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Starship Troopers Vehicle Weapons

From Episode D6: Star Wars D6 Wiki

Vehicle Weapons

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Name Type Scale Skill Ammo Availability Range Damage
MW-206 Light Rotary Cannon Rotary Cannon Speeder Vehicle Blasters 300 4; F 1-56/140/280m 4D
MW-209 ‘Trip Hammer’ Grenade Launcher Grenade Launcher Character Missile Weapons 8 4; F 10-60/150/300m See Grenades
SW-422 ‘Y Rack’ Missile Launcher Missile Launcher Walker Missile Weapons 8 4; F 10-180/450/900m 6D
TW-203-s ‘Ape Special’ Assault Rifle Assault Rifle Speeder Vehicle Blasters 30 4; F 1-76/190/380m 3D
SW-226-f ‘Fireball’ Flamer Flame Thrower Walker Vehicle Blasters 15 4; F 1-30/75/150m 6D
MW-265 ‘Electric Eight’ Rotary Cannon Rotary Cannon Speeder Vehicle Blasters 300 4; F 1-36/90/180m 5D
SW-411 ‘Spud Gun’ Grenade Launcher Grenade Launcher Character Missile Weapons 8 4; F 1-92/230/460m See Grenades
SW-414 ‘Rapier’ Missile Launcher Missile Launcher Speeder Missile Weapons 18 4; F 10-180/450/900m 3D
SW-490 ‘Blizzard’ Missile Launcher Missile Launcher Walker Missile Weapons 18 4; F 10-180/450/900m 3D+2
SW-219-f ‘Inferno’ Support Flamer Support Flamer Speeder Missile Weapons 30 4; F 1-56/140/280m 4D+1

MW-206 Light Rotary Cannon

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A refinement of rotary machinegun technology, the MW-206 is a light version of the MW-265 ‘Electric Eight’ weapon that graces the M-9 Marauder suit. It sacrifices stopping power for a much longer range, allowing the M-8 to engage targets at a greater distance before closing into hand-to-hand combat. The light rotary cannon chambers the same grade of ammunition as the MW-265 ‘Electric Eight’, allowing its munitions to be interchanged in an emergency.

MW-209 ‘Trip Hammer’ Grenade Launcher

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A twin barrelled grenade launcher, this weapon is extremely effective at targeting distant mission objectives with a normally short-ranged attack. The ‘Trip Hammer’ fires two standard grenades (of any type) at once and propels them with remarkable speed and force. They cannot be used against targets within 10 meters as they will fail to arm properly. Roll to hit for each grenade separately.

SW-422 ‘Y Rack’ Missile Launcher

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These weapons are built onto the back of an M-8 Marauder suit. This weapons system fires either a single or a pair of missiles (driver’s choice) at any point within the range of the Marauder’s forward fire arc. Care must be taken not to be caught in the explosion(s). ‘Y Racks’ do not deviate and cannot be used while jumping. A driver may choose not to use a ‘Y Rack’ at all if he wishes.

TW-203-s ‘Ape Special’

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This special adaptation of the Morita assault rifle takes the operative parts of two TW-203-a weapons and builds them into the arms of an M-8 walker. These weapons are mounted in the hands of an Ape Marauder and are used in tandem against targets. An M-8 using only one hand for an attack follows all the same rules as a TW-203-a Assault Rifle. No under-slung options are available for these variants of the Morita rifle. These weapons can be fitted in place of the twin Voight & Gromann SW-226-f ‘Fireball’, but the two systems cannot be mounted on the same M-8 Marauder suit.

SW-226-f ‘Fireball’ Flamer

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This special adaptation of the Voight & Gromann SW-226-f ‘Hel’ flame thrower takes the operative parts of two SW-226-f weapons and places them into the arms of an M-8 walker. These weapons are mounted in the hands of an Ape Marauder and are used in tandem against targets. An M-8 using only one hand for an attack follows all the same rules as a Voight & Gromann SW-226-f ‘Hel’ Heavy Flamer. Used in tandem, the ‘Fireball’ flamer fills an area 18 meters by 18 meters with fire. Alternatively, a wall of fire 6 meters thick and 27 meters wide can be fired anywhere in conjunction with the Marauder so long as he is adjacent to the center of the wall on its long side. Targets in this area must make a Dodge check (Difficulty 20) or take the listed fire damage. Any target affected by this attack will suffer another 1D fire damage for the next 1-4 rounds as it continues to burn. Living or mobile targets can spend an entire round putting out the flames to prevent this additional damage. These weapons can be fitted in place of the twin Morita TW-203-s ‘Ape Special’, but the two systems cannot be mounted on the same M-8 Marauder suit.

MW-265 ‘Electric Eight’

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A rotary cannon with eight spinning barrels and massive ammunition feed system capable of supplying the weapon for what seems like endless rounds of firing, the ‘Electric Eight’ is a common M-9 Marauder suit option because of its tactical flexibility and high kill rates.

SW-411 ‘Spud Gun’ Grenade Launcher

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A quad barrelled grenade launcher, this weapon is extremely effective at targeting distant mission objectives with a normally short-ranged attack. The ‘Spud Gun’ fires up to four standard grenades (of any type) at once and propels them with remarkable speed and force. They cannot be used against targets within 10 meters as they will fail to arm properly. Roll to hit for each grenade separately.

SW-414 ‘Rapier’ Missile Launcher

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In place of the ‘Blizzard’ system, M-9’s can be fitted with the SW-414 ‘Rapier’ anti-aircraft missiles launcher. This system’s guidance software grants its payload a +6D bonus to fire control, but only against Air borne targets. Using a ‘Rapier’ to attack any other type of vehicle negates the benefits of this system’s guidance software. Each missile in a salvo is rolled separately and, if it hits, deals 3D damage (Speeder Scale) in a 3 meter blast radius and may be used to fire indirectly.

SW-490 ‘Blizzard’ Missile Launcher

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The ‘Blizzard’ missile pack comes with 18 primed missiles which must be fired together as a single attack. Missiles have their own guidance software, which provides a +4D Fire Control. Each missile in a salvo is rolled separately and, if it hits, deals 3D+2 (Walker Scale) explosive damage in a 3 meter blast radius and may be used to fire indirectly.

SW-219-f ‘Inferno’ Support Flamer

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This weapon is a major upgrade of the ‘Hel’ Flamer and generated the same width of blast but an extended range. A powerful offensive option, it tends to be used on Chickenhawks expected to see a great deal of close combat. The Inferno flamer fills an area 9 meters-by-9 meters with fire. Alternatively, a wall of fire 3 meters thick and 14 meters wide can be fired anywhere in conjunction with the operator so long as he is adjacent to the center of the wall on its long side. Targets in this area must make a Dodge check (Difficulty 20) or take the listed fire damage. Any target affected by this attack will suffer another 1D+1 fire damage (Speeder Scale) for the next 1-4 rounds as it continues to burn. Living or mobile targets can spend an entire round putting out the flames to prevent this additional damage.

Source

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  • Starship Troopers RPG Sourcebook (pages 113-116)
  • thedemonapostle