Gear: Rocket Launchers

Rockets are primarily devices that deliver payloads – usually a warhead. Some are designed for "kinetic kill," a term used for the damage caused by directly crashing into a target, but most use explosives to take down their target. Nevertheless, even a warhead can cause some injury if it crashes into something. The damage listed here gives this kinetic damage, warhead damage is extra.

Rockets of the Verge typically use an electrothermal arc that "burns," or continuously erodes and disintegrates, an energized SMES ring. The eroded material forms the propellant jet that provides thrust. Most rockets start with an initial high-thrust boost to get up to speed, then cruise under sustained lower thrust to maintain speed against air resistance. The arc jet produces a brilliant blue-white flare, and the rocket appears as a bright streak shooting from its launcher to its point of impact. It takes some distance to get up to speed, kinetic damage within that range will be reduced – the warhead damage is unchanged, of course. Unguided rockets have poor accuracy. Most include some form of guidance to keep them on target.

At distances closer than their Boost range, reduce the Pen of the rocket for kinetic damage by the same RS to get from the Boost range to the range to the target. Up to the Burnout range, the rocket can compensate for dropping due to gravity by using its thrust and control fins – only apply half the Speed penalties to hit (round down) at this range and closer. The Speed bonus for defense is not changed. In addition, the rocket does not lose speed at less than the Burnout range. Only apply DA range effects after the Burnout distance.

For contact and blast damage, a value in parentheses in the AP column gives the Sharp of the effect. Fragmentation values in parentheses in the Spread column give the Shot score of the burst.

Kinetic warheads have a second stage booster rocket that accelerates a tungsten penetrator dart to high speeds before crashing into the target. An unguided warhead can launch off its kinetic dart as soon as the main rocket has finished boosting its payload up to speed. This makes unguided kinetic rockets behave essentially like direct fire projectile weapons, with all the ballistic characteristics of the kinetic dart. Alternately, the warhead can be proximity fused so that the unguided rocket launches its kinetic payload when it gets to just outside the boost distance of the kinetic rocket. Inertial guided rockets also have the option of launching the kinetic dart at a pre-defined position. More advanced guidance will have the missile lining up the kinetic with the target at some point outside of the kinetic rocket's boost distance and shooting the kinetic at the target at an optimal position. This is handled as a normal ranged attack from the missile's position at the time of launch to the target, using the guidance system's Homing score for its attack skill and the Aim for the kinetic rocket as the Aim for the attack. This Aim is only used for guided attacks. The impact of the larger kinetic darts is sufficiently violent that it can cause an explosion and significant nearby blast effects.

Gyrojets

Gyrojets are multiple-shot rocket launchers with a profile and form factor similar to a firearm, resembling pistols or rifles. They are generally lightly constructed, since rockets have very low stress of firing. Much of their weight comes from their ammunition load. In order to use guided rounds, the gunner needs to synch her personal computer to the launcher's on-board camera and use the computer's perception, targeting, and Skill (Spot) software to ID the target and lock the rocket on target. Unguided and inertial guided rounds can be fired simply by pointing the gun and squeezing the trigger.
DescriptionPenWoundAPROFAmmoBulkAimStrSpreadBoostBurnoutDASpeedMassPrice
Rocket Pistol6.5+0+0s7+1-1+1-3+20-250 601000.5|0.120
      Low-V1.5+0+0-200 6020
Rocket Revolver14+0s6+0+2-1+241 800 1002001|0.215
      Low-V1+0-150 10015
Rocket Carbine14+0s17+1+2+4-2+241 800 1002002.5|0.770
      Low-V1+0-150 10015
Gyro-Missile Launcher28+2½+016+1+3+5-1+22-1.5 k6001004|2100
      Low-V2+2½+0-300 60012

  • Rocket Pistol: A semi-automatic rocket pistol. It fires stubby 12.5mm gyrojet rockets.
  • Rocket Revolver: A 6-shot revolving sidearm for 15mm Long gyrojet rockets.
  • Rocket Carbine: A longarm for delivering 15mm Long gyrojet rockets. It has a folding stock – when the stock is folded, Bulk is reduced to 1 and Aim is reduced to 2.
  • Gyro-Missile Launcher: A lever-action magazine-fed longarm firing 30mm mini-missiles.
Rocket Pistol Rocket Revolver Rocket Carbine
Gyro-Missile Launcher

12.5mm Short Rockets:

