Weapon |
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StartingAmmoCapacity | 0 |
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MinRange | 0 |
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EvasiveDamageMultiplier | 0 |
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ProjectilesPerShot | 1 |
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MaxRange | 720 |
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AttackRecoil | 2 |
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Damage | 55 |
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HeatGenerated | 11 |
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Type | Autocannon |
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Id | Weapon_Autocannon_UAC10_Prototype |
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RangeSplit | 180,360,540 |
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AOECapable | false |
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ShotsWhenFired | 1 |
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IndirectFireCapable | false |
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UIName | UAC/10 (EC) |
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Instability | 20 |
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Bonuses | WpnRecoil: 4,WeaponJAMFlat: 10,VariableBurstCount: 2,WeaponAttachmentCompatible: Autocannon FCS |
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Cost | 240000 |
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BattleValue | 0 |
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ComponentSubType | Weapon |
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DisallowedLocations | All |
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CriticalChanceMultiplier | 1 |
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AllowedLocations | All |
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WeaponEffectID | WeaponEffect-Weapon_AC10 |
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Icon | uixSvgIcon_weapon_Ballistic |
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DamageVariance | 0 |
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Tonnage | 13 |
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InventorySize | 8 |
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Rarity | 0 |
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ComponentType | Weapon |
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Details | An odd and transitory weapon, the Early Clan (or EC) Ultra Autocannon/10 serves as a bridge between the Inner Sphere AC/10 and the later true Clan-grade UAC/10. Dating to the Clan Golden Century, the EC UAC/10 bears much in common with its later Inner Sphere counterpart, showing the similar paths technology would take over the centuries. The EC UAC/10 was largely not a great weapon and was later abandoned by the Clans once they developed a true Clantech version of the weapon. |
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RefireModifier | 4 |
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EvasivePipsIgnored | 0 |
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OverheatedDamageMultiplier | 0 |
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AccuracyModifier | 0 |
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Manufacturer | Clans |
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Name | UAC/10 (EC) |
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Model | Heavy Autocannon |
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Category | Ballistic |
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Purchasable | true |
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AmmoCategory | UAC10 |
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HeatDamage | 0 |
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