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Stuff
RANGED AND
EXPLOSIVE WEAPONS
<>
Naturally, any game
involving combat will require a bevy of weapons
with
which to do battle. The Wilde Home's policy on weapons is that
students
may possess them so long as they can demonstrate that they are
responsible
enough to own them. Reckless or violent actions with weapons will
earn big Brownie Point penalties, possibly leading to Detention, and
certainly
to confiscation of the weapon. Actually harming someone with a
weapon
without a valid justification of self-defense will earn you a trip to
the
county jail, so make sure you limit your targets to those truly
deserving,
like alien hordes, the shambling undead, tentacle monsters, rampaging
orc
warbands, et cetera. Characters who want to own ultratech weapons
need to convince the Headmistress that they have a valid reason why
they
can possess technology that is well beyond what is normally available
in
the early 21st century, such as a secret patron or getting someone with
Weird
Science to draw up the plans for building one. >
Note: Damage Values listed in red
cause real damage when using Realistic
Violence
rules.
<>Ranged weapons are
any type of weapon you use to hit someone at a
distance.
Some weapons, like modern or ultratech firearms, can be fired multiple
times during a turn. Subtract 1D from your attack roll total dice
for every shot after the first when firing more than one shot during a
turn. Some firearms can fire fully automatic in ten, fifteen, or
twenty shot bursts. Roll only once for a successful attack, and
roll
the indicated number of dice (usually 2D-2 or 4D-4) and apply that many
hits. You will note that it is possible to successfully attack
and
still roll no hits (if you roll nothing but ones). Guess
what?
That means you missed anyway! You can also fire bursts of
automatic
fire at groups of people, provided that they are fairly close
together (within 10 feet of the closest target to the shooter).
In this case, divide all hits as evenly as possible among the
victims. If there are any extra bullets, the closest target gets
them.
For multiple hits, you can keep it simple and roll once for the damage
that each round does, or you can roll damage individually for each hit,
but you have to declare your intentions before you start rolling.
Likewise, victims of multiple gunshots can elect to make one save for
all
of them at once or may choose to save separately against every single
hit.
Range is how far a particular ranged weapon can shoot accurately.
Shots can be taken at distances up to twice the listed range, but do so
at -1D to your attack roll. Ammo refers to how many shots you get
before you have to reload. It takes one turn to reload your
weapon.
| Ranged
Weapon |
Cost
|
Damage
|
Range
|
Ammo
|
Comments |
| Small Rock |
Free
|
1D
|
100 ft
|
1
|
Any small rock
you can find lying on the ground. |
| Big Rock |
Free
|
2D
|
50ft
|
1
|
A good, fist-sized
rock. |
| Really Big
Rock |
Free
|
4D
|
25ft
|
1
|
A 25 pound
rock. BOD rank of Good or
better to throw. |
| Boulder |
Free
|
6D
|
10ft
|
1
|
A small boulder.
BOD rank of Excellent or
better to throw. |
| Javelin |
$50
|
2D
|
200ft
|
1
|
3ft throwing
spear with iron/steel tip. 1D
damage whn used as a melee weapon. |
| Spear |
$100
|
3D
|
100ft
|
1
|
7ft spear with
iron/steel tip. 2D
damage when used as a melee weapon. |
| Dagger/Combat
Knife |
$100
|
1D
|
50ft
|
1
|
A typical 4"
to 8” dagger or bayonet knife. |
| Throwing
Dagger |
$150
|
1D
|
100ft
|
1
|
A 3" to 6”
dagger balanced for throwing. |
| Shuriken |
$20
|
1D/2
|
100ft
|
1
|
Japanese throwing
stars. Characters can throw up to 3 shuriken at once for 1D/2
hits. |
| Throwing
Axe |
$25
|
1D
|
100ft
|
1
|
Hand axe balanced
for throwing. |
| Tomahawk |
$50
|
1D
|
100ft
|
1
|
Hand held combination
hatchet and warhammer, still used by certain elite special forces units
as a close combat weapon. 2D
damage when used as a melee weapon. |
| Composite
Bow |
$100
|
1D
|
300ft
|
1
|
Standard summer
camp bow and arrow set. Comes with 20 arrows. Additional
arrows cost $25 per 20.
