Rockets & Missiles
| ROCKETS | DAMAGE | AP | BLAST | AVAIL | COST |
|---|---|---|---|---|---|
| Anti-Vehicle | 24P | -4/-10 | -4/m | 18F | 2.800Y |
| Fragmentation | 23P(f) | +5 | -1/m | 12F | 2.000Y |
| High-Explosive | 21P | -2 | -2/m | 18F | 2.100Y |
| MISSILES | DAMAGE | AP | BLAST | AVAIL | COST |
|---|---|---|---|---|---|
| As Rocket | As Rocket | As Rocket | As Rocket | +4 | +Sensor Rating x500Y |
Rules for firing rockets and missiles are on p. 181 CRB.
Rockets and missiles are set to arm when they have traveled
10 meters from their point of origin and explode
on impact. This safety feature can be disabled with an
Armorer + Logic [Mental] (4, 5 Minutes) Extended Test.
In addition to any other wireless bonus, all rockets and
missiles have the following wireless feature:
Wireless: You can use the wireless link trigger for your
rocket or missile, even if you don’t have DNI (Direct
Neural Interface sidebar, p. 222 CRB).
Anti-vehicle: AV rockets/missiles contain a shapedcharge warhead designed to burn or punch its way through a vehicle or barrier. Though the impact causes a blast, it is limited compared to that of a High-Explosive projectile. AV attacks have an AP of –10 against vehicles and barriers, –4 against other targets.
Fragmentation: Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles.
High explosive: HE rockets/missiles are designed to do heavy damage to a large area. Their blast pattern is similar to that of a grenade, but much larger. They are not particularly effective against hardened targets, such as vehicles or protected military structures. HE weapons use the standard grenade rules for determining the blast and its effects.