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/ |