|
| Compound
Bow |
$300
|
2D
|
600ft
|
1
|
Hunting quality
bow and arrow set using pulleys for mechanical advantage. Comes
with
20 arrows. Additional arrows cost $50 per 20.
|
| Long Bow |
$500
|
3D
|
1000ft
|
1
|
English-style
yew long bow. BOD of Good or better to use effectively,
1D penalty to use otherwise. Comes with 20 arrows. Additional arrows
cost $50 per 20. |
| Mini-Crossbow |
$150
|
1D
|
100ft
|
1
|
Mad Max
style wrist crossbow. Comes with 3 quarrels. Additional
quarrels cost $15 per 3. |
| Antique
Crossbow |
$300
|
2D
|
300ft
|
1
|
Pre-industrial
era crossbow with detachable windlass for cocking. Comes with 20
quarrels. Additional quarrels cost $50 per
20. BOD of Average or
better to use effectively, 1D penalty to use otherwise. |
| Crossbow |
$500
|
3D
|
300ft
|
1
|
Hunting quality
crossbow with 3X scope. +1D to attack rolls. Comes with 20
quarrels. Additional quarrels cost $50 per 20. |
| Slingshot |
$50
|
1D/2
|
100ft
|
1
|
Good for plinking
cans and breaking windows. |
| BB/Pellet
Gun |
$100
|
1D/3
|
100ft
|
20
|
Annoying, but
still painful. |
| Muzzle-loading
Pistol |
$250
|
2D
|
100ft
|
1
|
Antique muzzle-loading
pistol, or a modern black powder replica. Takes three turns to reload. |
| Single Action
Revolver |
$250
|
2D
|
150ft
|
5(6)
|
.36 to .44
Special caliber cap-and-ball or black powder cartridge revolver of the
mid to late 19th century era. 3 shots per turn. Ammo limits reflect the
hazards of loading a chamber under the hammer. As John Wayne
says:
"Never load six - not unless you mean it." |
| Modern Revolver |
$300
|
2D
or
3D
|
300ft
|
6
|
.38 Special,
.357 Magnum, or .44 Special revolver from the modern smokeless powder
era.
3 shots per turn. All six chambers may be loaded safely. The .357
Magnum does 3D
damage. |
| Heavy Revolver |
$600
|
3D
or
4D
|
450ft
|
5 or 6
|
.41 Magnum,
.44 Magnum, .454 Casull, or .480 Ruger revolver. Primarily
intended
for hunting rather than combat. 2 shots per turn. Only the .41
and
.44 Magnum have a 6 shot capacity. The .454 and .480 do 4D
Damage |
| .500 S&W
Magnum Revolver |
$1000
|
5D
|
600ft
|
5
|
The baddest
revolver of them all. Intended for use as a hunting/anti-aircraft
weapon. 2 shots per turn. BOD rank of Good
or better to use, 1D penalty to use otherwise. |
| Pocket Auto
Pistol |
$200
|
1D
|
50ft
|
7
|
.177 HMR, .22LR, .25 ACP, .32ACP,
or .380ACP pistol. Typical "belly gun" - easily concealed, but not very
powerful. 3 shots per turn. |
| Automatic
Pistol |
$800
|
2D
|
300ft
|
10
|
9mm, .357Sig,
or .40S&W pistol. Actual police or military issue sidearms
carry
12 to 15 shots or more. 3 shots per turn. |
| Heavy Automatic
Pistol |
$1000
|
3D
or
4D
|
300ft
|
7 or 10
|
.380 Super, .45ACP, 10mm,
or .50AE autopistol. Only 2 shots per turn due to heavy recoil. The
.50AE
has only 7 shots and does 4D
damage. |
| Machine
Pistol |
$1200
|
2D
|
300ft
|
20
|
9mm or .380ACP
handgun or micro SMG such as the Baretta 93, Glock 18, Skorpion,
Mini-Uzi, or
Steyr
TMP. Full auto = 2D-2 hits, and uses 10 rounds. Silencer attachment for
$500. |
| Light Submachine
Gun |
$1500
|
2D
|
300ft
|
30
|
9mm SMG such
as the MP-5 family, Uzi, MAC-11, and TEC-9. Full auto = 3D-3 hits
and uses 15 rounds. Silencer attachment for $600. |
| Heavy Submachine
Gun |
$1800
|
3D
|
300ft
|
30
|
10mm or .45ACP
SMG such as the MP-10, MAC-10, H&K UMP, and Thompson SMG.
