Simplified Rocket Launchers/Recoilless Rifles. Now with percentage damage.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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: $