM40
  The Ruhrmetall RM40 is the Bundeswehr's standard towed howitzer. The design uses a split trail design, with the barrel swinging to the ends, and the barrel rests on a travel lock when travelling. Standard equipment includes a ballistic computer that computes the amount of charge needed, what direction, elevatation etc. for the gunner (Game Notes: The computer has an effective Indirect Fire skill of 4). The weapon is equipped with a 155mm/52 barrel, and can reach a maximum range of 30 kilometers, while with a rocket assisted round it can reach a range of 40 kilometers. An APU (Auxiliary Power Unit) is mounted to provide power for the computer, as well as the semi-automatic loader that can load three rounds within one Combat Turn. The system can be lifted by a utility helicopter.

  Type | Ammo | Mode | Damage | Weight | Availability | Cost | Street Index
  155mm/52 (Towed) | 1 | SA/BF* | As round | 3,500 kg | 24/2 mths | 400,000¥ | 3

  Crew: 6
  Depression/Elevation: -5º/+72º
  Traverse: 45º
  *Firing in Burst mode is a Complex Action and requires two Complex Actions to reload the loader with three rounds.

  Artillery Ammunition

  Note: values seperated by a slash ("/") represent 152mm ammunition, the first value represents 155mm ammunition. Also, both calibers of ammunition take up .5 CF per round for storage purposes.

  Conventional Munitions
  HE
  The same all around the world, the only difference being the manufacturer.

  Type | Damage | Weight | Availability | Cost | Street Index
  HE | 40D/38D (-1/meter) | 30/27 | 18/36 days 15/24 days | 1,000¥/900¥ | 3/2

  ICM (Improved Conventional Munitions)
  Used against personnel, ICM is the most effective round against these targets. A standard 155mm shell contains 60 grenades, and disperses them over a 50 meter radius. A 152mm shell contains the same number of grenades. Any targets within the radius gets attacked with a Damage Code of 16D. Vehicles stage the Power Level per standard rules. When the round is deployed, via base ejecting fuze from the shell, small vanes flip out and arm the grenade and stabilize it. A striker plate detonates the grenade, sending it 2 meters above the ground, causing damage to targets.

  Type | Damage | Weight | Availability | Cost | Street Index
  ICM | see above | 40/40 | 20/48 days 18/40 days | 3,000¥/2,600¥ | 3/2

  DPICM (Dual Purpose Improved Conventional Munitions)
  DPICM functions exacly like ICM, but is heavier and is designed for use against light vehicles. After being ejected, a ribbon arms and stabilizes the grenade. Upon impact, a shaped charge detonates that can pierce light armor. The shell dispenses 88 grenades in a 40 meter radius, inflicting 18D against targets. Vehicles do not stage down the Power level per standard rules. 152mm rounds function the same as 155mm, but carries only 78 grenades.

  Type | Damage | Weight | Availability | Cost | Street Index
  DPICM | see above | 45/43 | 20/2 mths 16/48 days | 3,500¥/3,100¥ | 3/2

  White Phosphorous (WP)
  By far one of the most effective rounds to date, WP rounds bring effective fire on a target. The round functions like the mortar equivalent, and uses the same rules.

  Type | Damage | Weight | Availability | Cost | Street Index
  WP | 20D/18S 18D/16S | 35/30 | 30/2 mths 25/50 days | 4,000¥/3,700¥ | 3/2

  Smoke rounds
  The old favorite for concealing or obstructing, smoke rounds can obviously help or hinder. Unlike smoke of the past, which only covered the visual spectrum, smoke rounds now are more sophisticated. New properties enable them to cover all spectrums, including the astral, with specialized algae in the content. Such rounds are widely used everywhere. 155mm rounds can cover an area of 500 meters, while 152mm rounds can cover the same area, and both dispense smoke for 10 Combat Turns. Use the smoke rules in Fields of Fire.