Full
Auto = 2D-2 hits and uses 10 rounds. The Thompson can use 50
round
drums for ammo but requires a BOD rank of Good or better to use
effectively.
Silencer
attachment for $600. |
| 13mm Action Express Automatic Pistol |
$3000
|
6D
or
Power 1
|
600ft
|
13
|
Desert Eagle
retooled for the .518AE Nitro Magnum exploding blessed-silver
bullet.
Used by the insanely brave for hunting vampires, demons, werewolves,
and
the undead. Ammo is not available on the common market and must either
be reloaded by hand with a custom die and bullet casting set, or a
source
of ammo located through the boutique firearms circuit. BOD rank of Good or better to use
effectively. |
Light
Pistol Ammo
|
$10
|
N/A
|
N/A
|
N/A
|
A
box of 50 rounds of light pistol ammunition for .177 HMR, .25 ACP, .32
ACP, and .380 ACP calibers. .22 LR ammo can be bought for the
same price, but you get 500 rounds of ammunition.
|
Medium
Pistol Ammo
|
$15
|
N/A
|
N/A
|
N/A
|
A
box of 50 rounds of medium pistol ammunition for 9mm, .357 Sig, and .40
S&W calibers.
|
Heavy
Pistol Ammo
|
$20
|
N/A
|
N/A
|
N/A
|
A
box of 20 rounds of heavy pistol ammunition for .380 Super,
.45ACP, 10mm, and .50AE autopistol calibers.
|
13mm Action Express Ammo
|
$500
|
N/A
|
N/A
|
N/A
|
A
box of 20 rounds of 13mm Action Express exploding blessed-silver
ammunition.
|
Revolver
Speedloader
|
$10
|
N/A
|
N/A
|
N/A
|
1
speedloader for a modern (cartridge) revolver. Cap and Ball
revolvers must be loaded individually.
|
Automatic
Pistol Magazine
|
$25
|
N/A
|
N/A
|
N/A
|
1
magazine for an automatic pistol. Price does not vary appreciably
between calibers.
|
Submachine Gun Magazine
|
$50
|
N/A
|
N/A
|
N/A
|
1
magazine for a submachine gun. Price does not vary appreciably
between calibers.
|
| Double Shotgun |
$200
|
4D
|
300ft
|
2
|
Typical double-barrel
shotgun. Damage for buckshot reduced 1D
per 100ft range. +1D to attack roll within 50ft. Can fire both
barrels
at once for 8D
damage. Birdshot damage starts at 3D and is reduced per 100 feet
as withbuckshot.
|
| Pump Shotgun |
$400
|
4D
|
300ft
|
8
|
Damage for buckshot reduced 1D
per 100ft range. +1D to attack roll within 50ft. 2 shots per
turn. Birdshot damage starts at 3D and is reduced per 100 feet
as withbuckshot. |
| Combat Auto
Shotgun |
$1000
|
4D
|
300ft
|
10
|
Damage for buckshot reduced 1D
per 100ft range. Full auto = 1D-1 hits and uses 5 rounds. +1D to attack
roll within 50ft. BOD of Good
rank or better to use effectively. Birdshot damage
starts at 3D and is
reduced per 100 feet as withbuckshot. |
12
Gauge Birdshot Ammo
|
$15
|
N/A
|
N/A
|
N/A
|
A
box of 25 shotgun shells loaded with #8 birdshot.
