Difference between revisions of "SR5:Weapons:Launchers"
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{{SR5:Weapons List Navigation}} | {{SR5:Weapons List Navigation}} | ||
Use the Heavy Weapons skill when fir ing assault cannons and grenade and missile launchers. All suf fer from double modifiers for uncompensated recoil (p. 175). Both assault cannons and launchers can take top and underbarrel accessories. Naturally, assault cannons use assault cannon ammo, grenade launchers fire minigrenades, and missile launchers launch missiles or rockets. | Use the Heavy Weapons skill when fir ing assault cannons and grenade and missile launchers. All suf fer from double modifiers for uncompensated recoil (p. 175). Both assault cannons and launchers can take top and underbarrel accessories. Naturally, assault cannons use assault cannon ammo, grenade launchers fire minigrenades, and missile launchers launch missiles or rockets. | ||
− | {| | + | |
− | + | {| class="wikitable" style="text-align: center;" | |
+ | |+ Range Table | ||
|- | |- | ||
− | !DP Modifier! | + | ! style="text-align: left;" | DP Modifier |
+ | ! Short<br />+0 | ||
+ | ! Medium<br />-1 | ||
+ | ! Long<br />-3 | ||
+ | ! Extreme<br />-6 | ||
|- | |- | ||
− | ! | + | ! style="text-align: left;" | Heavy Weapons |
− | | | + | ! colspan="4" | Range in Meters |
|- | |- | ||
− | + | | style="text-align: left;" | Assault Cannons | |
− | | | + | | 0–50 |
+ | | 51–300 | ||
+ | | 301–750 | ||
+ | | 751–1,500 | ||
|- | |- | ||
− | + | | style="text-align: left;" | Grenade Launchers | |
− | | | + | | 5–50 |
+ | | 51–100 | ||
+ | | 101–150 | ||
+ | | 151–500 | ||
+ | |- | ||
+ | | style="text-align: left;" | Missile Launchers | ||
+ | | 20–70 | ||
+ | | 71–150 | ||
+ | | 151–450 | ||
+ | | 451–1,500 | ||
|} | |} | ||
<center> | <center> |
Revision as of 17:33, 20 May 2018
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Weapons | |
---|---|
Melee | Blades // Clubs // Exotic // Implant // Improvised // Misc. |
Ranged | Ballistic Projectiles // Flamethrowers // Exotic // Lasers // Throwing |
Firearms | Taser // Pistols (Hold-Out / Light / Heavy / Machine) // Submachine Guns // Rifles (Assault / Sniper / Sporting) // Shotguns // Machine Guns // Misc. (Exotic / Implant) |
Large-Caliber Projectiles | Assault Cannons // Launchers (Grenade // Missile) |
Misc. | Firearm Accessories // Weapon Consumables (Ammunition / Ballistic Projectile / Grenades / Rockets & Missiles) |
Use the Heavy Weapons skill when fir ing assault cannons and grenade and missile launchers. All suf fer from double modifiers for uncompensated recoil (p. 175). Both assault cannons and launchers can take top and underbarrel accessories. Naturally, assault cannons use assault cannon ammo, grenade launchers fire minigrenades, and missile launchers launch missiles or rockets.
