.50 aircraft machine gun — A bit much, eh?
(See foregoing text for why it was
included.) A hit from this will throw a
character ten to fifteen feet and necessitate
a system shock survival roll. Supply
varies by type, and is usually upwards of
2,000 rounds (for game purposes, an infinite
supply or a predetermined number
of strafing runs). Note that the best air-to-
ground combat craft is a helicopter
gunship, and this can hover and fire, increasing
the listed fire rate by putting
more projectiles on the target,

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DAMAGE1, S-M:
DAMAGE1, L:
FIRE RATE2:
SUPPLY3:
RELOADING TIME4:
RANGE (S/M/:):
RANGE MODIFIER (S/M/L)5:
ENCUMBRANCE6:

1 -- Per projectile (multiple attacks often possible per round; see "Fire rate"). S, M, L refer to size of creature.
2 -- Attacks per round (scaled down for AD&D purposes; not always true-to-life).
3 -- Attacks possible (rounds that can be fired before reloading).
4 -- In rounds.
5 -- Don't forget to also apply hit modifiers from the table on page 112 of the DMG. <(SIMPLY: don't forget to apply non-proficiency penalties, if applicable.)>
    Ranges are up to the number given (save for mortars; see text).
    The number given represents units of ten feet. <(Outdoors, ranges should be in yards)>
    S = short, M = medium, L = long.
6 -- In #.