|
12
Gauge Buckshot Ammo
|
$10
|
N/A
|
N/A
|
N/A
|
A
box of 5 shotgun shells loaded with 00 buckshot.
|
12
Gauge Slug Ammo
|
$10
|
N/A
|
N/A
|
N/A
|
A
box of 5 shotgun shells loaded with .50 caliber discarding sabot slugs.
|
| Muzzle-loading
Rifle |
$800
|
3D
|
600ft
|
1
|
Antique or
a modern black powder replica. Takes 3 turns to reload. |
Black Powder, Ball, and Percussion Caps
|
$25
|
N/A
|
N/A
|
N/A
|
Sufficient
black powder, flints, wadding, musket balls, and percussion caps for
100 shots for the Muzzle Loading Pistol, Single Action Revolver, or
Muzzle Loading Rifle. Separate supplies must be purchased for
each weapon type.
|
| Repeating
Rifle |
$400
|
2D
|
1200ft
|
8
|
Lever action
repeating rifle using pistol cartridges. 3 shots per turn. |
| Hunting
Rifle |
$400
|
4D
|
2000ft
|
5
|
Bolt-action
.308 rifle with 3X-9X scope. +1D to attack roll when using scope. |
| Heavy Hunting
Rifle |
$750
|
5D
|
3000ft
|
5
|
Bolt-action
.30-06, .338 Lapua Magnum, or .375 H&H Magnum hunting rifle with
3X-9X scope. +1D
to attack roll when using scope. |
| Assault
Rifle |
$1500
|
3D
|
1500ft
|
30
|
5.56mm NATO, 5.45mm Russian,
or 7.62x39mm Russian military style automatic rifle. Full auto = 2D-2
hits and
uses 10 rounds. Semi auto = 3 shots/turn. |
| Battle Rifle |
$2000
|
4D
|
2500ft
|
20
|
Military automatic
rifle of 7.62x54mm NATO (.308) or comparable caliber. Considered
too
powerful
for modern warfare, battle rifles remain in use among mercenaries and
private
militias. Full auto = 2D-2 hits and uses 10 rounds. Semi auto = 3 shots
per turn. BOD rank of Average
or better to use effectively. |
| Sniper Rifle |
$1500
|
4D
|
3000ft
|
5
|
Precision match
.308 bolt-action rifle with 3X-9X scope. Add 1D to attack roll when
using
scope. |
Rifle
Ammunition
|
$25
|
N/A
|
N/A
|
N/A
|
A
box of 20 rounds of 5.56mm, 5.45mm, 7.62x39mm, or .308 rifle ammunition.
|
Heavy
Rifle Ammunition
|
$35
|
N/A
|
N/A
|
N/A
|
A
box of 20 rounds of .30-06, .338 Lapua Magnum, or .375 H&H Magnum
rifle ammunition.
|
Rifle
Magazine
|
$25
|
N/A
|
N/A
|
N/A
|
1
magazine for an assault or battle rifle.
|
| .50 Cal
Sniper Rifle |
$7500
|
8D or
Power 1
|
6000ft
|
10
|
Semi-auto .50BMG
caliber rifle with 6X-12X scope. Add 1D to attack roll when using
scope. 2 shots per turn. BOD rank of Good or better to use effectively. |
.50 Cal Sniper Rifle Magazine
|
$50
|
N/A
|
N/A
|
N/A
|
1
magazine for a .50 BMG sniper rifle.
