Difference between revisions of "SR5:Weapons:Launchers"

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__NOTOC__
 
{{SR5:List Navigation}}
 
{{SR5:List Navigation}}
 
{{SR5:Gear Navigation}}
 
{{SR5:Gear 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.
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{|border="1" style="text-align:center;"
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Use the Heavy Weapons skill when firing grenade and missile launchers. All suffer from double modifiers for uncompensated recoil (p. 175). Launchers can take top and underbarrel accessories. Naturally, grenade launchers fire minigrenades, and missile launchers launch missiles or rockets.
!colspan="5"|Ranges
+
 
 +
{| class="wikitable" style="text-align: center;"
 +
|+ Range Table
 
|-
 
|-
!DP Modifier!!SHORT<br/>+0!!MEDIUM<br/>-1!!LONG<br/>-3!!EXTREME<br/>-6
+
! style="text-align: left;" | DP Modifier
 +
! Short<br />+0
 +
! Medium<br />-1
 +
! Long<br />-3
 +
! Extreme<br />-6
 
|-
 
|-
!Cannons/Launchers
+
! style="text-align: left;" | Heavy Weapons
|0-5||6-10||11-15||16-20
+
! colspan="4" | Range in Meters
 +
|-
 +
| style="text-align: left;" | Grenade Launchers
 +
| 5&ndash;50
 +
| 51&ndash;100
 +
| 101&ndash;150
 +
| 151&ndash;500
 +
|-
 +
| style="text-align: left;" | Missile Launchers
 +
| 20&ndash;70
 +
| 71&ndash;150
 +
| 151&ndash;450
 +
| 451&ndash;1,500
 
|}
 
|}
 +
 
<center>
 
<center>
{| class="sortable wikitable" style="text-align:center;"
+
'''Grenade Launchers'''
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source
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{{SR5:Grenade Launchers}}
<!-- Firearms Cannons/Launchers -->
+
'''Missile Launchers'''
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2
+
{{SR5:Missile Launchers}}
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200
+
</center>
|Modes=SS}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle
 
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000
 
|Modes=SA|Source=SR5:R&G}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon
 
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500
 
|Modes=SS|Source=SR5:R&G}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12
 
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000
 
|Modes=SA}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker
 
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200
 
|Modes=SS}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon
 
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000
 
|Modes=SA}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL
 
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000
 
|Modes=SA/BF|Source=SR5:R&G}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon
 
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000
 
|Modes=SA|Source=SR5:R&G}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML
 
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500
 
|Modes=SS|Source=SR5:R&G}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor
 
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000
 
|Modes=SS}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL
 
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000
 
|Modes=SA}}
 
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb
 
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000
 
|Source=SR5:GH3}}
 
|}</center>
 
  
 
==Ares Antioch-2==
 
==Ares Antioch-2==
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|Special=;Modifiers:Integrated Smartlink
 
|Special=;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).  
 
;Wireless: You can use the wireless link trigger for your grenades, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).  
|Jackpoint=
 
}}
 
 
==Ares Thunderstruck Gauss Rifle==
 
{{SR5:Ranged Weapon Template
 
|
 
|Source=SR5:R&G
 
|Description=
 
|Special=
 
|Jackpoint=
 
}}
 
 
==Ares Vigorous Assault Cannon==
 
{{SR5:Ranged Weapon Template
 
|
 
|Source=SR5:R&G
 
|Description=
 
|Special=
 
 
|Jackpoint=
 
|Jackpoint=
 
}}
 
}}
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|Description=The Striker is an extremely light disposable launcher—perfect when you want to deliver a punch and make a quick, unencumbered getaway.
 
|Description=The Striker is an extremely light disposable launcher—perfect when you want to deliver a punch and make a quick, unencumbered getaway.
 
|Special=;Wireless: You can use the wireless link trigger for your missiles, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).  
 
|Special=;Wireless: You can use the wireless link trigger for your missiles, even if you don’t have DNI (Direct Neural Interface sidebar, p. 222).  
|Jackpoint=
 
}}
 
 
==Krime Cannon==
 
{{SR5:Ranged Weapon Template
 
|Image=SR5 Weapon Krime Cannon.png
 
|Accuracy=4|DV=16P|AP=–6|Modes=SA|RC=(1)|Ammo=6(m)
 
|Availability=20F|Cost=21,000
 
|Description=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.
 
|Special=;Modifiers:Modified for Trolls by Default
 
 
|Jackpoint=
 
|Jackpoint=
 
}}
 
}}
  
 
==Mitsubishi Yakusoku MRL==
 
==Mitsubishi Yakusoku MRL==
{{SR5:Ranged Weapon Template
+
{{SR5:Ranged Weapon Template|Type=Cannons/Launchers|Image=SR5 Weapon Mitsubishi Yakusoku MRL.png
|
+
|Weapon=Mitsubishi Yakusoku MRL
|Source=SR5:R&G
+
|Accuracy=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Availability=20F|Cost=14,000
|Description=
+
|Modes=SA/BF
|Special=
+
|Special=;Missile Ammo:The Yakosoku can load up to 4 different types of missiles, 2 in each tube.
|Jackpoint=
+
;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.
 
