Explosive Launchers

Kerry Munitions Door Maker


Kerry Munitions, an explosives corporation, makes all kinds of special purpose things that go "boom" for the Empire, Alliance, or anyone else that has the credits. The "Doormaker" is very popular among special forces units because when the weapon is used against a wall and fired, the shaped charge blows about a 2-meter hole in the wall.Needless to say, when fired at a living organism, that unfortunate soul is going to be in a whole lotta pain.This weapon is tightly restricted by the Empire, but that doesn't stop them from using it.
Model Kerry Munitions "Doormaker"
Type Shaped-Charge Launcher-Detonator
Damage 8D
Scale Character
Range 0-2/5/10
Ammo Magazine holds 3 extra charges
Cost 1500 (ammo:50 each)
Brian D Eager (BEAGER2@prodigy.net)

SoroSuub Tank Hunter Disposable Rocket


Using the same rockets as their famed Firestorm-1, the Tank Hunter is cheaper, more packable version. Consisting of collapsibletube and a folding sight assembly, the Tank Hunter is one of the most compact Light Anti-Armour Weapons (LAAWs) on the market. The rocket is preloaded into the launch tube at the factory. When the user wishes to fire the Tank Hunter, he simply removes the safety pin, extends the tube, sights and presses the firing button. After that, the tube is disposable, with he ignition mechanism is reduced to slag by the heat of the exhaust. Available in several different styles of warhead, the Tank Hunter is rapidly becoming a common sight on the modern battle field.
Type single shot, disposable personal rocket
Skill Missile Weapons: personal rocket
Scale character
Availability 2 X (R for smoke version)
Cost 250
Range 3-40/120/400
Damage
Anti-tank warhead 10D
Anti-personnel 5D (0-2m)/4D (8)/3D (14)/2D (20)
Smoke generates a 4D smoke screen, 10m diameter
White phosphorous 5D (0-2m)/4D (8)/3D (14), does 3D Damage next 5 rounds.
 

Zone Control Viper 1 Grenade Launcher 


         The Zone Control Viper is the backbone of Zone Control's line of grenade launchers, and one of the most popular designs ever.  It fits
under the barrel of most blaster rifles and carbines, and fired by a push button switch.  It has served on all sides in nearly every conflict since
the Clone Wars, and was one of the first to utilize the now standard 35W40mm shell.  It is a rugged, reliable, easy to use design that has
existed long enough to have had all the bugs worked out of it.  It does, however, have what many consider design flaws.  One, it has a two shot
capacity.  In many situations it is sufficient, but due to the trap-door design of the magazine, it takes approximately 5 seconds for a trained
operator to load a single shell.  The other is the location of the firing button and lack of safety, meaning that a round may be accidentally
discharged if the weapon is wacked just right.  It accepts shells up to 102mm in length. 
         The Viper grenade launcher has excellent accuracy at short ranges and is considered one of the best rifle-attached grenade launchers in the industry.  It is found in common use in many military units, but Alliance SpecForces and many Imperial troops use the Viper 2, a slightly upgraded version that has 150% greater ammunition carrying capability.

Model: Zone Control Viper 1 Grenade Launcher
Type: Grenade launcher rifle attachment
Scale: Character
Skill: Missile weapons: grenade launcher
Ammo: 2
Cost: 450 (launcher), 200 (grenades)
Availability: 2, R
Fire Rate: 2
Range: 1-250/350/500
Blast Radius: 0-2/4/6/10
Damage: 5D/4D/3D/2D
Game Notes: Two rounds to reload grenade magazine.

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/
 

Zone Control Viper 2


The Viper 2 is a modestly upgraded version of Zone Control's original Viper model grenade launcher.  It has the same excellent accuracy at short ranges as the Viper and has a 150% larger capacity grenade magazine. It is considered one of the best rifle-attached grenade launchers in the industry, and is a favorite amongst Alliance troops.

