Business Name: Wilderness Outfitters
Gyrojet Pistol. A gyrojet pistol is a large handgun. It shoots miniature, self-propelled rockets that cause 2d10 points of damage when they explode. A gyrojet pistol is not effective at very short range, because the rocket is still accelerating. Thus the short range modifier is used even at point blank range. Skeinsuits and inertia screens absorb half the damage from a gyrojet rocket.
Gyrojet Rifle. A gyrojet rifle is a rifle-sized version of a gyrojet pistol. It has a longer range and causes 3d10 points of damage per shot.
Grenade Rifle. A grenade rifle resembles a shotgun. It fires hand grenades that are fitted into special grenade bullets. Any type of grenade can be used. It can fire one shot per turn, and then must be reloaded, which also takes one turn. If a shot misses, the grenade does not scatter. Depending on what type of grenade is being used, all the usual grenade saving throws apply.
Micromissile: The micromissile is a hand-held missile but can be launched in a variety of ways. The most common method is to hold the 10-cm-long missile by its detachable tailrod and press the rod's ignition button. Micromissiles do not have warheads, but do impact damage up to a maximum of 56 points. If hand firing a micromissile, only one per turn can be launched. Poppers can some types of MLTCs (detailed below) are designed to hold and fire micromissiles.
Missiles: Missiles are self-propelled rockets with attached warheads. There are three types of missiles: Level I, II, and III. For each successive level, missiles can add another warhead, doubling its payload capability, and increasing its range. For example, a type I missile has "F" range and holds one warhead, a type II missile has double the "F" range and carries two warheads, and a type III missile has triple the "F" range and carries three warheads. The missile warheads are described in their own section, and come in different sizes for each missile type and are not interchangeable. Missiles can never be hand held and fired; they are launched from either a missilier or an MLTC (see below).
Missilier: (formerly Rocket Launcher) The missilier closely resembles a grenade rifle in appearance. It is designed to fire one type I or type II missile per turn. The weapon's range depends on the missile type. The weapon ignites the missile's propulsion unit with a small electrical charge (costing 1 SEU). The missilier can use normal powerclips, minipowerclips, or be connected to a powerpack.
Popper: The popper is a hand-held or swivel mounted Multi-Launch Tube Cluster (MLTC) weapon. Its firing mechanism acts as a missilier, but with six launch tubes instead of one. It holds six micromissiles and can fire two per turn in the order loaded. Once loaded and locked in place, the popper cannot be opened until al of its micromissiles have been fired. Reloading can occur at any time after the micros have been used, but takes one turn for every two micromissiles reloaded unless a fastrack is used.
Fastrack Missile Loader: A fastrack is a plastic set of rings with a collapsible inner tube. It is designed to carry six micromissiles for easy loading into a popper. Loading in this fashion takes one turn for the entire rack. Carrying a set-up fastrack is no more dangerous than carrying the micromissiles on their own, it just takes up a lot more room. When loading, the inner tube collapses and the plastic rings snap off as the micromissiles are inserted into the weapon. Once loaded, the remains of the fastrack are discarded.
MLTCs: As a general rule Multi-Launch Tube Clusters can be any number of missile launcher tubes in any formation. The popper, described above, is one of the simples versions of an MLTC. The greater the number oftubes, the grater the complexity of the computer fire control system and the more expensive the unit. Most MLTCs are designed for only one type of missile (including micromissiles) and are not adjustable to another type.
The MLTC concept was designed for use during SWII and they can still be found in Landfleet's armored cavalry and modern warbots. General configurations include a triangular bank of three or six tubes for type III missiles, banks of three to eight tubes for type II missiles (usually with an ordinance energy weapon mounted in the middle), and linear or square banks of four to ten tubes for type I missiles. Micromissile MLTCs have no standard shape or number of tubes.
Anti-Missile: This warhead is only used on type II or III missiles. Its purpose is to destroy an incoming missile in flight. A successful roll on the Resolution Table (against the user's Weapons: Missiles skill) indicates an automatic hit on the incoming missile.
Electrical Discharge: This warhead causes daamge by releasing a high charge of electrical energy when it strikes. This electrical discharge
short-circuits every device in the blast radius and can stop a vehicle, warbot, etc. dead in its tracks. The ED warhead acts as an electrostunner set to damage for every bioform in the blast area. If the target is specially insulated, the damage is negated.
Field Crusher: This warhead only damages force fields and causes a maximum damage of 60 points times the missile type (I, II, or III).
Foam: This warhead behaves as a foam grenade of the same type, but its blast radius is five meters times the missile type.
Gas: This warhead behaves exactly like a gas grenade of the same type, but its blast radius is eight meters times the missile type.
High Explosive: This warhead causes a maximum damage of 72 points times the missile type to anything within the blast radius of eight
meters times the missile type.
Scanning: This is a non-damaging warhead that is only used with type II or III missiles. It uses a scanner to lock onto a specific type of target: heat producing, certain shape, emitting strong UV radiation, and so forth. See the Scanner section in this book for a complete list of scanner types. If the scanner locks onto a target, the firer receives a +3 Column Shift combat modifier.
Sonic: This affects all within a radius of six meters times the missile type. Anyone failing his Stamina check is stunned for 1d100 turns.
Standard Explosive: This warhead acts like a fragmentation grenade, except that it causes a maximum of 68 poitns per missile type to
anyone within a radius of five meters times the missile type.
Tangler: This warhead acts like a tangler grenade except that the tentacles cover a five-meter radius.
Star Frontiers (tm), the setting, and any published material and images from the rules are all copyrights and trademarks of TSR, Inc., and appear here only for private informational and/or educational purposes. All other materials are the property of their authors.