|
| Elephant
Gun |
$5000
|
8D or
Power 1
|
2000ft
|
2
|
Double-barreled
.600 Nitro or similar very heavy caliber hunting rifle. BOD rank
of Good or better
to use without getting knocked
on butt. Can fire both barrels at once for 10D
damage. |
Elephant Gun Ammo
|
$50
|
N/A
|
N/A
|
N/A
|
A
box of 10 rounds of .600 Nitro or similar very heavy rifle ammunition.
|
| Light Machinegun |
$3000
|
3D
|
1500ft
|
100
|
Squad automatic
rifle. Uses same ammo type as the Assault Rifle. Full auto
= 2D-2 hits and uses 10 rounds. |
| Medium Machinegun |
$4000
|
4D
|
2500ft
|
100
|
Man portable
general purpose machinegun like the M-60, M-240, or M1919 using .308 or
.30-06
caliber MG respectively. Full auto = 2D-2 hits and
uses 10 rounds. |
| Heavy Machinegun |
$5000
|
8D or
Power 1
|
6000ft
|
100
|
Browning M2HB (Caliber .50BMG) or Soviet KPV (Caliber
14.5x114mm)
machine gun. Full auto = 2D-2 hits and uses 10 rounds. BOD
rank of Excellent or better
to use without a mount. |
.50 BMG or 14.5mm Soviet ammo
|
$500
|
N/A
|
N/A
|
N/A
|
100
rounds of .50 BMG or 14.5mm Soviet machine gun ammunition.
|
| Cobra Assault
Cannon |
$12000 |
12D
or
Power 2
|
5000ft
|
10
|
Man portable
cannon firing 20mm Short ammo. Blast radius of 3 feet for the
explosive-tipped
shells. BOD rank of Good
or better to use without a mount. |
20mm Short Cannon Magazine
|
$50
|
N/A
|
N/A
|
N/A
|
One
ten-round magazine for the Cobra Assault Cannon.
|
20mm Short HE Ammunition
|
$100
|
N/A
|
N/A
|
N/A
|
A
box of ten rounds of 20mm Short High Explosive ammunition.
|
20mm Short DU
Ammunition
|
$200
|
N/A
|
N/A
|
N/A
|
A
box of ten rounds of 20mm Short Depleted Uranium ammunition. DU
rounds are Power 3, but reduce range to 3000 feet.
|
>
EXPLOSIVE WEAPONS
Below is a list of
generic
explosives and explosive weapons. In the case of the various
rocket
and missile launchers, whose primary purpose is to destroy fixed
positions
or relatively large and slow moving armored vehicles, trying to
actually
hit a person with one is done at -1D to their attack roll. The
blast
radius of a weapon is that distance from the point of the explosion
where
people will suffer damage. Anyone within 10% of the blast radius
(i.e., within 5 feet of an explosion with a 50 foot blast radius) takes
full listed damage. Everyone outside that 10% distance suffers
half
the normal damage dice, rounded up (i.e., 2D from a hand grenade
instead
of 4D, or 9D from an anti-tank missile instead of 18D). Also note
that any weapon listed as anti-armor or anti-tank will probably not
detonate if it strikes an unarmored or soft target.
| Explosive
Type |
Cost
|
Damage
|
Blast
Radius
|
Comments |
| Cherry Bomb |
$1
|
2D
|
3ft
|
Typical illegal
firework. |
| Stick of
Dynamite, Tovex, or Gelignite |
$3
|
6D or
Power 1
|
50ft
|
Commercially
available explosive. Arizona law requires a valid Arizona driver's
license
and an age of at least 21 to purchase dynamite or tovex. |
| 1 lb block
of C-4, Semtex, or Plastique |
$20
|
8D or Power 1
|
50ft
|
Military type
plastic explosive. Not commonly available. |
| Hand Grenade |
$100
|
4D
|
50ft
|
Typical military
fragmentation grenade. 1 turn delay before detonation from the time the
grenade is thrown. |
| Flash-Bang
Grenade |
$25
|
4D
|
50ft
|
Grenade used
by SWAT teams and Counterterrorist troops for subduing enemies.