Model: Zone Control Viper 2 Grenade Launcher
type: under-barrel grenade launcher
Scale: Character
skill: missile weapons: grenade launcher
availability: 2 R,X
cost: 500
Range: 1-250/350/500
ammo: 5
damage: depends on ammunition
notes: takes one round to reload one shell
Designer Notes: Stats based off of the description for the Viper 2 grenade launcher that is found in the 'Rules of Engagement: The Rebel SpecForce Handbook.'
 
 
 

ZONE CONTROL VIPER


The Zone Control Viper is the backbone of Zone Control's line of grenade launchers, and one of the most popular designs ever. It fits under the barrel of most blaster rifles and carbines, and fired by a push button switch. It has served on all sides in nearly every conflict since the Clone Wars, and was one of the first to utilize the now standard 35W40mm shell. It is a rugged, reliable, easy to use design that has existed long enough to have had all the bugs worked out of it. It does, however, have what many consider design flaws. One, it has a two shot capacity. In many situations it is sufficient, but due to the trap-door design of the magazine, it takes approximately 5 seconds for a trained operator to load a single shell. The other is the location of the firing button and lack of safety, meaning that a round may be accidentally discharged if the weapon is wacked just right. It accepts shells up to 102mm in length. 
The Viper grenade launcher has excellent accuracy at short ranges and is considered one of the best rifle-attached grenade launchers in the industry. It is found in common use in many military units, but Alliance SpecForces and many Imperial troops use the Viper 2, a slightly upgraded version that has 150% greater ammunition carrying capability. 
Model Zone Control Viper 1 Grenade Launcher
Type Underbarrel grenade launcher
Scale Character
Skill missile weapons: grenade launcher
Availability 2 R, X
Cost 450
Range 1-250/350/500
Ammo 2
Damage depends on ammunition
Notes takes one round to reload one shell
Designer Notes Stats based off of the description for the Viper 2 grenade launcher that s found in the 'Rules of Engagement: The Rebel SpecForce Handbook.'
Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

ZONE CONTROL VENOM


A simple design, the Venom is a single shot pistol fitted with a thumb latch to load the barrel, and a single-action trigger. It comes with a shoulder holster, and is often used by squad leaders and commando troops for specialized ammunition. Fitted with a simple notch-and-post sight for short range and a folding ladder sight for longer shots, the Venom is a simple, low cost, easy to use weapon that is very popular with light troops. There is really only one complaint about the weapon. Due to its design, the trigger must be manually cocked before firing, and the way it comes from the factory is kind of smooth, making it difficult to cock when wet or when the firer is wearing gloves. A few minutes with a file roughens it up enough that this is no longer a problem. It excepts all lengths of 35W40mm shells. 
Type Grenade launcher pistol
Skill missile weapons: grenade launcher
Availability 2 R, X
Cost 250
Range 1-100/150/300
Ammo 1
Damage by grenade type

ZONE CONTROL VAMPIRE


The Vampire is the flagship of Zone Control's line. It is, by any definition, a big weapon. It fires 35W40mm shells, and has a semi-automatic/4 round burst/fully-automatic trigger group. It's most unique feature is the feed system. The shells are feed from a pair of detachable box magazines, and can be programmed to fire one magazine (with or without the option of automatically switch over when one mag is empty), or alternating between magazines on a one-one ratio. The typical agazines hold 16 rounds, but four and eight round magazines are also vailable. In simple words, a grenadier can place 32 grenades into an area in about 5 seconds with very little difficulty. By using a tactical mix of fragmentation, white phosphorous, smoke and EMP shells, a single individual can easily wipe whole platoons of the map in a matter of seconds. But he better be rich, because feeding these babies really pricey, real fast. The magazines can except no shells over 102mm, but shells up to 130mm may be manually feed into the chamber. A few individuals are known to mount a Viper under the barrel, for carrying special ammunition. 
Type Selective-fire grenade launcher
Skill missile weapons: grenade launcher
Availability 3 X
Cost 2000 (16rnd mags 20cr, 8rnd 15cr, 4rnd 10cr)
Range 5-100/200/400
Ammo 2 x magazines, 16, 8 and 4 shot magazines available.
Damage varies by grenade type
Notes
Hitting when firing burst and full-auto, add +1 to the difficulty to hit with each successive shot, and roll to hit and roll scatter individually firing
Modes 4-shot burst fire 4 rounds per trigger pull, and full auto empties the magazines
Feed Mechanism The feed mechanism may fire from a magazine "a" until empty, fire mag "a" until empty then mag "b", or alternate 1:1 between each magazine.
 