DP Modifier | Short +0 |
Medium -1 |
Long -3 |
Extreme -6 |
---|---|---|---|---|
Heavy Weapons | Range in Meters | |||
Assault Cannons | 0–50 | 51–300 | 301–750 | 751–1,500 |
Grenade Launchers | 5–50 | 51–100 | 101–150 | 151–500 |
Missile Launchers | 20–70 | 71–150 | 151–450 | 451–1,500 |
Type | Weapon | Acc | Reach | DV | AP | Modes | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Cannons/Launchers | Ares Antioch-2 | 4(6) | - | Grenade | - | SS | - | 8(m) | 8F | 3,200¥ | Core |
Cannons/Launchers | Ares Thunderstruck Gauss Rifle | 7(8) | - | 15P | -8 | SA | (1) | 10(c) + Energy | 24F | 26,000¥ | SR5:R&G |
Cannons/Launchers | Ares Vigorous Assault Cannon | 4 | - | 16P | -6 | SS | - | 12(c) | 18F | 24,500¥ | SR5:R&G |
Cannons/Launchers | ArmTech MGL-12 | 4 | - | Grenade | - | SA | - | 12(c) | 10F | 5,000¥ | Core |
Cannons/Launchers | Aztechnology Striker | 5 | - | Missile | - | SS | - | 2(ml) | 10F | 1,200¥ | Core |
Cannons/Launchers | Krime Cannon | 4 | - | 16P | -6 | SA | (1) | 6(m) | 20F | 21,000¥ | Core |
Cannons/Launchers | Mitsubishi Yakusoku MRL | Missile | - | Missile | Missile | SA/BF | - | 4 * 2(m) | 20F | 14,000¥ | SR5:R&G |
Cannons/Launchers | Ogre Hammer SWS Assault Cannon | 6 | - | 16P | -4 | SA | - | 6(c) | 20F | 32,000¥ | SR5:R&G |
Cannons/Launchers | Onotari Arms Ballista MML | Missile | - | Missile | Missile | SS | - | 4(m) | 19F | 7,500¥ | SR5:R&G |
Cannons/Launchers | Onotari Interceptor | 4(6) | - | Missile | - | SS | - | 2(ml) | 18F | 14,000¥ | Core |
Cannons/Launchers | Panther XXL | 5(7) | - | 17P | -6 | SA | - | 15(c) | 20F | 43,000¥ | Core |
Cannons/Launchers | Krime Bomb | 6 (7) | - | 16P | –6 | SS | - | 4(m) | 20F | 23,000¥ | SR5:GH3 |
Contents
Ares Antioch-2
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | Grenade | – | SS | – | 8(m) | 8F | 3,200¥ | Core |
- Modifiers
- Integrated Smartlink
- Wireless
- You can use the wireless link trigger for your grenades, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
The Antioch–2 features a classic grenade launcher design combined with an integral smartlink system. It is one of the more affordable grenade launchers on the market.
Ares Thunderstruck Gauss Rifle
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
7(8) | 15P | -8 | SA | (1) | 10(c) + Energy | 24F | 26,000¥ | SR5:R&G |
- Standard upgrades
- Laser sight, shock pad
- Ammo
- The Thunderstruck uses both ammunition and energy for each round fired. Power is supplied by peak-discharge battery packs and consumes 1 power unit per shot. The Thunderstruck can hold one power clip or draw its energy from an external source such as a satchel power pack, power backpack, or vehicle power if mounted.
Ares has had there fair share of arms troubles over the past few years but this was not one of them. The Thunderstruck has been a massive market success, gaining even more brand recognition than the Panther XXL in the assault cannon category. It doesn’t pack quite the punch of a standard AC, but its lighter recoil load, quicker cycle time, and unmatched armor penetration have gone a long way to sway those consumers concerned about the heavier price tag.
Ares Vigorous Assault Cannon
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4 | 16P | -6 | SS | – | 12(c) | 18F | 24,500¥ | SR5:R&G |
The Ares Vigorous was billed as an early competitor for the Panther XXL. Early word of mouth on the early, bare-bones base model was poisonous, and that carried over to the models with all the bells and whistles. The nice part about that is if you don’t care about a smartlink system and realize firing twice with an assault cannon means you’ve done something wrong, then the Vigorous is your cannon of choice.
ArmTech MGL-12
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4 | Grenade | – | SA | – | 12(c) | 10F | 5,000¥ | Core |
- Wireless
- You can use the wireless link trigger for your grenades, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
This bullpup-configuration grenade launcher is popular, since it can fire in semi-auto mode and carries substantially more minigrenades than its competitors.
Aztechnology Striker
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
5 | Missile | – | SS | – | 1(ml) | 10F | 1,200¥ | Core |
- Wireless
- You can use the wireless link trigger for your missiles, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
The Striker is an extremely light disposable launcher—perfect when you want to deliver a punch and make a quick, unencumbered getaway.
Krime Cannon
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4 | 16P | –6 | SA | (1) | 6(m) | 20F | 21,000¥ | Core |
- Modifiers
- Modified for Trolls by Default
Krime may be a small-time manufacturer, but their assault cannon, simply called the Cannon, is a cheap heavy weapon big on attitude and firepower. It comes standard with modification for trolls, and so is the first weapon in the Sixth World to be intended for larger customers.
Mitsubishi Yakusoku MRL
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
Missile | Missile | Missile | SA/BF | – | 4 * 2(m) | 20F | 14,000¥ | SR5:R&G |
- Missile Ammo
- The Yakosoku can load up to 4 different types of missiles, 2 in each tube.
- Wireless
- The missile(s) to be launched can be chosen via the integrated wireless smartgun connection as a Free Action.
