Gunnery
See Skill: Gunnery
For single characters attempting to use Gunnery weapons unassisted, especially without Bipods and Tripods:
See: Weapon Harness and Repulsorlift Harness.
Gunnery Repeating Blasters
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Heavy Repeating Blaster | 15 | 2 | Long | 9 | 4 | (R) 6000 | 8 | Auto-fire, Cumbersome 5, Pierce 2, Vicious 1 |
HG-DC p. 42 | ||||||||
HOB Heavy Repeating Blaster | 15 | 3 | Extreme | 10 | 4 | (R) 6500 | 8 | Auto-fire, Cumbersome 6, Pierce 2, Vicious 1 |
VX Sidewinder Repeating Blaster | 12 | 3 | Long | 8 | 4 | (R) 3350 | 7 | Auto-fire, Cumbersome 5, Pierce 1, Vicious 1 |
About Repeating Blasters
p. 162
Repeaters generally require a two-sentient team, with one soldier serving as the gunner and the other handling the generator and power couplings. In military units, the second operator often monitors a communications array attached to the generator for selection of targets.
Heavy Repeating Blaster
p. 162
Heavy Repeating Blasters are far too unwieldy to fire effectively without a Tripod, unless the bearer has truly remarkable strength. The cost of the weapon includes a Tripod Mount.
Setting up this Tripod weapon requires the crew to spend one preparation Maneuver, plus two more for the tripod.
HOB Heavy Repeating Blaster
HG-DC p. 43
HOB Heavy Repeating Blasters are far too unwieldy to fire effectively without a Tripod, unless the bearer has truly remarkable strength. The cost of the weapon includes a Tripod Mount.
Setting up this Tripod weapon requires the crew to spend two preparation Maneuvers, plus two more for the tripod.
Mechanics Checks to repair a HOB gain .
VX Sidewinder Repeating Blaster
HG-DC p. 43
Though designed for use with its included Bipod Mount, a wielder with sufficient strength can carry and even fire the weapon on the move, albeit invariably with reduced accuracy. Users who intend to wield the VX in this way often attach a harness, although even then the weapon requires two hands to wield.
Setting up the Bipod requires the user to spend one preparation Maneuver.
Gunnery Projectors and Launchers
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
HG-DC p. 42 | ||||||||
CZ-28 Flamestrike | 9 | 2 | Short | 8 | 3 | (R) 2000 | 8 | Burn 4, Blast 9, Cumbersome 3, Vicious 2 |
FC1 Flechette Launcher | * | * | Medium | 6 | 4 | (R) 2500 | 6 | Cumbersome 3, Prepare 1, Limited Ammo 4 |
Flechette Round (Anti-Infantry) | 8 | 3 | - | - | - | (R) 75 | 6 | Blast 8, Pierce 6, Vicious 1, Limited Ammo 1 |
Flechette Round (Anti-Vehicle) | 10 | 2 | - | - | - | (R) 150 | 6 | Breach 2, Vicious 3, Limited Ammo 1 |
Z50 Grenade Launcher | * | * | Medium | 5 | 3 | (R) 1250 | 4 | Cumbersome 3, Limited Ammo 6 |
Cartridge Grenade (Frag Grenade) x 6 | 8 | 4 | - | - | - | 150* | 5 | Blast 6, Limited Ammo 6 |
CZ-28 Flamestrike
HG-DC p. 45
Flame projector. (see table)
FC1 Flechette Launcher
HG-DC p. 45
A newly purchased FC1 Flechette Launcher is loaded with (4) Flechette Rounds of either type.
An FC1 may be loaded with Anti-personnel or Anti-Vehicle rounds, and can fire a total of four shots. Some mercenaries tend to load the FC1 with a mix of both, so that they can respond to any situation. In this case, the character should note what their weapon is loaded with, and use the appropriate profile with each shot. They still have to track total shots as per the Limited Ammo quality.
Before firing the FC1, the firer must use the scope's built-in range finder to program a detonation range approximately 10 meters in front of the target for ideal dispersal of flechettes. This guarantees they hit the target with the blast.
