Not a problem.
This is meant to be for an assault rifle. But hey, at this price, not many people can complain. It accepts a decent variety of ammo too. With a range of 6, it reaches further than the thrown varieties, and has a respectable 2 damage on contact with 1 damage to surrounding squares. It's single shot only though, so while it only takes 7AP to fire, it takes another 7AP to load. If you really don't want to fire it at 6AP, go ahead and try firing it without aiming out back if you promise I get to keep that nice looking jacket of yours.
$
HE Grenade (2.5 damage on contact, 1.5 damage on adjacent, 0.5 damage at 2 squares distance): $
CS Gas Grenade (0.1 damage in a 2 square radius; hit units have an accuracy and crit penalty for a turn): $
Delayed Detonation Grenade (Can bounce off things; must travel the entirety of its range to detonate): $
Nice and neat grenade launcher. Not as cheap as the 40mm, but while it loads at 8AP, it can shoot twice for 6AP a shot and takes just as many types of rounds. Has a range of 7, with 2 damage on the center square and 1 damage for a 2 square radius.
$
HEAT Grenade (3 damage on center square, 0.75 damage on adjacent): $
Anti-personnel (1.0 damage on center square as well as 0.5 damage in a 2 square radius; generates 8 0.25 damage shrapnel fragments to fly out): $
Timed Detonation Grenade (grenades detonate at the end of your next turn; enemies will avoid them): $
Incendiary Grenade (1 damage plus 40% of target's health in damage in a one square radius): $
MGL stands for multiple grenade launcher. Didn't the last two do that, you ask? Well the other dwo didn't have a revolving mechanism that lets you fire 6 rounds per reload. Loading takes 9AP, but you can fire six times in a row afterwards at 6AP a shot. Still in the standard 40mm caliber, so it accepts lots of rounds. Has a range of 7, with 2 damage on the center square and 1 damage for a 1 square radius.
$
HELLHOUND Grenade (3 damage on center square, 0.25 damage on adjacent; ignores 50% of armour in center square): $
Concussion Grenade (units in a 2 square radius miss their next turn): $
Proximity Grenade (stays inert until the end of the turn an enemy enters its explosion radius): $
Thermobaric Grenade (2 damage plus 60% of target's health in a one square radius): $
A dirt cheap mortar that happens to also work as a spade. It seems that the store has taken most of the backplate for other uses, so you'll only be using it as a mortar. At least it's not very heavy. Taking 6AP to aim at any square between 4 and 7 squares away, seeing as it lacks an aiming device all together, this mortar will fire at that spot with an accuracy of 4-16 (with a miss going as much as 3 squares wide). On impact, it deals 0.5 damage at the center of the blast as well as doing 0.25 damage to other squares within a two square radius at a cost of 8AP a shot.
$
Misses can only go as far as two tiles away: $
Aiming is faster: $
Shots are faster: $
A neat, efficient mortar that's fairly light for a decent calibur. Takes a much less tedious 5AP to sight any spot within 3 to 8 squares away. Does an impressive 0.5 damage on a one square radius centred on the aimed at square (which can be anywhere within a square of the sighted one) as well 0.25 damage around a 3 square radius, all at a zippy 6AP. Even better, it allows for a great variety of rounds. You'll have difficulties against heavy units, but this should serve you well for a good while to come.
$
Aiming is faster: $
Shots are faster: $
Hit enemies also take 5% of their current health in damage: $
A little a bit chunkier than the smaller Type 89, the 2 Inch has a variety of features which sets it apart. It can sight to any square between 2 and 9 squares away, at a cost of 4AP, and then fire at any square within two squares of the sighted square for 7AP. Each shot does 0.75 damage to a center square, as well as 0.35 damage to a two square radius
$
Net Shells (increase outer damage radius by 1): $
White Phosphorous Rounds (hit enemies also take 5% of their current health in damage): $
Titanium Tetrachloride Shells (hit enemies take an addditonal 0.1 damage <following effect might be annoying to do> as well as having only two thirds of their normal AP next turn): $
'Toffee Apple' 51 pounders (increase inner damage radius by 1): $
At more than double the caliber of the Type 89, this monster is not to be trifled with. Sighting takes 5AP and can target any spot further than 4 squares away. You may then launch mortars at or withing 3 squares of the sighted square at a rate of 7AP each. Each shot does 0.5 damage on a two square radius around the blast and 0.25 damage on a four square radius (excluding the inner radius, obviously). The problem with this monster is its weight: you will take twice the AP to move the same distance as before.
Five square outer radius: $
Three square inner radius: $
Reduced AP penalty: $
The firing time for the mortar constitutes putting the actual shell into the tube. The mortar must then fall to the bottom and be propelled back upwards, which happens at the end of each turn. This means that you may not fire more than once per turn. Mortars must be fired sighted and moving while sighted means you must resight. To sight a square you must have line of sight to it. However, this line of sight assumes the zombies are slouching, so you can see over them. You cannot see over large units, structures or whatever else the GM says you can't, however.
The first deployed version of the manually operated antitank grenade launcher series, often referred to by its acronym in russian: RPG. It's not that great, with poor accuracy, a lack of advanced aiming devices, difficulties in loading and poor speed. It is the only option for single shot devastation at such a low price; as an upshot, it's fairly light for what it is.The first deployed version of the manually operated antitank grenade launcher series, often referred to by its acronym in russian: RPG. It's not that great, with poor accuracy, a lack of advanced aiming devices, difficulties in loading and poor speed. It is the only option for single shot devastation at such a low price; as an upshot, it's fairly light for what it is. It takes 8AP to load, and can be fired at a cost of 6AP at 4-16 accuracy and 8-12 crit. On impact, it causes a 4 damage explosion, with 2 damage dealt to adjacent squares.
