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 rocket flies 7 squares a turn, with an accuracy of 5-16, with the missile flying as much as 2 squares off course each turn. It takes 8AP to load, and can be fired at a cost of 6AP. On impact, it causes a 4 Damage explosion at the centre, with 2 damage falloff each square you move out. Damage falloff is halved but only in a straight line of squares extending in the same direction the rocket was flying. Hence, the damage looks something like this:
2
123X2 <-o
2
Where X represents the poor soul the rocket hit.
$
Reduced AP costs for loading: $
Reduced AP costs for firing: $
Flight accuracy is instead 4-17: $
Much heavier compared to the RPG-2, the Gustaf compensates by incorporating a heavier round as well as rifling for better accuracy. The rocket flies at a fairly slow 7 squares a turn, with a flight path accuracy of 6-14 but only able to deviate as much as 1 square each turn. Loading takes 7AP, allowing it to be fired at a cost of 5AP. On impact, it deals damage in this pattern. Due to its weight and bulk, moving takes 1.25 as much AP.
121
12352 <-o
121
With 5 being the center of the blast.
$
Flight accuracy is 4-16: $
Reduced AP penalties: $
Secondary Fuel Detonator (deals one and a half times the damage if the rocket hits the turn it is fired): $
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. With a rocket flying at 8 squares a turn with a possible deviation of 2 squares a turn at a flight path accuracy of 4-16, this launcher gets there fast. Loading it takes 6AP, thanks to its simple design, but firing using the iron sights takes the same amount of time. 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 damage in this pattern:
131
123463 <-o
131
With 6 being the center of the blast
Rocket flies at 9 squares a turn: $
'Panzerschreck' (rocket does 1.25 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 3-17, and does no damage. Loading takes 7AP, and firing takes 5AP. It flies at a meager 5 squares a turn, but will automatically deviate one square a turn towards the marked target. Markers become inactive in three turns, after any explosive damage or if the same launcher fires another marker. It has a damage pattern of:
121
11252 <-o
121
With it equipped, you will take 1.25 times the AP to move.
$
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. The rocket flies at 8 squares a turn, with a flight accuracy of 3-17 and a possible deviation of up to two squares. It has a damage pattern resembling:
242
123573 <-o
242
The RPG-7 does not cause movement penalties.
$
High Powered Rounds (1.25 times damage): $
Tandem Rounds: $
Damage pattern becomes:
121
1235X1 <-o
121
Where the X is the point of impact, which takes 2 damage
Frag Rounds: $
Damage pattern becomes:
12
12321
123421 <-o
12321
12
Thermobaric Rounds: $
Damage pattern becomes:
353
2565 <-o
353
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. In addition, movement takes 1.5 times the normal amount of AP. However, the player may choose to turn the missile 90 degrees per turn and fly anywhere between 2 and 5 squares a turn, with turning expending one move. However, to take advantage of this, the player must continue to sight the rocket at a cost of 6AP a turn, and have all AP costs doubled. Furthermore, the player must succeed a 3-17 accuracy roll every turn they wish to guide the missile. On impact, the damage pattern is:
342
24564 <-o
342
When not guided, the rocket automatically self destructs at the start of the turn.
$
The rocket may fly between 2 and 7 squares a turn: $
The accuracy roll is instead 2-19: $
Reduced AP costs and 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 create a 2 damage explosion with 1 splash damage to adjacent squares, but this is not the main draw point of the weapon. The rockets fly at 7 squares a turn, with a deviation of up to one a turn at a flight path accuracy of 4-16. On impact, an area of ground with a radius of two squares is covered in napalm, which will burn for two turns. This will do 0.5 damage to a unit for each AP it spends where it was in contact with the fire, stacking with extra smatterings of napalm, as opposed to the incendiary effects of other weapons.
$
Thickened Pyrophoric Agent (Fire damage is 0.75 per AP and lasts an extra turn): $
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 (Units adjacent to flaming squares also take 0.25 damage per AP spent at least partially in those squares; fire does extra armour damage): $
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. It flies at a rate of 4 squares a turn, without deviation. On impact, it creates an explosion. The center of the explosion takes 20 damage. At a range of one square, units take 15 damage. At a range of two to three, units take 5 damage. At a range of four to five, units take 2.5 damage. At a range of six to eight, units take 1 damage. At a range of nine to twelve, units take 0.5 damage. For the rest of the round, all humans take 0.1 damage per turn, stacking.
$
1.5 times damage: $
Reduced firing cost: $
Increased flight speed: $