Recoilless Coil Gun/Cannon

This series is a Recoilless, Squad-level, shoulder-fired (Or mounted, in the case of 120+mm), magnetic-launch weapon which can and will fire anything magnetic which fits or is crammed into the tube. Official munitions include but are not limited to AP, APHE, APFSDS, HESH, HE, HEAT and Shrapnel shells. Unofficial munitions include caltrops, ball bearings, and the user’s imagination. The unit fires a percussive blast from the rear end of the tube which will knock the cannon (and those using/attached to it) FORWARD if the cannon is not loaded to the correct load/recoil level; Or backward if there is not enough recoil to balance the force of launching the projectile. The percussive blast will send you flying, flay the skin from your bones, and likely break said bones if you are caught in its blast. The recoil from the percussive blast can be set between 1/5th, 1/4th, 1/3rd, 1/2th and full load, measured by weight of projectile(s). Gauss braces help with when the recoil levels are set incorrectly. Always use full load for shells. Aiming can be tricky, even moreso for improvised loads. The Coilguns cost 20C, 25C, 28C, 30C, 32C, 33C, 35C respectively based on size categories. Both Explosive Arms and Heavy Arms training is required to purchase this. Akras Brand ammunition for assorted Coilguns average at around 1C or 2C per shell. Improvised ammunition varies in cost however. Mounted weapons skill is used in place of heavy weapons if the calibre is equal to or exceeds 120mm