The following rules are completely untested, use at your own risk!
Additional Rules for tank weapons
Every range bracket after short suffers an additional modifier to AP and DV:
Short Range: ---
Medium Range: +5 AP | -5 DV
Long Range: +10 AP | -10 DV
Extreme Range: +15 AP | -15 DV
M1A2 Abrams
Crew: 4
Passenger Capacity: None
Handling: -10
Movement Rate: 8/32
Max Velocity: 27/48/67
Armor: Front: 15/50 | Side: 15/30 | Rear: 10/15
Durability: 150
Wound Threshold: 30
Weapons:
120mm Cannon [M256 - Kinetic] (Smartlinked)
AP: -40 / DV: 5d10+25 / SS / Ammo: 40 / Range: 0-1500|2500|3500|5500
7.62mm Coax (Smartlinked)
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 5700 / Range: 0-200|500|800|1500
7.62mm Pintle
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 5700 / Range: 0-200|500|800|1500
.50 cal Pintle
AP: -8 / DV: 2d10+8 / BF, FA / Ammo: 1000 / Range: 0-400|800|1300|2000
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Leopard 2A6
Crew: 4
Passenger Capacity: None
Handling: -10
Movement Rate: 8/32
Max Velocity: 30/40/72
Armor: Front: 15/50 | Side: 15/30 | Rear: 10/15
Durability: 150
Wound Threshold: 30
Weapons:
120mm Cannon [L55 - Kinetic] (Smartlinked)
AP: -40 / DV: 5d10+25 / SS / Ammo: 42 / Range: 0-1500|2500|4000|6000
7.62mm Coax (Smartlinked)
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 2000 / Range: 0-200|500|800|1500
7.62mm Pintle
AP: -4 / DV: 2d10+5 / BF, FA / Ammo: 2750 / Range: 0-200|500|800|1500
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Pre-Fall Tank
Crew: 2
Passenger Capacity: None
Handling: +0
Movement Rate: 8/32
Max Velocity: 45/55/80
Armor: Front: 30/60 | Side: 30/35 | Rear: 20/15
Durability: 200
Wound Threshold: 40
Weapons:
120mm Cannon [Railgun] (Smartlinked)
AP: -50 / DV: 5d10+40 / SS / Ammo: 60 / Range: 0-2250|3750|6000|9000
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Post-Fall Tank
Crew: 2 [and/or computer controlled]
Passenger Capacity: None
Handling: +0
Movement Rate: 8/32
Max Velocity: 45/60/90
Armor: Front: 40/75 | Side: 35/40 | Rear: 30/20
Durability: 250
Wound Threshold: 50
Weapons:
120mm Cannon [Railgun] (Smartlinked)
AP: -50 / DV: 5d10+40 / SS / Ammo: 80 / Range: 0-2500|4000|6500|10000
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The statistics are fairly arbitrary. I do know a little bit about tanks however. My primary goal with respect to the main weapon each tank carries, is to score a penetration/kill within 1-3 shots at close range on the frontal armor of an equivalent tank, while requiring many more long range shots to score a kill. 5d10 dice are used to reflect the immense variability in damage - it is not uncommon for a sabot, especially at long range, to simply bounce off another tanks' armor, doing no damage. Likewise, it is entirely possible for a lucky hit to the turret ring to penetrate straight into the crew compartment. [Although the damage rules for Eclipse Phase really do not mesh well with tank design.]
The additional rules for ranged combat between tanks is meant specifically to represent the penetration problems tank weapons have over the extreme ranges they fire at.
I would also like to note, that for an average height person, the horizon is about 6-10km's away, and any tank firing over that distance will probably have LOS issues. Further, the extreme range itself probably isn't possible with modern day tanks unless they actually situate themselves on a large hill or mountain. Naturally the actual ranges of modern weapons are classified, so it's just guesswork on my part, but I've heard stories of Leopards/Abrams hitting targets 5+ kilometers away.
Also, I meant to include secondary weapons for the pre-Fall/post-Fall tanks, but got lazy. Normally, I wouldn't include half-done things like that, but I wanted them around for comparison to today's modern MBT's.
References: [All over the place, really, but here's two good ones]
http://www.inetres.com/gp/military/cv/tank/M1.html
http://www.inetres.com/gp/military/cv/tank/Leopard2.html
Glossary
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