Size: -9Missile Mass: 12 g
Guidance
Type
HomingEvasionLock-OnSigPrice
Unguided+10$0.1
Inertial+10$0.5
Homing+0+0+0+10$2.5
Agile Homing+3+3+0+10$5.5
Lo-V+6-$0.04

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic16-4+51.5 500+$0.15
Explosive: Blast-2½ RS(7)-1½+0[-7]-+20+$0.15
          Contact6+6½(7)-
FlareIlluminates base radius 35 m for 800 s (12 minutes), signature +28.+$0.05
TanglerBrawn +5, Size -1½ grapple+$0.08

  • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

15mm Long Rockets:

Size: -7½Missile Mass: 35 g
Guidance
Type
HomingEvasionLock-OnSigPrice
Unguided+14$0.4
Inertial Guided+14$0.7
Homing+0+0+0+14$3.5
Hi-Agile Homing+3+3+0+14$7.5
Lo-V+6-$0.3

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic32+1½-5+51 500+$0.3
Explosive: Blast-2 RS(7)-1+1[-8]-+21+$0.3
          Contact8+7¼(7)-
Collapse: Blast+8 RS(7)+6+11[-7½]-+36+1.6 kg+$1.5 k
          Contact200+17½(7)-
          Pulse+11½ RS-
FlareIlluminates base radius 45 m for 700 s (12 minutes), signature +28.+$0.1
TanglerBrawn +5, Size -½ grapple+$0.15

  • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

Mini-missiles

Mini-missiles are small guided missiles. They are used by infantry as area effect and light anti-armor munitions with longer range than grenades. On vehicles or armor, they are commonly used to counter incoming threats; whether rockets, missiles, or launched warheads. Mini-missiles can be launched from large-bore gyrojet platforms, I-launch guns, or launch tubes. When mounted on armored systems, they are often packed as clustered launch tubes, allowing simultaneous fire of large number of rockets to counter incoming swarms of projectiles. The launch tube does not need to be pointed at the target. A guided mini-missile can be popped out of the tube, after which it ignites its motor and orients itself toward its intended target.

30mm Mini-missile:

Size: -6Mass: 0.28 kgFlight Speed: 400 m/s
Flight Speed (kinetic): 2000 m/s
Flight Speed (Low-V): 45 m/s
Guidance
Type
HomingEvasionLock-OnAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
Inertial+15-6$2.8
Homing
+0+0+0870028000+15-6$20
Agile Homing
+3+3+0125003500+15-6$25
Hi-Agile Homing
+6+6+0144801100+15-6$35
Lo-V+8-6-$0.9

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostBurnoutDASpeedSigMassPrice
Impact28+2½+0+8-1.5 k600100+15
Kinetic50+3½-5+57 500+15+$3
          Blast-3½ RS(7)-2-1[-6½]-
Shaped Charge: JetNAN-INF-7-+22
          Blast-1 RS(7)+0+2[-7]-
          Contact12+8¾(7)-
          Fragments8+2+0-20+$3
Explosive: Blast-½ RS(7)+3[-8]-+24+$3
          Contact18+9½(7)-
Collapse: Blast+9½ RS(7)+7½+13[-7]-+39+15 kg+$15 k
          Contact500+19¾(7)-
          Pulse+16½ RS-
FlareIlluminates base radius 150 m for 700 s (12 minutes), signature +32.+$1
TanglerBrawn +5, Size +2 grapple over 2 meter radius+$1.5

  • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

40mm Mini-missile:

Size: -5Mass: 0.5 kgFlight Speed: 400 m/s
Flight Speed (kinetic): 1600 m/s
Flight Speed (Low-V): 40 m/s
Guidance
Type
HomingEvasionLock-OnAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
Inertial+16-5$4.5
Homing
+0+0+07.57501100+16-5$22
Agile Homing
+3+3+0115503500+16-5$32
Hi-Agile Homing
+6+6+0125001400+16-5$50
Lo-V+9-5-$1.8

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostBurnoutDASpeedSigMassPrice
Impact48+2½+0+8-4.5 k1k100+16
Kinetic75+4-5+55 1k500+$6
          Blast-2½ RS(7)-1½+0[-7]-
Shaped Charge: JetNAN-INF-7-+23
          Blast-1 RS(7)+3[-8½]-
          Contact15+9¼(7)-
          Fragments8+3+0-20+$6
Explosive: Blast-½ RS(7)+1+3[-6½]-+25+$6
          Contact20+10¼(7)-
Collapse: Blast+12 RS(7)+7½+13½[-6]-+40+30 kg+$30 k
          Contact600+20½(7)-
          Pulse+18½ RS-
FlareIlluminates base radius 200 m for 700 s (12 minutes), signature +33.+$2
TanglerBrawn +5, Size +2½ grapple over 2 meter radius+$3

  • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

Recoilless Rifle

A recoilless rifle is not exactly a rocket, although utilises the rocket principle to cancel the recoil of firing by blowing back propellant to shoot the shell forward. Unlike true rockets, this boost phase occurs in the breach of the weapon. Propulsion is provided by discharging a SMES into a working fluid, vaporizing it, and using the high pressure vapor to push the projectile out the barrel at high speeds. The barrel is rifled for increased accuracy. Some shells do have a small sustainer rocket for a significant cruise phase. Recoilless rifles are commonly used as heavy weapons by infantry to take out massed formations, armored vehicles, bunkers, and other light fortifications. While designed for reduced backblast, there is still a hazard – Pen 0.3 Wound +9 Smash damage within 1 meter directly behind the rifle.

DescriptionPenWoundAPROFAmmoBulkAimStrSpreadBoostDASpeedMassPrice
Recoilless Rifle48+6+011+6+5+1+27-8001008|3400

    Size: -3½Projectile Mass: 3 kgFlight Speed: 380 m/s
    Guidance
    Type
    HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverFiring SigGlide SigPrice
    Unguided+19-4$14
    Inertial+19-4$28
    Homing+0+0+06.58001400+19-4$38
    Agile Homing+3+3+086502000$120
    Hi-Agile Homing+6+6+086502000$180
    Sneaker-Seeker+2+2+15-8+$1.2 k
    Extended Range ShellBurnout Range: 10 kmMass: 4 kgPrice: +$18

    Payloads
    DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
    Kinetic250+5-5+512 500+$50
              Blast-1 RS(7)+0+2[-7]-
    Explosive: Blast+1½ RS(7)+2½+5[-6]-+28+$50
              Contact40+12½(7)-
    Cluster Bomb-4 RS(7)+5½+6½[-7]-+24+$50
    Microfrag10+6¼+0-30+24+$10
              Blast+1½ RS(7)+3[-6½]-
              Contact20+10(7)-
    Shielded Collapse: Blast+9 RS(7)+6+11[-6½]-+36+$25 k
              Contact300+18(7)-
              Pulse+12½ RS-
    Collapse: Blast+13½ RS(7)+9+15½[-6]-+43+250 kg+$250 k
              Contact1200+22¾(7)-
              Pulse+23½ RS-
    Gas5 m radius cloud+$12

    • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

    Man-Portable Rocket Launchers

    These are heavy weapons, designed to be carried by a single person to take out large threats. The rockets of the Verge are typically cold-launched, both to eliminate the backblast hazard to anyone standing behind the launcher, and to reduce the signature of the launch so it is more difficult to pinpoint the location of the firer. The rocket is first locked on to a target, then a burst of compressed gas pops the rocket out of the tube. At several meters distance, the rocket motor fires up and begins accelerating the munition.

    RPG Launcher: A launcher for 60mm rocket-propelled grenades. This is a multi-purpose small munitions launcher, used against light armor and infantry.

    DescriptionPenWoundAPROFAmmoBulkAimStrSpreadBoostBurnoutDASpeedMassPrice
    RPG Launcher42+5+011+6+5-3--6 k1.8k703.5|2300

      Size: -4Missile Mass: 2 kgFlight Speed: 300 m/s
      Guidance
      Type
      HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
      Unguided
      +17-4$10
      Inertial
      +17-4$22
      Homing
      +0+0+07650900+17-4$30
      Agile Homing
      +3+3+095001400$110
      Hi-Agile Homing
      +6+6+095001400$160
      Sneaker-Seeker
      +2+2+13-8+$1.2 k

      Payloads
      DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
      Kinetic140+5½-5+512 500+$30
                Blast-½ RS(7)+2[-8]-
      Explosive: Blast+2 RS(7)+2+5[-7]-+28+$30
                Contact35+12(7)-
      Cluster Bomb-4 RS(7)+5+6[-7]-+24+$30
      Microfrag7+6+0-20+24+$6
                Blast-½ RS(7)+3[-8]-
                Contact18+9½(7)-
      Collapse: Blast+12½ RS(7)+9+15½[-7½]-+43+150 kg+$150 k
                Contact1200+22¼(7)-
                Pulse+22½ RS-
      Gas4 m radius cloud+$7

      • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

      MANPADS: MAN-Portable Air-Defense Systems, or MANPADS, are portable surface-to-air missiles designed to attack aircraft. Upon launch, the missile streaks forth at supersonic speeds, relying on speed and agility to overcome point defense and strike its target.

