Wednesday, July 3, 2013

Alternative ammo for the mine layer!

OK, so you have those spider mines, beacon mines, napalm mines and even Spear 1000 mines. There is much variety to mines in Car Wars.
What about specialty mines in which you want a smoke cloud to appear between you and your opponent in the event he gets close to your mine trap? How about a mine that you lay down in the midst of a hostile crowd and wish to sow confusion? Heck, why not make lay down some annoying paint clouds without even being close to your enemy?
Well, here at Toltrin Industries you can!
We have several alternative ammunition for that standard mine layer. Each mine has intelligent little brains on it to detect either movement near it or any other energy signature.
A specialty mine costs $50 + the ammo cost of the ammunition it is to replace. A specialty mine weighs the weight of the mine plus the weight of the special ammo divided by two.
Example: A Paint Spray shot costs $10 and weighs 2 lbs. A mine shot costs $50 and weighs 5 lbs. A paint mine would cost ($50+$10) = $60 and weigh ((5 lbs +2 lbs) / 2 ) = 3.5 lbs, or 4 lbs (round up).
A cluster grenade mine has up to five grenades that operate at 67% the strength per a thrown grenade and no matter what the grenades, it always adds 5 lbs to the 5 lbs mine. The cost of a cluster grenade mine shot is equal to 1/3 the cost of five thrown versions of the grenade (rounded up) plus $50.
Paint Mines
Alternative ammo for the mine layer. If an enemy vehicle is up to 2" away and is about to run over the paint mines, the mines have a specially tuned motion sensor that senses movement only coming towards it within about 60°. When the vehicle comes within 2" (30') of the mines, they detonate, creating a ¾" x ¾" paint cloud. If the vehicle runs through the cloud, it acts on the car as a normal paint spray. Detonation does no damage to any vehicle components but does 1 hit damage to any unarmored pedestrians within 1" of it, covers them in paint, blinds them on a 1-4 on d6 (-6 to hit) for 2 seconds and knocks them on their butt for those two seconds 1-3 on d6.
CPS $60, WPS 4 lbs
Smoke Mines
Alternative mine layer. Detonates upon command of gunner or driver or can be set to detonate if any vehicle comes within 1" (15') of the mines. Creates a ¾" x ¾" smoke cloud that dissipates after 60 seconds. Detonation does no damage to any vehicle components but does 1 hit damage to any unarmored pedestrians within 1" of it as well as knocks the pedestrian down on a 1-3 on d6. If pedestrian is within the smoke cloud, they cannot shoot at anything (they are coughing and struggling for breath!).
CPS $60, WPS 5 lbs
Chaff Mines
Alternative mine layer. Detonates upon command of gunner or driver or can be set to detonate if any vehicle or missile comes within 1" (15') of the mines (must choose before dropped). The mine can detect radar guided missiles and detonate the same phase that the missile comes within 1" (15') of the deployed chaff mines. Detonation creates a ¾" x ¾" chaff cloud that dissipates after 2 phases. Detonation does no damage to any vehicle components nor to pedestrians. However, if a pedestrian is within 1" (15') of a chaff cloud that detonates, the pedestrian is knocked to the ground and disabled for 2 seconds on a 1-3 on d6.
CPS $60, WPS 4 lbs
Cluster Fragmentation Mine
Alternative mine layer. Detonates upon command of gunner or driver or can be set to detonate if any vehicle comes within 1" (15') of the mines (must choose before dropped). Creates five grenades that spring out and detonate after 2 phases. Each grenade is smaller than a thrown one but there are five of them. Each grenade does 1d6-2 (67% the strength of a thrown fragmentation grenade but minimum 1 damage) to vehicle components within 1/2" of the grenade detonation and 1d6-2 (minimum 1 damage) to all non-vehicular components within 2" burst.
CPS $92, WPS 10 lbs
The spread of each grenade is determines by rolling for die for distance (1d6x1/4" distance on each) and roll another numerical dice (one without pips) and align the direction of the grenade with numeral printed on the rolled dice.
Oil Mine
Alternative ammo for the mine layer. If an enemy vehicle is up to 2" away and is about to run over the oil mines, the mines have a specially tuned motion sensor that senses movement only coming towards it within about 60°. When the vehicle comes within 2" (30') of the mines, they detonate, creating a ¾" x ¾" oil slick. If the vehicle runs through the slick, it acts on the car as a normal oil slick. Detonation does no damage to any vehicle components nor pedestrians within 1" of it. However, the detonation covers pedestrians in oil wich may blind them a 1-4 on d6 (-6 to hit) for 2 seconds and reduce their movement to 1/4" per second while on the slick.
CPS $75, WPS 5 lbs