ZONE CONTROL VIPER
        The Zone Control Viper is the backbone of Zone Control's line of
grenade launchers, and one of the most popular designs ever.  It fits
under the barrel of most blaster rifles and carbines, and fired by a push
button switch.  It has served on all sides in nearly every conflict since
the Clone Wars, and was one of the first to utilize the now standard
35W40mm shell.  It is a rugged, reliable, easy to use design that has
existed long enough to have had all the bugs worked out of it.  It does,
however, have what many consider design flaws.  One, it has a two shot
capacity.  In many situations it is sufficient, but due to the trap-door
design of the magazine, it takes approximately 5 seconds for a trained
operator to load a single shell.  The other is the location of the firing
button and lack of safety, meaning that a round may be accidentally
discharged if the weapon is wacked just right.  It accepts shells up to
102mm in length.            
        type: underbarrel grenade launcher
        skill: missile weapons: grenade launcher
        availability: 2 R,X
        cost: 500
        range: 1-100/150/500
        ammo: 2
        damage: depends on ammunition
        notes: takes one round to reload one shell

ZONE CONTROL VENOM
        A simple design, the Venom is a single shot pistol fitted with a
thumb latch to load the barrel, and a single-action trigger.  It comes
with a shoulder holster, and is often used by squad leaders and commando
troops for specialized ammunition.  Fitted with a simple notch-and-post
sight for short range and a folding ladder sight for longer shots, the
Venom is a simple, low cost, easy to use weapon that is very popular with
light troops.  There is really only one complaint about the weapon.  Due
to its design, the trigger must be manually cocked before firing, and the
way it comes from the factory is kind of smooth, making it difficult to
cock when wet or when the firer is wearing gloves.  A few minutes with a
file roughens it up enough that this is no longer a problem.  It excepts
all lengths of 35W40mm shells.
        type: grenade launcher pistol
        skill: missile weapons: grenade launcher
        availability: 2 R,X
        cost: 250
        range: 1-100/150/300
        ammunition: 1
        damage: by grenade type

ZONE CONTROL VAMPIRE
        The Vampire is the flagship of Zone Control's line.  It is, by any
definition, a big weapon.  It fires 35W40mm shells, and has a 
semi-automatic/4 round burst/fully-automatic trigger group.  It's most
unique feature is the feed system.  The shells are feed from a pair of
detachable box magazines, and can be programmed to fire one magazine (with
or without the option of automatically switch over when one mag is empty),
or alternating between magazines on a one-one ratio.  The typical
magazines hold 16 rounds, but four and eight round magazines are also
available.  In simple words, a grenadier can place 32 grenades into an
area in about 5 seconds with very little difficulty.  By using a tactical
mix of fragmentation, white phosphorous, smoke and EMP shells, a single
individual can easily wipe whole platoons of the map in a matter of
seconds.  But he better be rich, because feeding these babies really
pricey, real fast.  The magazines can except no shells over 102mm, but
shells up to 130mm may be manually feed into the chamber.  A few
individuals are known to mount a Viper under the barrel, for carrying
special ammunition.
        type: selective-fire grenade launcher
        skill: missile weapons: grenade launcher
        availability: 3 X
        cost: 2000 (16rnd mags 20cr, 8rnd 15cr, 4rnd 10cr)   
        range: 5-100/200/400
        ammunition: 2 x magazines, 16, 8 and 4 shot magazines available.
        damage: varies by grenade type
        notes:  hitting: when firing burst and full-auto, add +1 to the
		difficulty to hit with each successive shot, and roll to
		hit and roll scatter individually
        firing modes:  4-shot burst fire 4 rounds per trigger pull, and
		full auto empties the magazines
        feed mechanism:  The feed mechanism may fire from a magazine "a"
		until empty, fire mag "a" until empty then mag "b", or
		alternate 1:1 between each magazine.

TH'TA MANUFACTURING SA-26 ROTARY GRENADE LAUNCHER
        The Th'ta SA-26 is an excellent example of the wide diversity of
designs available from smaller weapons houses.  It has a six-shot,
swing-out cylinder, which is advanced and fired from the double-action
trigger, much like slug-thrower revolvers.  It is fitted with a vertical
foregrip and a top folding stock.  The sight are of the holographic,
heads-up type, mounted  on a swivel over a diagram designating the proper
angles for the proper range on the left side.  This is of little concern,
as the "floating dot" sight picture actually needs both eyes to work.  The
cylinder design has an added bonus of allowing misfires to be cleared with
a simple trigger pull, then dumped out with the empty cases.  In addition,
the cylinder can be removed from it's axle, and replace with a proloaded
one, facilitating extraordinarily fast load changes.  It can fire shells
up to 125mm overall.
        type: rotary grenade launcher
        skill: missile weapons: grenade launcher
        availability: 2 F,R,X
        cost: 1000 (spare cylinders 400cr)
        ammunition: 6
        fire rate: 3
        range: 5-100/200/400 (+1D difficulty to hit at long range if fired
		with stock folded)
        damage:  varies by shell type
        notes: reloading each cylinder counts as an action, as does 
		opening or closing the cylinder.  Replacing a cylinder
		takes one action.
SOROSUUB DISPOSABLE GRENADE LAUNCHER
        The SoroSuub Disposable is Gamorean simple.  It is a single-shot,
non-reloadable weapon.  It is cocked by unfolding the grip from the body
of the tube, and fired by pulling the trigger.  It is available in smoke,
WP, fragmentation and stun loads.  The sight is a simple, flimsy ladder,
that is cammed into position by extending the grip, and a self-luminescent
front blade.  The instructions are printed in Basic, Sullustian and the 3
most common synthetic trade languages, and in cartoon form for
illiterates, on the body of the launcher.  It doesn't get much more basic
than this.
        type: disposable grenade launcher
        skill: missile weapons: grenade launcher
        availability: 2 R,X
        cost: Hand Grenade version +70cr
        range: 5-50/100/200
        damage: depends on grenade type