Combined
concussion effects and blinding light stun victims. Only magical,
dragonscale, and ultratech armor receive an armor save bonus or damage
reduction. |
| Rocket-Propelled
Grenade |
$250
|
12D
or
Power 2
|
50ft
|
Former Soviet
Union anti-armor weapon. Large grenade warhead attached to a
solid-propellant
rocket, fired from a bazooka-like launcher. Range of 900
feet.
Anti-tank
version costs $400, does 18D
or Power 3 damage, and has
a blast radius of 30ft. Launcher costs $200. Acceleration
of 450 feet/turn.
|
MANPADS
|
$38,000
|
10D or Power 1
|
25
feet
|
MAN
Portable Air Defense System. A shoulder-launched
heat seeking anti-aircraft missile similar to the FIM-92A Stinger or
SA-14. Range of 25,000 feet with a
maximum altitude of 10,000 feet. 4D Attack Roll, 5000 feet per
turn move rate. The older Russian made SA-7 Grail is a commonly
available weapon, with a 3D Attack Roll and a price of only $15,000.
|
| Light Anti-Tank
Rocket |
$500
|
18D
or
Power 3
|
30ft
|
Typical military
disposable shoulder-launched rocket with a shaped-charge warhead for
defeating
light armor and fortifications. Range of 1500 feet.
Acceleration of 500 feet/turn.
|
Medium Anti-Tank Rocket
|
$5000
|
24D or
Power 4
|
50ft
|
Typical disposable
shoulder-launched missile with a shaped-charge warhead for defeating
tanks.
Range of 4000 feet. Comparable to the AT-4 or Carl Gustav.
Acceleration of 2000 feet/turn.
|
Medium Anti-Tank Missile
|
$10,000
|
30D or
Power 5
|
25ft
|
Typical disposable
shoulder-launched missile with a shaped-charge warhead for defeating
tanks.
Range of 6000 feet. Comparable to the Javelin. Attack
Roll of 4D. 2000 feet/turn Acceleration.
|
| Heavy Anti-Tank
Missile |
$25,000
|
36D or
Power 6
|
25ft
|
Typical vehicle
mounted or emplaced missile launcher with command guidance and a heavy
shaped-charge warhead for defeating Main Battle Tanks. Range of 9000
feet.
Comparable to the American TOW, Russian AT-14 Kornet, or the French
Milan-3. Attack Roll for a TOW, AT-14, or Milan-3 type SACLOS
(Semi Automatic Command Line Of Sight) missile uses
the Attack Roll of the
launching character - using the BRAINS base dice instead of BOD - as
the weapon must be manually guided to the
target. 3000 feet/turn Acceleration. Self-Guided missiles
have an Attack Roll of 4D.
|
Mecha Missiles
Missile
Type
|
Cost
|
Damage
|
Blast
Radius
|
Attack
Roll
|
Range
|
Movement
|
Comments
|
Mini
Missiles
|
Apex
GP01
Mini-Missile
|
$500
|
6D or
Power 1
|
10 feet
|
3D
|
1500 ft
|
500
ft/turn
|
General
Purpose Mini-Missile
|
Apex AT01 Mini-Missile
|
$1000
|
12D or
Power 2
|
5
feet
|
3D
|
1500
ft
|
500
ft/turn
|
HEAT
Warhead Mini-Missile
|
Apex AA01 Mini-Missile
|
$1500
|
6D or
Power 1
|
20
feet
|
4D
|
5000
ft
|
2500
ft/turn
|
Anti-Aircraft
Mini-Missile. Most effective against helicopters and other slow
aircraft.
|
Light Missiles
|
AIM-9M Sidewinder
|
$85,000
|
12D or
Power 2
|
25
feet
|
4D
|
12
miles
|
6
miles/turn
|
Most
common export model heat seeking air to air missile. Requires 100
MPH minimum speed from the launching vehicle.
