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RANGED AND EXPLOSIVE WEAPONS

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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