Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Autocannon/20 (Prototype)
Type (Category):  Weapon (Ballistic)
Technology:  Primitive, Inner Sphere
Available To:  BattleMechs
Reference:  Interstellar Operations (p. 117)

Description:
Today’s standard autocannon (identified as AC in shorthand) is functionally identical to the models used as far back as the days of the Terran Alliance. Designed to cope with improvements in armor technologies of the day, these weapons maintained their destructive edge through more than 800 years of battlefield evolution. Even so, their time was nearing its end when the newer Ultra and LB-X autocannon classes emerged. In fact, among the Clans these weapons have apparently ceased to exist (their last shots reportedly fired in the early 3050s, when they were mounted on machines largely regarded as refit museum pieces). Only their relatively inexpensive design, and the advent of specialized munitions usable by these weapons alone, has prevented the likes of Armstrong’s J11, Mydron models A through D, SarLon’s MaxiCannon and the Luxor Devastator-20 from becoming the next forgotten relics of history.

Game Rules:
Autocannons may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially loaded AC ammo bins are always live and will explode per standard rules if critically hit during game play.

Primitive prototype ballistic weapons (standard autocannons and the Long Tom artillery weapon) will suffer a jam on any to-hit roll result of 2 and may carry only three-quarters of their listed ammunition capacity (rounding up) per ton. Jammed weapons cannot be cleared in battle, and are considered damaged—but not destroyed—for game play and repair purposes.

Regardless of their nature, all Primitive prototype basic weapons are incompatible with modern targeting enhancers, including Artemis, Narc, and the targeting computer.

Construction Rules:
May be mounted on any available unit type in accordance with the unit’s standard construction rules.
Primitive/Inner Sphere Data
Prototype Date:  2488
Production Date:  —
Extinction Date:  2510
Recovery Date:  —

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat (Aero)
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
7 (7)
20 (20)
–/3/6/9 (Short)
C
F-X-X-X
300,000
14
10
178.000

Additional Construction Rules
The following construction rules extend the ones previously listed and are applicable for this technology base:
 May be split across multiple locations

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2488
2509
Experimental

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
4
B
C-C-D-D
10,000
1
17.000
2488
2510
TM (p. 207)
Flak
4
B
E-F-F-E
15,000
1
17.000
ES
~2310
TO:AUE (p. 164)
Tracer
4
B
D-E-F-E
15,000
1
21.250
ES
~2300
TO:AUE (p. 165)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
7
2
2
Autocannon

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 Autocannon (AC)
This unit mounts a significant number of autocannons and may fire them together as an alternative weapon attack instead of a standard weapon attack. This ability enables the unit to use alternate autocannon ammo for modified effects.

MTF Output → Weapon List:  AC/20p
MTF Output → Critical Slot:  Autocannon/20 Primitive
PDF Output → Critical Slot:  Autocannon/20 (Prototype)