Vehicle Mortar Round Information
Anti-Personnel
A fragmentation shell useful for troops out in the open. This round uses the flechette rules.
Anti-Vehicle
This smart shell homes in on vehicles and fires an explosively-formed penetrator round. It uses the anti-vehicular rules.
High Explosive
A standard explosive shell designed for mass destruction.
ICM
The Improved Conventional Munition (ICM), this round dispenses small submunitions when above its target. It applies damage to everyone within a 20 meter radius of the impact point.
DP ICM
The Dual-Purpose Improved Conventional Munition is based on the ICM, but its shaped charges are effective against vehicles. It affects all within a 20 meter radius of the impact point, and vehicles do not reduce the Power or Damage Level when attacked by this round. They do, however, receive their full armor rating.
Seeker
These shells are equipped with receptors for laser, microwave or radar target designators. Any round here may be modified in this way.
Smoke
These rounds deploy a 30 meter radius smoke cloud that lasts four minutes. This smoke blocks vision per the smoke rules, and IR Smoke rounds have hot particles that obscure thermographic vision as well.
Smoke (IR)
These rounds deploy a 30 meter radius smoke cloud that lasts four minutes. This smoke blocks vision per the smoke rules, and IR Smoke rounds have hot particles that obscure thermographic vision as well.
Solar
The solar shell helps in nighttime maneuvers by creating a bright white flash that lasts for five minutes, making the area brighter than full daylight, and also making it harder for anyone in the immediate vicinity to see clearly.
When this round strikes, everyone looking that direction receives a +8 TN modifier for any vision-required Test (including combat). Reduce the TN Modifier by -1 for every 10 meters from the point of impact; flare compensation reduces the modifier by 2. This effect is reduced by -2 for every full Combat Turn.
The bright light created negates all visibility modifiers for darkness out to a 100 meter radius from the point of impact, but anyone looking at it will suffer a +4 glare modifier instead, +2 with flare compensation. The round burns out after five minutes.





