1) Standard Krolling Pin
able to be loaded in A-racks only, does same damage as type 1 missiles, limited target tracking ability (turn mode F), speed 18, duration 2 turns
2) EARP Krolling Pin (...shudder...)
Electronically Augmented Rolling Pin: also only A-rack compatible, damage equivalent to a type 1 missile, improved target tracking (turn mode C), speed 18, duration 2 turns
3) WYATT EARP Krolling Pin (...double shudder...)
A-rack-compatible, damage equivalent to type 4 missile, improved target tracking (turn mode B), HET-capable (breakdown 2), speed 24, duration 2 turns
4) MARP Krolling Pin (......triple shudder....)
Multiple Activation Rolling Pin: A- and G-rack compatible, single missile carries 6 fighter-pins (FARPs), cannot track target, speed 12, duration 1/2 turn
5) BARP Krolling Pin (......Quadruple shudder.....)
Boomerang Action Rolling Pin: A- and G-rack compatible, damage equivalent to 2 type 4 missiles, speed 28, duration 4 turns (tracks target for 3 then tries to return for the remaining turn, cannot be reclaimed once duration expires), standard missile turn mode
6) FARP Krolling Pin (... eep...)
Fighter Activated Rolling Pin: Fighter rack and MARP only, all characteristics except duration equal to late era fighter missile, duration 3 turns.
7) SFIRP Krolling Pin (errm)
See Krolling's avatar. Mostly harmless, does not resemble in any way a missile, but does hurt when thwacked over the head. Special bonus for boarding parties equipped with SFIRPs
Have a nice day