      DescriptionPenWoundAPROFAmmoBulkAimStrSpreadBoostBurnoutDASpeedMassPrice
      Impact140+6+011+6+8+3-60 20 k2.5k40018|121k

        Size: -1½Missile Mass: 12 kgFlight Speed: 1600 m/s
        Guidance
        Type
        HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
        Hi-Agile Homing
        +6+6+26.5400020000+25-2$500

        Payloads
        DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
        Shaped Charge: JetNAN-INF-7-+27+$60
                  Blast+1½ RS(7)+2+5[-7½]-
                  Contact30+11¾(7)-
                  Fragments8+6¼+0-20

          Anti-Tank Missile: A man-portable missile system designed for attacking armored vehicles. It also finds use as an expedient (if expensive) way of taking out bunkers. The missile locks on to a target designated by the user, and autonomously flies toward and attacks the target. It is programmed to attack the top of armored vehicles, skimming close to the ground before rising up at the last moment to plunge down from above.

          The basic missile package can be upgraded with a high-agility airframe and enhanced control systems that allow it to strike faster-moving targets and better evade point defense systems. In addition, an autonomous stealth/seeker upgrade combo is available, with a standard stealth suite of thermal cloaking, radar stealth, and a holographic surface combined with advanced software for object detection and recogognition, route planning, and tactical operation. Missiles with the stealth/seeker option can choose an approach trajectory that utilizes cover, can re-aquire the target if it loses line-of-sight, can autonomously choose their own target if so directed, and frequently cut their rocket motor for low visibility during the final approach and simply glide into their target once out of cover. The Awareness + Spot Skill of the seeker is given by the seeker's Lock-On score.

          The initial target designation is done with the on-board software of the launcher system. This can synch up with any personal computer used by the operator, allowing the launcher to remotely use any software on that computer. In game terms, the user's computer's Awareness + Skill (Spot) can be used in place of the listed Lock-On score of the launcher.

          An anti-tank warhead can be equipped with an off-axis shaped charge warhead. This allows it to make fly-over attacks, coming out of cover and flying directly over its target at close range and then detonating without actually pointing at the target. This allows it to spend less time under fire from the target's point defense systems. The shaped charge attack is less effective at penetrating armor than a kinetic warhead – if you can tolerate maneuvering so the missile points its nose at the target a kinetic warhead will be more effective.

          DescriptionPenWoundAPROFAmmoBulkAimStrSpreadBoostBurnoutDASpeedMassPrice
          Anti-Tank Missile Launcher75+6¾+011+6+5+4--10 k3k7018|15600

            Size: -1½Missile Mass: 15 kgFlight Speed: 300 m/s
            Guidance
            Type
            HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
            Homing
            +0+0+16750900+21-2$120
            Agile Homing
            +3+3+16.57001600$250
            Hi-Agile Homing
            +6+6+16.57001600$420
            Sneaker-Seeker
            +4+4+17-6+$3.8 k

            Payloads
            DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
            Kinetic380+7¼-5+525 500+$200
                      Blast-½ RS(7)+1+3[-6½]-
            Shaped Charge: JetNAN-INF-7-+29+$200
                      Blast+3½ RS(7)+2½+6[-7]-
                      Contact50+13(7)-
                      Fragments6+9+0-15
            Explosive: Blast+5 RS(7)+3+7[-7½]-+30+$200
                      Contact70+14(7)-
            Cluster Bomb-4 RS(7)+8+9[-7]-+24+$200
            Shielded Collapse: Blast+10½ RS(7)+7+12½[-6]-+39+$100 k
                      Contact450+19½(7)-
                      Pulse+16 RS-
            Collapse: Blast+14½ RS(7)+10+17[-7]-+46+1.1 tons+$1 M
                      Contact2000+24¼(7)-
                      Pulse+27½ RS-

            • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

            Vehicular Missiles

            Vehicles can carry bigger rockets than people. These are all guided missiles, using either inertial, homing, or seeker packages to get them to their targets.

            Light Vehicular Missile: A light ground attack missile.

