ottarrus
Emperor Mongoose
On an Abrams there are a total of three MGs.The intent was for the vault to be for ammunition. It doesn't work out neatly in one Space chunks (well, you'd be able to carry about 100 rounds by VHB math) - I split it between one ammo Space for MG ammo and the vault for the shells. The vault will give you a Sev 1 freebee for 'cargo' hits, so it would have a game purpose - although exploding ammo isn't directly addressed in the critical hits table - except as weapons destroyed.
I do have a 'fire extinguisher' option in there. And the basic fire control system probably covers the concept of stabilisation as well as is necessary for a game not focused on the 20th/21st century.
I was curious about the third machine gun, though, as that makes four guns and four people in the tank, so who's driving? Or is it more a factor of "I'm firing this one or that one." - the latter probably best to abstract out of the design (plus, if I make them separate, I'm going to have to go up a Space)
- the .50 cal on the track commander's hatch; this is the primary MG and is for use vs. thin skinned vehicles and light armored vehicles
- the co-ax 7.62mm M240 operated by the gunner; this is an adjunct to the main gun for use vs. infantry
- and a 5.56 M249 SAW on the loader's hatch; this is intended to cover the 'blind side' of the tank and for dismounted action