Component:mk-62-cannon

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In Game Description

Like its single-barreled variant, the Mk62 is a light 120mm naval gun, now sporting an additional gun to provide twice the firepower. Also like the Mk61, the Mk62 is an excellent weapon for tackling warships of its intended weight. However, the additional barrel increases the reload time significantly.

Overall, the Mk62 is identical to its single-barreled variant, with all the strengths and weaknesses as the latter. Fires 120mm chemical-ballistic shells.

The Mk61 and Mk62 also feature a specially designed dual purpose control computer allowing them to be automatically assigned to incoming missile threats, provided the gun is not already assigned another target and the correct ammunition is available.

Stats

Mk62 Cannon
Faction ANS
Cost 10 pts
Dimensions 3x1x3 (C2)
Hitpoints 150
Hitpoints to Function 10
Damage Threshold 15
Mass 6 Tonnes
DC Priority Medium
Accuracy Marks 4m @ 2.5km
9m @ 5km
Role Dual-Purpose
Integrated FC No
Optical Backup Yes
Compatible Ammo Types Ballistic/Chemical - 120mm
Single Shot
Reload Time 4 s
Fire Rate 15 RPM
Power -50 (kW)
Traverse Rate 35 deg/s
Elevation Rate 35 deg/s
Elevation Limits +70 deg., -5 deg.

Lore

The Mk62, a prime example of the current Naval Office's design doctrine: Boring, hi-tech, and deadlier than it looks. Autumns says the Mk62 makes us look like we're being too modest, as if we're supposed to roll into the Battlespace with cutlasses and flintlocks "like men" and start swinging away, which is teh dumbest thing I've ever heard in my line of work and I've been doing my job for years now.

Given the choice, the Naval Office will equip ships with these over the Mk61 which is to be expected, it puts out respectable firepower, enough to make OSP captains think twice during a raid. 120mm shells will punch a hole in most armor on a straight shot but put it against anything bigger than a destroyer and you'll be wanting the bigger stuff.

By the way, keep your fingers away from the autoloader. Heard bad things.

- T. Meadows, LT