            Size: -½Mass: 45 kgFlight Speed: 400 m/s
            Guidance
            Type
            HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
            Homing
            +0+0+0512001500+23+0$750
            Hi-Agile Homing
            +6+6+05.511003200$1.7 k
            Seeker
            +4+2+$3 k
            Sneaker-Seeker
            +4+4+19-4+$4 k

            Payloads
            DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostBurnoutDASpeedSigMassPrice
            Impact280+6¾+0+8-6 50 k8k100+23
            Kinetic480+8¼-5+560 500+$600
                      Blast+2 RS(7)+1½+5[-9]-
            Explosive: Blast+5½ RS(7)+4+8[-7]-+32+$600
                      Contact100+15(7)-
            Cluster Bomb-4 RS(7)+9½+10½[-7]-+24+$600
            Fragmentation15-1¼+0+10¾+0-40+28+$120
                      Blast+2 RS(7)+2½+6[-8½]-
                      Contact45+12½(7)-
            Shielded Collapse: Blast+12 RS(7)+7½+13½[-6]-+40+$300 k
                      Contact600+20½(7)-
                      Pulse+18½ RS-
            Collapse: Blast+16 RS(7)+10½+18[-7]-+47+3 tons+$3 M
                      Contact3000+25¼(7)-
                      Pulse+30 RS-

            • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

            Air attack Missile: This is a missile for shooting down aircraft. The missile flies at hypersonic speeds, allowing it to chase down even supersonic fighter jets. It makes no pretense of stealth, relying on agility to avoid point defense.

            Size: +½Mass: 150 kgFlight Speed: 1.6 km/s
            Guidance
            Type
            HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
            Hi-Agile Homing
            +6+6+44.8500017000+29+1$6.5 k

            Payloads
            DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostBurnoutDASpeedSigMassPrice
            Impact350+8¼+0+8-120 45 k6k400+29
            Shaped Charge: JetNAN-INF-7-+31+$800
                      Blast+4½ RS(7)+3½+7[-6½]-
                      Contact80+14¼(7)-
                      Fragments12+10+0-25
            Collapse: Blast+15½ RS(7)+11+18½[-7]-+48+3.8 tons+$4 M
                      Contact3000+25½(7)-
                      Pulse+30½ RS-

              Ground Attack Missile: A missile for attacking ground targets, such as armored fighting vehicles, infantry formations, and facilities. A basic version is used to attack stationary or slow moving targets without good anti-missile defenses. Enhancements to this basic design include upgraded tracking software and sensors in combination with higher agility aerodynamics to help it evade fire and intercept maneuverable targets, or increased stealth to take its target unaware.

              Size: +2Mass: 500 kgFlight Speed: 1 km/s
              Guidance
              Type
              HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverThrust SigGlide SigPrice
              Homing
              +0+0-24.535004200+29+2$7.5 k
              Hi-Agile Homing
              +6+6+04.5350010000+29+2$10 k
              Seeker
              +4+2+29+2+$2.5 k
              Sneaker-Seeker
              +4+25-2+$4 k

              Payloads
              DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostBurnoutDASpeedSigMassPrice
              Impact600+9+0+8-80 120 k12k250+29
              Kinetic1000+10-5+525 500+$3.5 k
                        Blast+4½ RS(7)+2½+6[-6]-
              Explosive: Blast+6½ RS(7)+5½+10[-7]-+35+$3.5 k
                        Contact180+16¾(7)-
              Cluster Bomb-4 RS(7)+12+13[-7]-+24+$3.5 k
              Fragmentation15-1¼+0+13½+0-40+31+$700
                        Blast+5 RS(7)+3½+7½[-7½]-
                        Contact80+14¼(7)-
              Shielded Collapse: Blast+12½ RS(7)+9+15½[-7]-+43+$1.8 M
                        Contact1200+22¼(7)-
                        Pulse+22½ RS-
              Collapse: Blast+18½ RS(7)+12+20½[-7½]-+50+17 tons+$18 M
                        Contact5000+27(7)-
                        Pulse+34½ RS-

              • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

              Cruise Missile: A stealthy, long range missile that can be launched from aircraft or ground vehicles. It launches with a rocket, but at cruising altitude it extends wings and transitions to a quiet electric turbofan for sneaky running. It is generally sent to go to a particular location and blow up a particular target, although it can be set to choose an appropriate target once at the destination to destroy. It will attempt to approach under cover, flying close to the ground and using terrain for concealment until the last moment. The cruise missile is fully stealthed, with an invisibility coating, thermal cloaking, and extensive radar stealthing. It is, however, not protected against aedar (use the missile's Size for its aedar signature).

