Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Autocannon/10 (Prototype)
Type (Category):  Weapon (Ballistic)
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.
Unit Type Availability
BattleMechsIndustrialMechs
Primitive/Inner Sphere Data (BattleMechs)
Prototype Date:  2443
Production Date:  
Extinction Date:  2470
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
3 (3)
10 (10)
–/5/10/15 (Medium)
C
F-X-X-X
200,000
12
7
123.000

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2443
2469
Experimental

AMMUNITION COMBAT AND CONSTRUCTION TABLE
Type
Rounds
Rating
Availability
Cost (C-bills)
Weight (Tons)
Battle Value
Explosive
Prototype
Production
Extinction
Recovery
Reference
Standard
8
B
C-C-D-D
6,000
1
12.000
2443
2470
TM (p. 207)
Flak
8
B
E-F-F-E
9,000
1
12.000
ES
~2310
TO:AUE (p. 164)
Tracer
8
B
D-E-F-E
9,000
1
15.000
ES
~2300
TO:AUE (p. 165)

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
3
1
1
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.

MegaMek Output → Weapon List:  AC/10p
MegaMek Output → Critical Slot:  Autocannon/10 Primitive
Record Sheet Output → Critical Slot:  Autocannon/10 (Prototype)