Missile Artillery

* **Cost:** 75,000cr (launcher, new), 20,000cr (launcher, used), 200cr (“dumb” rocket), 600cr (“smart” GAM rocket), 1,000cr (“savant” rocket)
* **Availability:** R
* **Body:** 3D
* **Range:** 100-500/3,000/10,000
* **Damage:** 6D
* **Game Notes:** Refer to Missile Types for missile information
* **Source:** Hideouts & Strongholds (pg. 9)

### Anti-Vehicle Missile Launcher

* **Type:** Anti-vehicle missile emplacement
* **Model:** Merr-Sonn MX-10
* **Scale:** Speeder
* **Skill:** Missile weapons: missiles
* **Ammo:** 10 (permanent missile rack)
* **Cost:** 20,000cr (launcher, new), 8,000cr (launcher, used), 500cr (“dumb” rocket), 1,000cr (“smart” GAM rocket), 2,000cr (“savant” rocket)
* **Availability:** R, X
* **Range:** 100-500/3,000/10,000
* **Damage:** 6D
* **Game Notes:** Refer to Missile Types for missile information
* **Source:** Hideouts & Strongholds (pg. 10, 36)

### Concussion Grenade Launcher

* **Type:** Grenade launcher
* **Model:** Bryn & Gweith Mounted CGL 55ci
* **Scale:** Character
* **Skill:** Missile weapons: grenade launcher
* **Crew:** 1 (or automated fire)
* **Ammo:** 25
* **Cost:** 8,000cr (new), 5,000cr (used)
* **Availability:** R or X
* **Body:** 4D
* **Fire Rate:** 1
* **Fire Control:** 2D (-1D in automated fire mode)
* **Range:** 10-50/100/200
* **Blast Radius:** 0-2/5/9/12
* **Damage:** 6D/5D/4D/3D
* **Source:** Hideouts & Strongholds (pg. 78)

### ESPO Grenade Mortar

* **Type:** Grenade launcher
* **Model:** Espo Grenade Mortar
* **Scale:** Character
* **Skill:** Blaster artillery
* **Ammo:** 100
* **Cost:** 3,500cr
* **Availability:** 3 (2, F, R or X in Corporate Sector)
* **Body:** 4D
* **Fire Rate:** 5
* **Fire Control:** 1D
* **Range:** 25-100/500/1,000
* **Damage:** By grenade type
* **Source:** Gundark’s Fantastic Technology (pg. 36), Han Solo and the Corporate Sector Sourcebook (pg. 119), Rules of Engagement - The Rebel SpecForce Handbook (pg. 65)

### Field Missile Launcher

* **Type:** Medium concussion missile launcher
* **Model:** Bryn & Gweith Leveler I
* **Scale:** Speeder
* **Skill:** Missile weapons: concussion missile launcher
* **Crew:** 6
* **Cover:** 1/4
* **Ammo:** 28
* **Cost:** 55,000cr (new), 25,000cr (used)
* **Availability:** 2, R or X
* **Body:** 2D
* **Fire Rate:** Up to 28
* **Fire Control:** 2D
* **Range:** 20-600/3,000/16,000
* **Damage:** 7D
* **Source:** Hideouts & Strongholds (pg. 119)

### Golan M102 Missile Launcher

* **Type:** Surface-to-surface shell launcher
* **Model:** Golan Arms M102 Fire Arc Artillery Piece
* **Scale:** Walker
* **Skill:** Artillery
* **Crew:** 4
* **Cover:** 1/4
* **Ammo:** 20
* **Cost:** 25,000cr (new)
* **Availability:** 3, X
* **Body:** 2D
* **Fire Rate:** 1
* **Fire Control:** 2D (3D against targets at a short range)
* **Range:** 1-5/10/20km
* **Damage:** 5D
* **Game Notes:** Shells in transit can be shot by laser weapons (this is Very Difficult). Shells remain in the air for one round for every range band it crosses; 1 round for short range, 2 rounds for medium range, 3 rounds for long range. Shells are not especially durable (they’re intended to break up) and have a Body Strength of 1D.
* **Source:** Rules of Engagement - The Rebel SpecForce Handbook (pg. 66)

### Ground-to-Orbit Proton Torpedo Launcher

* **Type:** Anti-orbital proton torpedo launcher
* **Model:** Arakyd PY-6 Proton Torpedo Site
* **Scale:** Capital
* **Skill:** Blaster artillery
* **Crew:** 3
* **Ammo:** 4
* **Cost:** 200,000cr (new), 75,000cr (used)
* **Availability:** 3, R
* **Fire Rate:** 1
* **Fire Control:** 2D
* **Range:** Atmosphere/Low Orbit (1\*)/High Orbit (3\*)
* **Damage:** 9D
* **Game Notes:** \* refers to the number of “units” from the planet if conducting a space battle
* **Source:** Hideouts & Strongholds (pg. 12)