TH'TA MANUFACTURING SA-26 ROTARY GRENADE LAUNCHER


The Th'ta SA-26 is an excellent example of the wide diversity of designs available from smaller weapons houses. It has a six-shot, swing-out cylinder, which is advanced and fired from the double-action trigger, much like slug-thrower revolvers. It is fitted with a vertical foregrip and a top folding stock. The sight are of the holographic, heads-up type, mounted on a swivel over a diagram designating the proper angles for the proper range on the left side. This is of little concern, as the "floating dot" sight picture actually needs both eyes to work. The cylinder design has an added bonus of allowing misfires to be cleared with a simple trigger pull, then dumped out with the empty cases. In addition, the cylinder can be removed from it's axle, and replace with a preloaded one, facilitating extraordinarily fast load changes. It can fire shells up to 125mm overall. 
Type Rotary grenade launcher
Skill missile weapons: grenade launcher
Availability 2 F,R,X
Cost 1000 (spare cylinders 400cr)
Ammo 6
Fire Rate 3
Range 5-100/200/400 (+1D to hit at long range if fired with stock folded)
Damage varies by shell type
Notes reloading each cylinder counts as an action, as does opening or closing the cylinder. Replacing a cylinder takes one action.

SOROSUUB DISPOSABLE GRENADE LAUNCHER


The SoroSuub Disposable is Gamorean simple. It is a single-shot, non-reloadable weapon. It is cocked by unfolding the grip from the body of the tube, and fired by pulling the trigger. It is available in smoke, WP, fragmentation and stun loads. The sight is a simple, flimsy ladder, that is cammed into position by extending the grip, and a self-luminescent front blade. The instructions are printed in Basic, Sullustian and the 3 most common synthetic trade languages, and in cartoon form for illiterates, on the body of the launcher. It doesn't get much more basic than this. 
Type Disposable grenade launcher
Skill missile weapons: grenade launcher
Availability 2 R,X
Cost Hand Grenade version +70cr
Range 5-50/100/200
Damage depends on grenade type

MILTECH RIFLE GRENADE ADAPTER


An older concept dating back to the first evolutionary step, the MilTech adapters convert a basic hand grenade into a rifle grenade. To use, unscrew the fuse assembly on your hand grenade, and mount this in its place. When this is placed on a blaster rifle or carbine set to stun, the electrical discharge ignites the rocket motor, sending the bomb on it's way (while it possible to fire these from a pistol or heavy pistol, the recoil makes a situation of last resort). The rocket fires the grenade out to about three times it's normal, thrown range. These are useful in that it means that you only have to stock one model of each grenade class instead of two. 
Type Rifle grenade adapter
Skill missile weapons: rifle grenade
Availability 2 R,X
Cost 100
Range triple the individual range entries for the appropriate type of hand grenade.
Damage as per the grenade type
Notes If fired from a pistol, the recoil does 3D damage to the firer. If the weapon is set for lethal force during firing, the rocket explodes doing 5D damage in a 1m area, plus the grenade detonates as normal.