|
AIM-9X
Sidewinder
|
$100,000
|
12D or
Power 2
|
25
feet
|
5D
|
16
miles
|
8
miles/turn
|
Most
advanced version of the Sidewinder series air to air missile. Not
available for export.
|
R.550 Magic
|
$50,000
|
12D or
Power 2
|
25
feet
|
4D
|
8
miles
|
8
miles/turn
|
French
heat seeking air to air missile. A common competitor against the
Sidewinder for the export missile market. May be launched from a
hovering mecha.
|
Mica 4A
|
$75,000
|
12D or Power 2
|
25
feet
|
4D
|
27
miles
|
9
miles/turn
|
Advanced
French light radar-guided or heat seeking air to air missile. One
of the fastest light missiles in service, and with the longest
range. Heat seeking mode may only be used at ranges less than 16
miles.
|
AIM-132
ASRAAM
|
$150,000
|
12D or
Power 2
|
25
feet
|
5D
|
20
miles
|
10
miles/turn
|
Advanced
heat seeking air to air missile mating the 9X Sidewinder seeker head
and guidance with an advanced motor and body design.
|
R-73M (AA-11 Archer)
|
$115,000
|
12D or
Power 2
|
25
feet
|
4D
|
24
miles
|
6
miles/turn
|
Russian
advanced short-range heat seeking air to air missile.
|
AGM-114F Hellfire
|
$150,000
|
36D or Power 6
|
25
feet
|
3D
|
6
miles
|
3
miles/turn
|
Laser-guided
anti-tank missile designed for helicopter borne platforms. +1D
bonus to Attack Roll if the target is illuminated.
|
AGM-122A Sidearm
|
$100,000
|
12D or Power 2
|
25
feet
|
4D
|
6
miles
|
6
miles/turn
|
Light
Anti-Radiation Homing Missile adapted from the Sidewinder for use by
helicopters and light fighters. Add the Fire
Control Attack Roll bonus of the target to the missile's Attack Roll
dice when rolling to hit. |
BGM-71F TOW
|
$180,000
|
36D or
Power 6
|
25
feet
|
4D
|
2
miles
|
1
mile/turn
|
Fire
and Forget TOW Missile upgrade. Use the higher of either the
missile's Attack Roll or the launching character's Attack Roll.
|
AT-11 Sniper ATGM
|
$125,000
|
36D or
Power 6
|
25
feet
|
4D
|
3
miles
|
1
mile/turn
|
Russian
Anti-Tank missile intended to be fired from a 125mm tank cannon, and
uses the laser guidance of the tank's fire control system.
|
Medium Missiles
|
AIM-7L Sparrow & RIM-7P Sea Sparrow
|
$165,000
|
18D or
Power 3
|
50
feet
|
4D
|
24
miles
|
6
miles/turn
|
Common
radar-guided semi-active homing air to air missile. The Sea
Sparrow is a naval SAM variant.
|
| AIM-120C Slammer |
$385,000
|
18D or
Power 3
|
50
feet
|
5D
|
50
miles
|
10
miles/turn
|
Also
known as the AMRAAM, this is the latest generation of real world air to
air missiles. |
R-27T (AA-10 Alamo) and R-77
(AA-12 "AMRAAMSKI")
|
$425,000
|
24D or
Power 4
|
50
feet
|
4D
|
60
miles
|
12
miles/turn
|
Russian
premier radar guided air to air missiles. Faster, more powerful,
and with greater range than the AMRAAM.
|
HUMRAAM
|
$385,000
|
18D or Power 3
|
50
feet
|
5D
|
20
miles
|
10
miles/turn
|
Humvee
mounted AMRAAM system providing point defense SAM battery
capability. Shorter range reflects surface launch mode.
|
AGM-65D Maverick
|
$130,000
|
36D or
Power 6 |
25
feet
|
3D
|
15
miles
|
5
miles/turn
|
Air
launched anti-tank missile using IR guidance.