Anti-Infantry Flechette Round
(see table)
Anti-Vehicle Flechette Round
The Anti-Vehicle rounds of a Flechette Launcher have a much narrower spread, making them highly inaccurate against small targets.
When used against targets of Silhouette 1 or smaller and firing Anti-Vehicle rounds, the weapon gains the Inaccurate 3 quality.
Z50 Grenade Launcher
HG-DC p. 45
The listed price does not include ammunition.
Grenades loaded in the launcher do not count toward the character's Encumbrance value.
Cartridge Grenades
Grenade Launchers are loaded with Cartridge Grenades. Cartridge Grenades used in a launcher are different than hand grenades.
Cartridge Grenades cannot be thrown, they must be fired from a Grenade Launcher.
Cartridge Grenades use the same characteristics as equivalent hand grenades. The Grenade Launcher uses the grenade's damage and critical rating and adds the Blast, Guided, Pierce, Breach, Concussive, Disorient, Ensnare, and Burn qualities listed in the grenade's profile.
Cartridge Grenades for a Grenade Launcher cost the same as equivalent hand grenades, though many merchants offer a 50 percent discount on cases of six. The character should specify what type of grenades they want when purchasing them.
Portable Missiles
Name | Dmg. | Crit | Range | Encum. | Hard P. | Price | Rarity | Special |
---|---|---|---|---|---|---|---|---|
p. 160 | ||||||||
Missile Tube | * | * | * | 7 | 4 | (R) 7500 | 8 | Cumbersome 3, Prepare 1, Limited Ammo 6* |
Proton Missile (clip of 6) | 20 | 2 | Extreme | - | - | (R) 600 | 8 | Blast 10, Breach 1, Guided 3, Limited Ammo 6 |
HG-DC p. 47 | ||||||||
Mk.10 Concussion Missile | 14 | 4 | Extreme | - | - | 200 | 8 | Blast 10, Concussive 3, Disorient 5, Guided 2, Limited Ammo 1 |
C-88 Fragmentation Missile | 12 | 4 | Extreme | - | - | 75 | 7 | Blast 12, Guided 3, Limited Ammo 1 |
SK-44 Plasma Missile | 16 | 3 | Medium | - | - | (R) 160 | 8 | Blast 14, Inaccurate 1, Pierce 2, Limited Ammo 1 |
C-908 Incendiary Missile | 10 | 3 | Extreme | - | - | (R) 145 | 7 | Blast 10, Burn 3, Guided 2, Limited Ammo 1 |
Missile Tube
p. 165
A newly purchased Missile Tube is loaded with a clip of 6 Proton Missiles.
A Missile Tube can fire any missile. The Missile Tube uses that missile's damage, critical rating, and range and adds the Blast, Guided, Pierce, Breach, Concussive, Disorient, Ensnare, and Burn qualities listed in the missile's profile. Missiles loaded in the launcher do not count toward the character's Encumbrance value.
Missile Tubes require one preparation Maneuver before firing.
Firing Modes
Missile Tubes can be fired in one of three modes:
The first is infrared, which homes in on a craft's heat signature. The second is gravity-activated mode, which means it tracks a target's repulsorlift. Both of these modes can be spoofed, either by dropping burning flares to distract heat sensors or small repulsorlift pods as chaff. See the Guided item quality to handle these two modes of attack.
The third firing method is direct-fire. This requires more skill but sends the projectile in a straight line that cannot be spoofed by chaff or flares (and loses the Guided quality).
Mk.10 Concussion Missile
HG-DC p. 47
If the user activates a Concussion Missile's Concussive quality, the Concussive quality affects all characters engaged with the target (even if they are not damaged by the weapon).
If the user activates a Concussion Missile's Disorient quality, the Disorient quality affects all characters at short range from the target (even if they are not damaged by the weapon).
C-88 Fragmentation Missile
HG-DC p. 47
(see table)
SK-44 Plasma Missile
HG-DC p. 47
Plasma Missiles can only be launched in direct-fire mode.
C-908 Incendiary Missile
HG-DC p. 47
(see table)