MERR-SONN GL-4 GRENADE SLING


The MS GL-4 is a popular weapon in Imperial service. It adapts the electro-magnetic railgun technology of old to fire a hand grenade. It is a large, single shot, shoulder weapon. To load it, one first trips the barrel release, and inserts an ARMED impact fused hand grenade. Obviously, loading the grenade backwards or dropping it are really bad ideas. This is the origin of the camp that considers the GL-series to be death traps. Still, it does provide more versatility with stock hand grenades, without having to modify them, such as with the MilTech Adapters. It has been seen in service with Stormtrooper and Assault units, with the regular Army and the Navy gradually receiving them. 
Type Grenade sling
Skill missile weapons: grenade launcher
Availabilit 2 R,X
Cost 500
Ammo 1
Fire Rate 1/2
Range 1-200/300/400
Damage varies per grenade type
Notes takes one round to reload, two rounds to recharge.

MERR-SONN GL-5 GRENADE SLING


The MS GL-5 is a new weapon entering Imperial service. It has modified the design of the GL-4 into a design that can be fitted under a blaster rifle or carbine barrel. It is gradually being moved into the Stormtrooper legions, especially the specialized ones. The drawback to it is the slower capacitor recharge time, which is about 50% greater than on the GL-4. 
Type grenade sling
Skill missile weapons: grenade launcher
Availability 3 R,X
Cost 900
Ammo 1
Fire Rate 1/3
Range 1-200/300/400
Damage varies per grenade type
Notes takes one round to reload, three rounds to recharge.

Merr-Sonn GL-7 Grenade Sling


The MS GL-7 is a new weapon entering Imperial service. It has modified the design of the GL-4 into a design that can be fitted under a blaster rifle or carbine barrel. It is gradually being moved into the Stormtrooper legions, especially the specialized ones. The drawback to it is the slower capacitor recharge time, which is about 50% greater than on the GL-4 
Type grenade sling
Skill missile weapons: grenade launcher
Availability 3 R,X
Cost 900
Ammo 1
Fire Rate 1/3
Range 1-200/300/400
Damage varies per grenade type
Notes takes one round to reload, two additional rounds to recharge capacitors.

BLASTECH STARCAT


This is one of BlasTech's first experiments in the grenade launcher market. It has not been as successful as they might have hoped. The design itself is an excellent one, but it uses a non-reloadable, prepacked magazine containing proprietary, caseless rounds that can not be reloaded or fired from anything else. In anticipation of this, BlasTech spent a large fortune on redesigning all of the popular specialty rounds, so that all common forms of 35W40mm ammo was copied in their 30W45mm design. Why they did this was a mystery, but it has been done. The Starcat is meant to be fitted under their rifles and carbines, with adapters to other major designs available. In general it is wonderful design, but BlasTech dropped the ball when they went to the special ammo. 
Type underbarrel grenade launcher
Skill missile weapons: grenade launcher
Availability 3 R,X
Cost 800 (often lower, due to liquidation) (ammo: hand grenade cost x 9)
Ammo 5
Range 5-100/300/650 (due to grenade design) (flechette/dragon breath/net:10-60/120)
Damage varies as per grenade type

GOLAN ARMS RGL-70 GRENADE LAUNCHER


The RGL-70 is what the BT Starcat could have been. Another semi-auto design, it uses a 5 shot box magazine, it has been to give the ZC Viper some heavy compition for the underbarrel market due to the capacity. Essentially a modified Viper, the RGL-70 is fitted with a positive safety and better sights. ZC is rather annoyed with this development, as they gave GA a contractor's license for the Viper during the Clone Wars. When the contract ran out, the machinery was returned to ZC. About month later, the RGL-70 hit the market, using much of the same internal parts and mounts as the Viper, but with enough differences to make it stand out. The box will except round up to 102mm in length. 
Type underbarrel grenade launcher
Skill missile weapons: grenade launcher
Availability 2 R,X
Cost 600 (magazines: 12cr)
Range 10-150/350/400
Ammo 5
Damage as per grenade type

Gualtero Arms Frag. Grenade Launcher


Used by neither the Empire or the Republic, this weapon is generaly purchased and used by kill happy bounty hunters or assassins with a hunger big bangs. Due to the size of the ammunition, and the medium size of the gun (great for hiding under trench coats), you can only fire 2 shots before reloading, which takes 1 round.
Model Gualtero Arms Frag. Grenade Launcher
Type Grenade Launcher
Scale Character
Skill Rocket Weapons: Frag. Grenade Launcher
Ammo 2 Fragmentation Grenades
 