- Fire both
- Firing both tubes at once requires the attacker to split their dice pool or use a self-guided system in one of the tubes.
A direct competitor of the Ballista, the Yakusoku trades the security features and bells and whistles for the versatility of being able to fire both missiles and rockets. Its dual-tube design also allows for faster firing.
- Faster firing is a bending of the truth. The Yak can fire both tubes at once but trying to aim both at once is tough. Smart users load a self-guided missile in one and a rocket in the other. They aim the rocket but launch the missile at the same time.
- Stone
Ogre Hammer SWS Assault Cannon
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
6 | 16P | -4 | SA | – | 6(c) | 20F | 32,000¥ | SR5:R&G |
- Standard upgrades
- Advanced safety, integrated commlink (Device Rating 4), imaging scope (night vision, flare compensation, image link, magnification)
“Pounds like no other” is the sales slogan attached to this heavy hitter. The Ogre Hammer puts a whole lot of hurt downrange by improving the weapon’s recoil handling and cycle speed to allow slightly faster firing than other weapons in its class. It’s called man portable, but that’s a bit of a stretch.
Onotari Arms Ballista MML
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
Missile | Missile | Missile | SS | – | 4(m) | 19F | 7,500¥ | SR5:R&G |
- Area Targetting
- The Ballista can attack with both direct and indirect missile fire. A handheld laser target designator is linked to the backpack unit with a fiber-optic cable securing the system from hacking.
- Wireless
- The Ballista can also accept orders wirelessly from other target designators linked to the user’s PAN (see PANs and WANs, p. 233, SR5).
- Reload
- The magazine is hard to replace and requires 3 Complex Actions if done by a second person. The wearer would need to remove the backpack (Complex Action), replace the magazine (3 Complex Actions), and then put the backpack back on (2 Complex Actions) in order to change it themselves.
Leave it to Saeder-Krupp to design a system great for taking dragons out of the sky. The Ballista saw a lot of action recently during the Dragon Wars, and mercenary units have picked up quite a bit of the overstock that was produced in expectation of a longer conflict. The system is a backpack and launcher set up that holds four extra missiles that will automatically reload after each shot. The setup comes with a handheld laser designator for independent targeting but the missiles can respond to other designators and their own internal systems.
- Don’t fool yourself into thinking this will take any serious dragon out of the sky by itself. It can be part of a larger strategy, but that strategy had better be pretty damn big.
- Hard Exit
Onotari Interceptor
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
4(6) | Missile | – | SS | – | 2(ml) | 18F | 14,000¥ | Core |
- Modifiers
- SmartGun
- Wireless
- You can use the wireless link trigger for your missiles, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).
This Saeder-Krupp-developed military missile launcher is designed to fire rockets or guided missiles, of any type. It has two separate barrels and firing chambers, and can load up to two missiles at once, which need not be of the same type. Due to backblast issues, it is not capable of “giving ‘em both barrels.” It features an internal smartgun system.
Panther XXL
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
5(7) | 17P | –6 | SS | – | 15(c) | 20F | 43,000¥ | Core |
- Modifiers
- SmartGun
This huge fragging gun is an assault cannon that uses ammunition similar to the primary weapon in many small tanks. It comes with a built-in smartgun system.
Krime Bomb
Acc | DV | AP | Mode | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|
6 (7) | 16P | –6 | SS | – | 4(m) | 20F | 23,000¥ | SR5:GH3 |
- Standard Upgrades/Accessories
- Laser Sight, Powered Slide Mount (Rating 2)
Krime is pleased to announce its first pump-action assault cannon intended for the weaker meta-types to use. The revolutionary recoil suppression system allows lighter body mass personnel to carry the heaviest firepower available. The Bomb also incorporates a powered slide mount and laser sight, allowing the user a multitude of tactical accessories. Carry the Bomb, and be the bomb.
- This is definitely not typical from Krime. They’ve started to get a pretty large following within the Sons of Sauron and other radical meta groups. I wonder why they’re risking involvement with that market segment—there are plenty of ways for that to go wrong.
- Mihoshi Oni
- Maybe because they’re following the money. While there are a lot of Orks and Trolls roaming around the world they tend to have the lower paying jobs and if they’re working for a corp or government, they get issued whatever they carry anyway.
- Dr. Spin
- All I can say is the pump-action is a bitch to use when you’re on the move. They might claim it’s for smaller builds, but it still takes effort to chamber a round.
- Marcos