+
|Description=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.
==Ogre Hammer SWS Assault Cannon==
+
|Jackpoint=*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.
{{SR5:Ranged Weapon Template
+
**Stone
|
+
|Source=SR5:R&G}}
|Source=SR5:R&G
 
|Description=
 
|Special=
 
|Jackpoint=
 
}}
 
  
 
==Onotari Arms Ballista MML==
 
==Onotari Arms Ballista MML==
{{SR5:Ranged Weapon Template
+
{{SR5:Ranged Weapon Template|Type=Cannons/Launchers|Image=SR5 Weapon Onotari Arms Ballista.png
|
+
|Weapon=Onotari Arms Ballista MML
|Source=SR5:R&G
+
|Accuracy=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Availability=19F|Cost=7,500
|Description=
+
|Modes=SS
|Special=
+
|Special=;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.
|Jackpoint=
+
;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.
 +
|Description=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.
 +
|Jackpoint=*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
 +
|Source=SR5:R&G}}
  
 
==Onotari Interceptor==
 
==Onotari Interceptor==
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}}
 
}}
  
==Panther XXL==
+
<br /><hr /><br />
{{SR5:Ranged Weapon Template
+
{{SR5:Weapons List Navigation}}
|Accuracy=5(7)|DV=17P|AP=–6|Modes=SS|Ammo=15(c)
 
|Availability=20F|Cost=43,000
 
|Description=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.
 
|Special=;Modifiers:SmartGun
 
|Jackpoint=
 
}}
 
 
 
==Krime Bomb==
 
{{SR5:Ranged Weapon Template|Type=Assault Cannon
 
|Image=SR5 Weapon Krime Bomb.png
 
|Accuracy=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Availability=20F|Cost=23,000
 
|Source=SR5:GH3
 
|Description=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.
 
|Special=;Standard Upgrades/Accessories:Laser Sight, Powered Slide Mount (Rating 2)
 
|Jackpoint=
 
*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
 
}}
 

Latest revision as of 17:34, 24 March 2019

5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others

Use the Heavy Weapons skill when firing grenade and missile launchers. All suffer from double modifiers for uncompensated recoil (p. 175). Launchers can take top and underbarrel accessories. Naturally, grenade launchers fire minigrenades, and missile launchers launch missiles or rockets.

Range Table
DP Modifier Short
+0
Medium
-1
Long
-3
Extreme
-6
Heavy Weapons Range in Meters
Grenade Launchers 5–50 51–100 101–150 151–500
Missile Launchers 20–70 71–150 151–450 451–1,500

Grenade Launchers

Weapon Acc DV AP Modes RC Ammo Avail Cost Source
AK-98, Grenade Launcher 3 Grenade SS 6 (m) SR5:R&G
Ares Alpha, Grenade Launcher 4 (6) Grenade SS 6 (c) Core
Ares Antioch-2 4 (6) Grenade SS 8 (m) 8F 3,200¥ Core
ArmTech MGL-12 4 Grenade SA 12 (c) 10F 5,000¥ Core
HK XM30, Grenade Launcher 4 Grenade SS 6 (c) 15F 4,500¥ SR5:R&G

Missile Launchers

Weapon Acc DV AP Modes RC Ammo Avail Cost Source
Aztechnology Striker 5 Missile SS 2 (ml) 10F 1,200¥ Core
Mitsubishi Yakusoku MRL Missile SA/BF 4×2 (m) 20F 14,000¥ SR5:R&G
Onotari Arms Ballista MML Missile SS 4 (m) 19F 7,500¥ SR5:R&G
Onotari Interceptor 4 (6) Missile SS 2 (ml) 18F 14,000¥ Core

Ares Antioch-2

Blank.png
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.


ArmTech MGL-12

Blank.png
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

Blank.png
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.


Mitsubishi Yakusoku MRL

SR5 Weapon Mitsubishi Yakusoku MRL.png
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

Onotari Arms Ballista MML

SR5 Weapon Onotari Arms Ballista.png
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

Blank.png
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.





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)