Fragmentation Grenade
Model Standard Fragmentation Grenade
Type Explosive
Scale Character
Cost 200 credits
Availability 1, R
Blast Radius 0-2/4/6/10
Damage 5D/4D/3D/2D
 
Cost 3,050 credits
Availability 3, R
Range 5-25/50/100 meters
Fire Rate 1
Andrew Young (kayoung@pressenter.com)

Mandolorian Arms Thermal Grenade Launcher "Devastator"

Model Mandolorian Arms Thermal Grenade Launcher "Devastator"
Type Grenade Gun
Scale Character
Skill Rocket Weapons: Thermal Grenade Launcher
Ammo 2, has to be reloaded after every two shots: reload time: 1 round
Cost 2, 417; Ammo:25 per shell
Availability 2, X
Range It'll go as far as you need it to
Damage 10D, Double shot burst 20D, timed mode (goes of 3 secs after hits target) 7D
Game Notes If your wondering what it looks like it's basically what the Terminator has in T2. If timed mode is used on a person then the rocket will go through them, causing 6D damage.
Sam92552@aol.com

Mestic Munitions Model 203 Grenade Launcher


Mestic Munitions Model 203 grenade launcher is the standard grenade launcher used on many of Mestic's various slugthrower rifles, especially the AR-15 assault rifle. It uses specially made grenades which can be hard to come by but are generally a bit cheaper than most standard grenades. It doesn't quite rank highly in range when compared with many of the grenade launchers used by the Empire or the Republic, but in the words of a Mestic representative, "there ain't gonna be no reason that ya should be firing these things more than 200 meters."
Model Mestic Munitions Model 203 Grenade Launcher
Type Grenade launcher rifle attachment
Scale Character
Skill Missile weapons: grenade launcher
Ammo 3
Cost 400 (launcher), 100 (grenades)
Availability 3, R
Fire Rate 2
Range 3-30/100/270
Blast Radius 1-2/4/6/8
Damage 6D/5D/4D/3D
Game Notes One round to reload grenade magazine.
Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/
Mini-Grenade Launchers

Locris Syndicates Model AMGL-10


Designed to provide light infantry support, the AMGL-10 fires 25x45mm caseless microgrenades. It must be mounted, usually either on a vehicle mount of some type, or a light weight, low riding tripod for firing, and uses a 300 round drum magazine. They are not very common for economic reasons, with the vast majority of them being in Imperial or CSA magazines. A very long weapon, the AMGL-10 is mostly barrel. This gives it it's extended range and heavy weight. It is currently issued to a number of Imperial assualt units as a light fire support weapon, including the Stomtroopers.
Scale Character
Type automatic grenade launcher
Skill Missle Weapons: automatic grenade launcher
Cost 8000
Availability 3 X
Ammo 300
Range 5-25/200/500
Damage varies, based on ammunition.
NOTE May fire single shot, five-shell or 20-shell burst. When fired on burst, roll scatter individually for the shells, and +1 difficulty to hit for each succesive shell.

Merr-Sonn Trooper Minigrenade Launcher


The Merr-Sonn Trooper is a simple, realitvely unimaginative design, using the time honored pump-action method of placing fresh projectiles in the chamber. It uses a three round tubular magazine of 25mm grenades, which parallels the stubby barrel. Short enough to be fitted under the barrel of the E11/Stormtrooper 1 series of blaster rifles, these were origionally marketed to the Empire as a squad-level support weapon for Stormtroopers. So far, the orders of these weapons have been limited, with more going to the Army and Intelligence than anywhere else.
Model Merr-Sonn Trooper
Type 25x45mm grenade launcher
Skill Missile Weapons: grenade launcher
Availability 2 X
Cost 800
Range 3-30/120/350
Ammo 3 (takes an action to load one shell) 
Fire Rate 2
Damage varies as per grenade type
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