TEXT: This article introduces a range of explosive 
  weapons for science fiction campaigns - rocket 
  launchers, bazookoids, mortars, and more. 
  These weapons are all characterised by one 
  thing: they all affect multiple targets in a given 
  area. 
  Bursts 
  The NEW core rulebook described burst 
  weapons (p259). Bursts are described in terms 
  of distance from the target square; therefore a 
  10’ burst affects everything within 10’ of (and 
  including) the target square. For the purposes 
  of simplicity, a diagonal counts as one square, 
  so a burst actually looks like a square on the 
  battlemap. The diagram below shows a 15’ 
  burst from the red diamond, which denotes 
  the target square. 
     An attack roll is needed to land the projectile 
  in the correct square (or to hit a target, in 
  which case use the target creature or object’s 
  DEFENSE). A square has a DEFENSE score of 
  10. On a miss, the projectile simply lands in a 
  different square; roll 1d6: 
   
  This attack roll (only roll the one attack roll) is 
  then applied to all targets within the burst 
  area. 
     The burst capability of a weapon is denoted 
  in its statistics simply as “Burst X”, where X is 
  the burst distance in squares. For example, a 
  weapon denoted Burst 2 has a 10’ burst. 
  Damage 
  When rolling damage for a burst weapon, roll 
  it once only. This same damage is used for all 
  targets. 
  Ammo 
  The ammo cost of the explosive weapons is 
  higher than that of most handheld weapons. 
  1
  2
  3
  4
  5
  6
  �
  EXPLOSIVE 
  ORDNANCE
  �
  
  Each round/shell/grenade/rocket costs one-
  tenth the price of the weapon itself. 
  Weapon Descriptions 
     Bazookoid. Originally designed to blast 
  apart rocks, these plasma-firing weapons are 
  often used for more military endeavours. The 
  Mk 3 has a heatseeking mode which grants a 
  +2d6 bonus to attack rolls. 
     Cannon. A cannon is a heavy piece of 
  infantry artillery which launches an explosive 
  projectile. While most cannons are ground-
  mounted, a selection of them can be carried. 
     Mortar. Mortars propel missiles in high arcs, 
  generally with high yield but fairly short range 
  and accuracy. Shoulder mounted mortars are 
  heavy, but technology allows them to be small 
  enough to carry. 
     Rocket/Missile Launcher. Rocket launchers 
  fire rocket-propelled projectiles. Most are 
  shoulder-fired. Rocket launchers have an anti- 
  tank capability. A multi-rocket launcher fires 
  several rockets, which cover a much wider 
  splash area. Rocket launchers are also known 
  as missile launchers. 
  New Traits 
  The weapons above include the following new 
  traits. 
     Arc. The weapon fires in a ballistic arc; no 
  direct line-of-sight is required, as long as there 
  is a ballistic route which can be taken. 
  Weapon
  Damage
  Type
  Range
  Burst
  Cost 
  (cr)
  Size
  Weight 
  (lb)
  Avail
  Special
  Crusader Shoulder 
  Light Mortar
  2d6
  Heat
  6
  2
  9,000
  L
  16
  9C
  Single, arc, 
  min 6
  Crusader Ground-
  Mounted Light 
  Mortar
  3d6
  Heat
  10
  3
  20,000
  L
  22
  9C
  Single, 
  mounted, 
  min 10
  Devastator Multi-
  Rocket Launcher
  3d6
  Heat
  10
  4
  20,000
  L
  16
  9C
  Single, 
  recoil, min 5
  Heavy Plasma 
  Launcher
  3d6
  Plasma
  15
  1
  3,500
  L
  10
  9C
  Single, 
  recoil
  Heavy Repeater 
  Plasma Launcher
  2d6
  Plasma
  12
  1
  9,000
  L
  14
  9C
  Recoil
  Marauder Rocket 
  Launcher MK 1
  3d6
  Heat
  15
  2
  4,000
  M
  10
  9C
  Single, AT, 
  recoil, min 6
  Marauder Rocket 
  Launcher MK 2
  3d6
  Heat
  18
  3
  10,000
  M
  11
  9C
  Single, AT, 
  recoil, min 6
  Mark 1 Bazookoid
  2d6
  Heat
  8
  1
  2,000
  M
  10
  9C
  Single
  Mark 2 Bazoookoid
  3d6
  Heat
  10
  1
  5,000
  M
  12
  9C
  Single
  Mark 3 Bazookoid
  3d6
  Heat
  12
  2
  10,000
  M
  12
  9C
  Single, 
  seeker
  Mark 4 (Rapid-ﬁre) 
  Bazookoid
  2d6
  Heat
  8
  2
  13,500
  M
  13
  9C
  Recoil
  Plasma Cannon
  2d6+4
  Plasma
  10
  1
  4,000
  M
  11
  9C
  Single, 
  recoil
  Plasma Caster
  2d6
  Plasma
  15
  2
  6,500
  M
  9
  9C
  Single
  Portable Ion 
  Cannon
  2d6
  Ion
  6
  3
  5,000
  M
  10
  9C
  Single
  Scimitar Missile 
  Launcher
  3d6
  Heat
  10
  2
  4,000
  M
  12
  9C
  Single, AT, 
  recoil, min 6
  
     AT. Anti-tank ability allows a weapon to 
  instead be fired directly at a vehicle, doing 
  double damage to vehicles and objects. When 
  used in this manner, the weapon does not do 
  burst damage. 
     Min. Weapons with this trait have a 
  minimum range. They cannot target anything 
  within that range. The minimum range is 
  noted in parenthesis - e.g. “Min (8)”.  
  Mounted. These weapons must be affixed 
  (mounted or stood on the ground) and take  
  two full actions to set-up before use. If they are 
  moved, another two actions is required to set 
  them up at the new site. 
     Recoil. This weapon’s recoil is enough to 
  affect the user in zero-g and lo-grav (see 
  below). 
     Seeker. These weapons use heat or laser 
  guidance and gain +2d6 to their attack rolls as 
  long as a heat source is the target. 
     Single. Weapons with this trait can only be 
  fired once per round. 
  Zero-G & Lo-Grav 
  Weapons such as rocket launchers are avid 
  observers of Newton’s laws of motion, 
  especially the third law.  
     Whenever a weapon designated with the 
  “recoil” trait is used, the operator must make a 
  Challenging [13] STR (zero-g) check for 
  medium-sized weapons, or a Difficult [16] 
  check for large weapons, or be propelled 
  backwards. If the check is failed, the user is 
  thrown back a number of feet equal to the 
  damage rolled. 
     For example, a Marauder Rocket Launcher is 
  size medium and does 3d6 damage. When 
  fired, the operator rolls the damage (say, 12) 
  makes a Challenging [13] check. If the check is 
  failed, she is thrown back 12 feet. 
     In lo-grav environments, the distance the 
  operator is thrown back is halved.
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 35 - NEW, Gear - Explosive Ordnance.pdf