  Type | Damage | Weight | Availability | Cost | Street Index
  Smoke | 35 | 15/30 days 14/28 days | 1,000¥/900¥ | 2/2

  Illumination rounds
  Still used in this day and age, illumination rounds can provide effective light for units that need it to see in the dark. A standard 155mm round can provide illumination for 10 Combat Turns, while 152mm rounds can provide the same amount. The flare is held aloft by a parachute. The area of illumination is 600 meters, both for 155mm and 152mm rounds.

  Type | Damage | Weight | Availability | Cost | Street Index
  Illum | 25/25 | see above | 20/15 days 18/10 days | 1,100¥/1,000¥ | 2/2

  Smart Munitions
  Trapdoor
  Similar to the missile, the Trapdoor round delivers the same mines as described on pg. 44, Rigger 2. They are deployed in a 25 meter radius and the round carries eight mines.

  Type | Damage | Weight | Availability | Cost | Street Index
  Trapdoor | see above | 30/30 | 20/30 days 16/26 days | 3,100¥/2,900¥ | 3/2

  Jabberwocky
  This round dispenses Jabberwocky munitions over a 75 meter area plus 3D6 times the number of successes generated. All effects are as on pg. 95, Rigger 2.

  Type | Damage | Weight | Availability | Cost | Street Index
  Jabberwocky | see above | 40/40 | 15/21 days 13/20 days | 7,000¥/6,700¥ | 4/3

  "Krasnova" Cannon Launched Guided Projectile (CLGP)
  The "Krasnova" is a standard guided projectile used by the CIS forces, and exported worldwide. It is essentially a laser guided anti-vehicle weapon. The weapon has a tandem charge warhead that enables it to defeat reactive armor. The seeker is cooled, laser seeking warhead with an acquisition cone of 60 degrees. It can be fired out of of either towed or self-propelled howitzers.

  Type | Intelligence | Damage | Weight | Availability | Cost | Street Index
  CLGP* | 5 | 18D** | 40 | 30/2 mths | 5,000¥ | 4

  *Same as 152mm, but add 5 km to the Extreme range.
  **Armor piercing.
  Ares Copperhead III
  Ares has developed the Copperhead III, similar in design to the earlier Copperhead CLGP (in fact more effective). Improvements is a tandem charge warhead, and can be guided by either microwave or laser, depending on conditions. It is similar to the "Krasnova" is that it defeats reactive armor and has the same damage potential as well. It can be fired from towed and self-propelled howitzers.

  Type | Intelligence | Damage | Weight | Availability | Cost | Street Index
  CLGP* | 5 | 18D** | 45 | 30/2 mths | 5,500¥ | 5

  *Same as 155mm, but add 5 km to the Extreme range.
  **Armor piercing.
  Smerch (Tornado)
  The Smerch is a self homing round that is used against a wide variety of targets. One of the important features is that the weapon is guided by GPS system. Upon reaching the area, a multi-spectral sensor activates, and searches for targets. A parachute deploys and suspends the round, letting it search for targets. Once it has acquired it's target, a rocket fires and it attacks the top of the top of the target, and it does have a tandem charge warhead.

  Type | Intelligence | Damage | Weight | Availability | Cost | Street Index
  CLGP* | 6 | 18D** | 30/2 mths | 6,000¥ | 4

  *Same as 152mm, but add 5 km to Extreme range.
  **Armor piercing.
  Note: The system has low-light, thermographic vision to acquire it's targets, and includes flare compensation to protect it's sensors. The parachute keeps the round in the air for 20 Combat Turns, searching for a target. Roll the round's Intelligence against the targets Signature to achieve a lock on. The round immediately attacks the target.
  Ares "Mirage" Guided Projectile
  More advanced than the Smerch, the Mirage has the same functions as the Smerch, but is heavier to include a radar seeker in the nose, along with other sensors to attack targets. It also uses a parachute to allow it to acquire targets. The weapon does have a tandem charge warhead.

  Type | Intelligence | Damage | Weight | Availability | Cost | Street Index
  CLGP* | 6 | 18D** | 50 | 20/3 mths | 6,900¥ | 4

  *Same as 155mm, but add 5 km to the Extreme range.
  **Same as "Krasnova".
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  Fresh Productions, 1998.