MILTECH RIFLE GRENADE ADAPTER
        An older concept dating back to the first evolutionary step, the
MilTech adapters convert a basic hand grenade into a rifle grenade.  To
use, unscrew the fuse assembly on your hand grenade, and mount this in its
place.  When this is placed on a blaster rifle or carbine set to stun, the
electrical discharge ignites the rocket motor, sending the bomb on it's
way (while it possible to fire these from a pistol or heavy pistol, the
recoil makes a situation of last resort).  The rocket fires the grenade
out to about three times it's normal, thrown range.  These are useful in
that it means that you only have to stock one model of each grenade class
instead of two.
        type: rifle grenade adapter
        skill: missile weapons: rifle grenade
        availability: 2 R,X
        cost: 100
        range:  triple the individual range entries for the appropriate
		type of hand grenade.                                  
        damage: as per the grenade type
        notes:  If fired from a pistol, the recoil does 3D damage to the
		firer.
        If the weapon is set for lethal force during firing, the rocket
		explodes doing 5D damage in a 1m area, plus the grenade
		detonates as normal.

MERR-SONN GL-4 GRENADE SLING
        The MS GL-4 is a popular weapon in Imperial service.  It adapts
the electro-magnetic railgun technology of old to fire a hand grenade.  It
is a large, single shot, shoulder weapon.  To load it, one first trips the
barrel release, and inserts an ARMED impact fused hand grenade.
Obviously, loading the grenade backwards or dropping it are really bad
ideas.  This is the origin of the camp that considers the GL-series to be
death traps.  Still, it does provide more versatility with stock hand
grenades, without having to modify them, such as with the MilTech
Adapters.  It has been seen in service with Stormtrooper and Assault
units, with the regular Army and the Navy gradually receiving them.
        type: grenade sling                                        
        skill: missile weapons: grenade launcher
        availability: 2 R,X
        cost: 500
        ammo: 1
        fire rate: 1/2
        range: 1-200/300/400
        damage: varies per grenade type
        notes: takes one round to reload, two rounds to recharge.

MERR-SONN GL-5 GRENADE SLING
        The MS GL-5 is a new weapon entering Imperial service.  It has
modified the design of the GL-4 into a design that can be fitted under a
blaster rifle or carbine barrel.  It is gradually being moved into the
Stormtrooper legions, especially the specialized ones.  The drawback to it
is the slower capacitor recharge time, which is about 50% greater than on
the GL-4.
        type: grenade sling                 
        skill: missile weapons: grenade launcher
        availability: 3 R,X
        cost: 900
        ammo: 1
        fire rate: 1/3
        range: 1-200/300/400
        damage: varies per grenade type
        notes: takes one round to reload, three rounds to recharge.
BLASTECH STARCAT
        This is one of BlasTech's first experiments in the grenade
launcher market.  It has not been as successful as they might have hoped.
The design itself is an excellent one, but it uses a non-reloadable,
prepacked magazine containing proprietary, caseless rounds that can not be
reloaded or fired from anything else.  In anticipation of this, BlasTech
spent a large fortune on redesigning all of the popular specialty rounds,
so that all common forms of 35W40mm ammo was copied in their 30W45mm
design.  Why they did this was a mystery, but it has been done.  The
Starcat is meant to be fitted under their rifles and carbines, with
adapters to other major designs available.  In general it is wonderful
design, but BlasTech dropped the ball when they went to the special ammo.
        type: underbarrel grenade launcher
        skill:  missile weapons: grenade launcher
        availability: 3 R,X
        cost: 800 (often lower, due to liquidation) (ammo: hand grenade
		cost x 5 x 1.8)
        ammo: 5
        range: 5-100/300/650 (due to grenade design) (flechette/dragon
		breath/net:10-60/120)
        damage: varies as per grenade type

GOLAN ARMS RGL-70 GRENADE LAUNCHER
        The RGL-70 is what the BT Starcat could have been.  Another
semi-auto design, it uses a 5 shot box magazine, it has been to give the
ZC Viper some heavy compition for the underbarrel market due to the
capacity.  Essentially a modified Viper, the RGL-70 is fitted with a
positive safety and better sights.  ZC is rather annoyed with this
development, as they gave GA a contractor's license for the Viper during
the Clone Wars.  When the contract ran out, the machinery was returned to
ZC.  About month later, the RGL-70 hit the market, using much of the same
internal parts and mounts as the Viper, but with enough differences to
make it stand out.  The box will except round up to 102mm in length.
        type: underbarrel grenade launcher
        skill: missile weapons: grenade launcher
        availability: 2 R,X
        cost: 600 (magazines: 12cr)
        range: 10-150/350/400
        ammunition: 5
        damage: as per grenade type