|
AGM-65E
Maverick
|
$140,000
|
36D or
Power 6
|
25
feet
|
3D
|
15
miles
|
5
miles/turn
|
Similar
to the D variant Maverick, but with additional laser guidance that
gives it a bonus +1D to the attack roll when the target is illuminated.
|
Heavy Missiles
|
AIM-54C Phoenix
|
$475,000
|
30D or
Power 5
|
50
feet
|
5D
|
100
miles
|
10
miles/turn
|
Long
range hypersonic air to air missile designed to shoot down supersonic
bombers and cruise missiles far from their intended targets
|
R-33 (AA-9 Amos)
|
$400,000
|
30D or
Power 5
|
50
feet
|
4D
|
100
miles
|
8
miles/turn
|
Russian
long range radar guided air to air missile equivalent to the Phoenix
missile.
|
AGM-84 Harpoon
RGM-84 Harpoon
UGM-84 Harpoon
|
$475,000
|
Power 7
|
100
feet
|
4D
|
60
miles
|
4
miles/turn
|
Air,
surface, or submarine launched sea-skimming anti-ship cruise missile.
|
AGM-88C HARM
|
$285,000
|
Power 6
|
50
feet
|
4D
|
30
miles
|
6
miles/turn
|
Anti-Radiation
Homing Missile. Add the Fire Control Attack Roll bonus of the
target to the missile's Attack Roll dice when rolling to hit.
|
AGM-130A SAGM
|
$260,000
|
Power 8
|
100
feet
|
4D
|
15
to 60 miles
|
3
miles/turn
|
Rocket
boosted 1000lb glide bomb with IR/GPS/Video Guidance logic. Range
depends on altitude at time of launch, with higher altitudes having
longer ranges.
|
AGM-154C JSOW
|
$500,000
|
Power 6
|
100
feet
|
5D
|
15
to 60 miles
|
2
miles/turn
|
Joint
Stand Off Weapon - a 500 lb glide bomb with GPS/INS and man in the loop
datalink guidance. Highly accurate if slow to deliver.
|
MIM-23 HAWK
|
$250,000
|
30D or Power 5
|
50
feet
|
4D
|
24
miles
|
6
miles/turn
|
Medium
range radar guided Surface to Air Missile
|
RIM-67 Standard-2
|
$480,000
|
18D or Power 3
|
50
feet
|
4D
|
60
miles
|
6
miles/turn
|
Medium
range sea launched radar guided surface to air missile
|
BGM-109 Tomahawk
|
$500,000
|
Power 8
|
100
feet
|
4D
|
700
miles
|
2
miles/turn
|
Surface,
air, or submarine launched cruise missile. May carry a 200 kT
W-80 thermonuclear warhead.
|
Mk.46 Light Torpedo
|
$550,000
|
Power 6
|
50
feet
|
3D
|
5
miles
|
40
MPH
|
Air
dropped or surface ship tube launched lightweight homing torpedo.
Maximum diving depth 2000 feet. The torpedo will execute a
re-attack if it misses, and will continue to do so until it
travels its maximum range or if it misses its attack roll by 7 or more.
|
Mk.50 Light Torpedo
|
$750,000
|
Power 6
|
50
feet
|
4D
|
5
miles
|
50
MPH
|
Air
dropped or surface ship tube launched lightweight homing torpedo.
Maximum diving depth 2000 feet. The torpedo will
execute a re-attack if it misses, and will
continue to do so until it travels its maximum range or if it
misses
its attack roll by 7 or more. |
Kh-35 (AS-20 Kayak) ALGM
|
$500,000
|
Power 7
|
150
feet
|
4D
|
65
miles
|
3
miles/turn
|
Russian
Harpoon knock-off with slightly better range but lower speed.
|
3M-82 Moskit
(SS-N-22 Sunburn)
|
$850,000
|
| |