Launcher Weapons

Name Range RoF    Damage Type Pen Clip Reload Special Availability
Grenade Launcher, Single 60m s/-/- 1 Full Average
Grenade Launcher, Automatic 40m s/3/- 12 2 Full Inaccurate, Rare
Launcher, RPG 100m s/-/- 1 Full Rare
Launcher, Single Use 100m s/-/- 1 N/A One Shot, Inaccurate Average
Missile Launcher, AA 500m s/-/- 1 2 Full +20% to BS to hit Flyer or Skimmer Targets Very Rare
Missile Launcher, ATGM 500m s/-/- 1 2 Full +20% to BS to hit Ground Targets (Vehicles or structures) Very Rare
Mortar, Automatic 50-300m s/-/5 5 5 Full Inaccurate, Indirect Very Rare
Mortar, Heavy 50-500m s/-/- 1 Full Inaccurate, Indirect Rare
Mortar, Light 50-200m s/-/- 1 Full Inaccurate, Indirect Scarce
  Qualities:
Note: These weapons all use the Damage, Type, Pen and Additional Special qualities of the Ammunition listed under the Explosives subsection.

Inaccurate: The user cannot gain the benefit of the Aim action using this weapon.
Indirect: The user does not need Line of Sight to target.  Designate a point and the roll scatter of 1d10-Int Bonus in meter of the user. Roll a 1d10 to determine the direction of scatter using the DH2 rules.  If this reduces the scatter to a hit, good, other wise the new location is the center of the weapon effect.
One Shot: The weapon discharges on round and then is effectively destroyed.  A weapon-smith may be able to reload, but will charge about as much as a new disposable launcher anyway.

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