              Size: +3Mass: 1.2 tonsFlight Speed: 1000 km/h
              Range: 2200 km
              Guidance
              Type
              HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverRocket SigTurbofan SigPrice
              Sneaker-Seeker
              +0+0+4+44.211001800+20-4$120 k

              Payloads
              DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostDASpeedSigMassPrice
              Impact380+11½+0+10-4.5 15k70+27
              Kinetic1600+10½-5+560 500+$8 k
                        Blast+5 RS(7)+3+7[-7]-
              Explosive: Blast+8 RS(7)+6+11[-7]-+36+$8 k
                        Contact250+17¾(7)-
              Cluster Bomb-4 RS(7)+13+14[-7]-+24+$8 k
              Fragmentation15-1¼+0+15+0-40+32+$1.8 k
                        Blast+6½ RS(7)+4+8½[-7½]-
                        Contact120+15¼(7)-
              Shielded Collapse: Blast+13½ RS(7)+9½+16[-6½]-+44+$4.5 M
                        Contact1500+23¼(7)-
                        Pulse+25½ RS-
              Collapse: Blast+18 RS(7)+13+21[-6]-+51+45 tons+$45 M
                        Contact7000+28(7)-
                        Pulse+36½ RS-

              • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

              Light Glide Bomb: A stealthy bomb dropped from an aircraft that glides down to its target. The bomb relies on its stealth amd a low-obervable flight profile – using terrain for cover if possible – to approach without warning. If it is detected, its high-agility airframe often allows it to dodge enemy fire.

              Size: +½Mass: 150 kgGlide Ratio: 1/10Glide Speed: 180 km/hGlide Accel/Decel: 3.5
              Guidance
              Type
              HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverGlide SigPrice
              Sneaker-Seeker
              +4+6+4+44.817080-7$22 k

              Payloads
              DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostDASpeedSigMassPrice
              Impact11+11½-3+10-15k12
              Kinetic800+9¼-5+560 500+$2.5 k
                        Blast+2½ RS(7)+2½+6[-8½]-
              Explosive: Blast+7½ RS(7)+5+9½[-6]-+34+$2.5 k
                        Contact150+16½(7)-
              Cluster Bomb-4 RS(7)+11½+12½[-7]-+24+$2.5 k
              Fragmentation15-1¼+0+13+0-40+30+$500
                        Blast+5½ RS(7)+3+7[-7]-
                        Contact70+14(7)-
              Shielded Collapse: Blast+13 RS(7)+8½+15[-6½]-+43+$1.2 M
                        Contact1000+22(7)-
                        Pulse+22 RS-
              Collapse: Blast+17½ RS(7)+12+20[-7]-+50+14 tons+$12 M
                        Contact5000+26¾(7)-
                        Pulse+34 RS-

              • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

              Heavy Bomb: A really big bomb, dropped out of an aircraft. It is blunt and unsubtle, usually used only after point defense has been eliminated.

              Size: +3½Mass: 2 tonsGlide Ratio: 1/1.5Glide Speed: 320 km/hGlide Accel/Decel: 38
              Guidance
              Type
              HomingEvasionLock-OnSneakAction PointsMove per turnTurning ManeuverGlide SigPrice
              Homing
              +0+0+04.2350160+3$2 k

              Payloads
              DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostDASpeedSigMassPrice
              Impact420+11½-3+10-200k20
              Kinetic2800+11¾-5+5200 500+$40 k
                        Blast+6½ RS(7)+4+8½[-7]-
              Explosive: Blast+9 RS(7)+7+12[-6]-+38+$40 k
                        Contact400+19¼(7)-
              Cluster Bomb-4 RS(7)+16+17[-7]-+24+$40 k
              Fragmentation15-1¼+0+17+0-40+35+$8 k
                        Blast+7 RS(7)+5½+10[-7]-
                        Contact180+16¾(7)-
              Shielded Collapse: Blast+15 RS(7)+10½+17½[-6½]-+47+$18 M
                        Contact2500+24¾(7)-
                        Pulse+29 RS-
              Collapse: Blast+19½ RS(7)+14+22½[-6½]-+54+200 tons+$200 M
                        Contact12000+29½(7)-
                        Pulse+40½ RS-

              • Kinetic: Aim score only applies to guided missiles using the guidance Homing score for the ranged attack skill roll.

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