### Guided Missile Launcher

* **Type:** Anti-vehicle missile launcher
* **Model:** Bryn & Gweith Mounted GML 32i
* **Scale:** Speeder
* **Skill:** Missile weapons: anti-vehicle
* **Crew:** 1 (or automated fire)
* **Ammo:** 5
* **Cost:** 8,000cr (new), 5,000cr (used)
* **Availability:** R or X
* **Body:** 2D
* **Fire Rate:** 1/4
* **Fire Control:** 4D (-2D without sensor data, -1D automated fire mode)
* **Range:** 50/200/1,200
* **Damage:** 6D
* **Source:** Hideouts & Strongholds (pg. 78)

### Mini-Proton Torpedo Launcher

* **Type:** Anti-vehicle torpedo launcher
* **Model:** Bryn & Gweith Mounted MPTL 17
* **Scale:** Walker
* **Skill:** Missile weapons: anti-vehicle
* **Crew:** 4; skeleton: 2/+10
* **Ammo:** 25
* **Cost:** 18,000cr (new), 9,000cr (used)
* **Availability:** R or X
* **Body:** see mounting location
* **Fire Rate:** 1/2
* **Fire Control:** 2D+2
* **Range:** 20-600/3,000/16,000
* **Damage:** 9D
* **Source:** Hideouts & Strongholds (pg. 62)

### Missile Bank

* **Type:** Multipurpose missile launcher
* **Model:** Bryn & Gweith Multi-Purpose Missile Bank XVI
* **Scale:** Starfighter
* **Skill:** Missile weapons
* **Crew:** 6; skeleton: 3/+10
* **Ammo:** 42
* **Cost:** 18,000cr (new), 9,000cr (used)
* **Availability:** R or X
* **Body:** 7D
* **Fire Rate:** 6/4
* **Fire Control:** 3D (5D when linked to external sensor system, may target ships, vehicles, or attacking troops)
* **Range:** 1-30/100km/Low orbit
* **Damage:** 9D
* **Source:** Hideouts & Strongholds (pg. 64)

### MobileMortar-3

* **Type:** Grenade launcher
* **Model:** MerrSonn MobileMortar-3
* **Scale:** Character
* **Skill:** Blaster artillery
* **Ammo:** 12
* **Cost:** 4,000cr
* **Availability:** 2, X
* **Range:** 10-100/400/1,000
* **Damage:** By grenade type
* **Game Notes:** MobileMortar has a small repulsorlift-equipped tripod to reduce its weight. It’s designed to fire C-22 frag grenades, though it can fire other types as well.
* **Source:** Arms and Equipment Guide (pg. 34)

### Repulsor-Assisted Ground-to-Orbit Missile Launcher (RAGOC)

* **Type:** Concussion missile emplacement
* **Model:** Oryn Engineering RAX-1
* **Scale:** Capital
* **Skill:** Missile weapons: missiles
* **Crew:** 6 (13 for a used system)
* **Ammo:** 4
* **Cost:** 200,000cr (launcher, new), 50,000cr (launcher, used), 2,000cr (“smart” rocket), 5,000cr (“stalker” rocket)
* **Availability:** 4
* **Fire Rate:** 1/3
* **Range:** Low Orbit (1\*)/High Orbit (3\*)
* **Damage:** 10D
* **Game Notes:**

* \* refers to the number of “units” from the planet if conducting a space battle
* Due to the system’s inherent frailty, a used RAGOC launcher is a maintenance nightmare, requiring constant *capital ship weapon repair* rolls (Moderate) even during operation. The crew must make these rolls for three rounds prior to, during, and three rounds after launching in order to keep the system on-line
* Refer to Missile Types for missile information

* **Source:** Hideouts & Strongholds (pg. 10-11)

### Torpedo Launcher

* **Type:** Anti-submersible weapon system
* **Model:** Czerka S-4 Underwater Torpedo Launcher
* **Scale:** Walker
* **Skill:** Missile weapons: Czerka S-4
* **Crew:** 1
* **Cover:** 1/2
* **Ammo:** 1
* **Cost:** 10,000cr
* **Availability:** 2, X
* **Body:** 2D
* **Fire Rate:** 1
* **Fire Control:** 2D
* **Range:** 50-100/250/500
* **Blast Radius:** 20m
* **Damage:** 7D
* **Source:** Hideouts & Strongholds (pg. 42)

### TTT-54 “Thumper” Grenade Launcher

* **Type:** Grenade launcher
* **Model:** SoroSuub TTT-54 “Thumper”
* **Scale:** Character
* **Skill:** Blaster artillery
* **Ammo:** 5
* **Cost:** 4,000cr
* **Availability:** 2, X
* **Range:** 5-50/200/500
* **Damage:** By grenade type
* **Game Notes:** Launcher must be lugged into place. Its adjustable grenade housing can be programmed to accommodate and fire any type of grenade, including thermal detonators, with equal ease. The setting must be recalibrated for each new grenade, and the launcher will jam if different-sized grenades are in the same magazine.
* **Source:** Arms and Equipment Guide (pg. 34-35)