$
Reduced AP costs for loading: $
Reduced AP costs for firing: $
Flight accuracy is instead 3-18: $
Much heavier compared to the RPG-2, the Gustaf compensates by incorporating a heavier round as well as rifling for better accuracy. Loading takes 7AP, allowing it to be fired at a cost of 5AP launching a 3-17 accuracy, 7-13 crit rocket. On impact, it deals damage 3 damage to the impact square and each adjacent square, as well as 1 damage to each square two tiles away. Due to its weight and bulk, moving takes 1.25 as much AP.
$
Accuracy is 2-18: $
Reduced AP penalties: $
Secondary Fuel Detonator (if the impact is less than five squares away, do 0.5 extra damage to each square that takes damage normally.): $
One of the first widely fielded recoilless rifles. People are going around calling every rocket launcher a bazooka even to this day. If you happen to meet one of them, and they are trying to steal your precious supplies, you can make sure they never call a rocket launcher the wrong name again. Loading it takes 6AP, thanks to its simple design, but firing using the difficult iron sights takes the same amount of time, launching a 4-17 accuracy and 6-14 crit rocket. Its weight and bulk is similar to the Gustaf, and you will hence take 1.25 times the amount of AP to move. On arrival, the rocket does 4 damage to the impact square and each adjacent square, as well as two damage to each square two tiles away.
3-18 accuracy: $
'Panzerschreck' (rocket does 1.25 times damage with extra effect on armour, 1.5 times AP required for movement instead of 1.25): $
'Super Bazooka' (Loading takes 10AP, but it may be fired thrice before reloading): $
This rocket launcher has an integrated guidance system to ensure that it doesn't miss, involving a marking rifle integrated into the weapon. It is otherwise unremarkable. The marking rifle takes 7AP to fire at an accuracy of 2-19, and does no damage. Loading takes 7AP, and firing takes 5AP. If firing at the marked target, it is almost perfectly accurate, at 2-19, but it is otherwise 5-15 and it is always a 6-15 crit. With it, you will take 1.25 times the AP to move, but the rockets do a tidy 6 damage to the target square, as well as 2 damage to each adjacent square.
$
The rocket will turn up to two squares a turn to follow the marked target: $
The launcher may fire up to three markers and switch markers mid-flight: $
Markers last two turns longer: $
The most ubiquitous rocket launcher in the world, and for good reason. Light, compact, efficient, versatile, powerful and with a price to match. It also has one of the most diverse ranges of available rounds manufactured. Loading takes 5AP and firing takes 6AP, producing a rocket with an accuracy of 3-17 and crit of 7-13. The rocket does 5 damage to the impact square, as well as 3 damage to squares in a two square radius. Even better, the RPG-7 does not incur movement penalties.
$
High Powered Rounds (1.25 times damage): $
Tandem Rounds (creates a 2 damage one square explosion on first impact, but passes through to make the normal esxplosion on the next impact): $
Frag Rounds (does 2 damage to squares in a three square radius): $
Thermobaric Rounds (reduces impacted unit's health by 25% of its current health, before doing two damage): $
The Stinger is a fully guidable rocket launcher with a very powerful round. It is meant for shooting down helicopters, but it will probably do for killing zombies, or any other fools that want to go up against a group that can afford Stinger missiles. It loads at a comparatively slow 8AP, and firing it subsequently takes 7AP for a poor accuracy round of 5-15 with a 7-14 crit. In addition, movement takes 1.5 times the normal amount of AP. However, if the rocket misses, the player can choose to continue to sight the rocket at a cost of 6AP a turn, rerolling the accuracy at a +2 bonus. The player may repeat this until the rocket hits the target, wherepon 7 damage will be dealt to the target square and one damage will be dealt to each adjacent square.
$
The accuracy is rerolled at a +5 bonus: $
Reduced continued sighting AP cost: $
Reduced AP penalties: $
The FL stands for flame, and that's really all you need to know. Apart from it being a four shot pod. You'd probably want to know that too. To load it, you must spend the entirety of one turn as well as 4AP at the start of next turn. You may then fire four rockets at 6AP each before reloading again. On hit, they take away 40% of the target's health, before doing 2 damage.
$
Thickened Pyrophoric Agent (Takes away 60% of target health instead of 40%): $
Simultaneous Firing Charge (You may fire all rockets simultaneously, but you will take two full turns for the next reload, which will be interrupted by any damage): $
Tri-Ethyl-Aluminium (Also takes away 25% of target's armour as well as doing 2 additional damage to the target): $
This recoilless rifle fires a small subkilotonic coaxed fission de~
It fires a nuke. It's a nuclear rocket launcher. That's all you need to know.
You may load a single warhead at a cost of one turn. You may fire it at a cost of 8AP. The target it hits has its health reduced by 75%, before taking an additional 4 damage. Everyone else within eight squares takes 1.5 damage. Any humans within twenty squares (pretty much the whole map), take 10% of their current health in damage.
$
2 times damage (on the 4 and 1.5, not on the percentages): $
Reduced firing AP cost: $
Only 5% of current health is taken as damage by humans: $