Some mines.
Gopher Mine: The gopher mine is a tiny robot, about the size of the human fist, with four jointed metal legs that fold against the body. The body is basically a fragmentation grenade with a UV motion sensor on top. Once the mine is armed, it digs into the earth until only the motion sensor remains above ground. The motion sensor will sweep through an arc (defined with a compass-like device on top of the mine) of up to 180 degrees for movement, with a range of 50 squares (75m). Any movement in this arc that resembles a biped over 1 meter in height will trigger the gopher mine. The mine’s legs will extend, and it will scuttle at a speed of 20 squares per round (30m) toward its goal, continuing to wash the target with UV, so that it can stay on track. The mine is AC 17 (+7 dex), and is SZ tiny. Spotting it generally requires a spot roll at DC 12 once it begins moving, and at DC 25 if it is still buried (once it is pointed out, of course, there is no difficulty following its movements). When the gopher arrives in the same square as its target, it detonates as a fragmentation grenade with a blast radius of 6 meters, doing 6d6 damage with a reflex save (DC 15) possible for half damage.
TL 11 Cost 100Cr. Weight 1kg. Dam 6d6.
Sequence Mines: Sequence mines are mines connected by sonics. Generally, the only part of the mine left above ground is a hairlike loop of wire filament (the trigger) and a second loop of sound-sensitive wire. The mines explode as per a fragmentation grenade, with one charge popping the bomb into the air a split second before the mine itself detonates for 6d6 damage. A reflex save at DC 18 will permit the target to sustain half damage (the DC is higher than for most grenades because there is virtually no warning of the explosion). These mines can be used to construct a devastating ambush because the sequence of their explosion can be programmed. Using the microchip in the mines and a control box, one mine is designated as the primary mine, and the others are designated as mine #2, #3, etc. Once the primary mine is detonated, it will, with its explosion, send a particular sonic signature. Mine #2 will detect this signature and explode after a certain delay (which may be set at 0). From the control box, the operator may order any of the mines to explode. The effective range of the control box is 300 meters (150 squares). It takes one minute per mine to set sequence mines (digging and programming). If the mines are only to respond to the control box, and not to a primary mine, they may be set in 30 seconds per mine. Detecting a sequence mine requires a spot roll with a DC of 25 (with any modifiers the GM chooses to apply, at his whim), but one attempt should be permitted per mine.
TL 10 Cost 600Cr per case of 20. Weight 1.5 kg. Dam 6d6. Control box costs 50 Cr.
Remote Mines: mines activated by radio waves from a control box. The range of the remote control is 300 meters (150 squares). Damage is 6d6 with a reflex save possible at DC 15 for half damage. The mines may be spotted with a spot check at DC 25, one attempt per mine.
TL7 Cost 400Cr per case of 20. Weight 1.25 Kg. Control box costs 50 Cr.
Tranq Mine: Spot DC: 20. Fort save (DC 15) as per tranq grenade (p 206 THB). Cost: 800 Cr per case of 20.
Smoke Signal Mine: Spot DC: 20. Sends up a column of colored smoke, as the smoke grenade (p. 206 THB). Cost 300 Cr per case of 20.
Tag Mine: Spot DC 20. Sprays indelible dye or invisible UV paint onto the target. Cost: 350 Cr per case of 20.
Gopher Mine: The gopher mine is a tiny robot, about the size of the human fist, with four jointed metal legs that fold against the body. The body is basically a fragmentation grenade with a UV motion sensor on top. Once the mine is armed, it digs into the earth until only the motion sensor remains above ground. The motion sensor will sweep through an arc (defined with a compass-like device on top of the mine) of up to 180 degrees for movement, with a range of 50 squares (75m). Any movement in this arc that resembles a biped over 1 meter in height will trigger the gopher mine. The mine’s legs will extend, and it will scuttle at a speed of 20 squares per round (30m) toward its goal, continuing to wash the target with UV, so that it can stay on track. The mine is AC 17 (+7 dex), and is SZ tiny. Spotting it generally requires a spot roll at DC 12 once it begins moving, and at DC 25 if it is still buried (once it is pointed out, of course, there is no difficulty following its movements). When the gopher arrives in the same square as its target, it detonates as a fragmentation grenade with a blast radius of 6 meters, doing 6d6 damage with a reflex save (DC 15) possible for half damage.
TL 11 Cost 100Cr. Weight 1kg. Dam 6d6.
Sequence Mines: Sequence mines are mines connected by sonics. Generally, the only part of the mine left above ground is a hairlike loop of wire filament (the trigger) and a second loop of sound-sensitive wire. The mines explode as per a fragmentation grenade, with one charge popping the bomb into the air a split second before the mine itself detonates for 6d6 damage. A reflex save at DC 18 will permit the target to sustain half damage (the DC is higher than for most grenades because there is virtually no warning of the explosion). These mines can be used to construct a devastating ambush because the sequence of their explosion can be programmed. Using the microchip in the mines and a control box, one mine is designated as the primary mine, and the others are designated as mine #2, #3, etc. Once the primary mine is detonated, it will, with its explosion, send a particular sonic signature. Mine #2 will detect this signature and explode after a certain delay (which may be set at 0). From the control box, the operator may order any of the mines to explode. The effective range of the control box is 300 meters (150 squares). It takes one minute per mine to set sequence mines (digging and programming). If the mines are only to respond to the control box, and not to a primary mine, they may be set in 30 seconds per mine. Detecting a sequence mine requires a spot roll with a DC of 25 (with any modifiers the GM chooses to apply, at his whim), but one attempt should be permitted per mine.
TL 10 Cost 600Cr per case of 20. Weight 1.5 kg. Dam 6d6. Control box costs 50 Cr.
Remote Mines: mines activated by radio waves from a control box. The range of the remote control is 300 meters (150 squares). Damage is 6d6 with a reflex save possible at DC 15 for half damage. The mines may be spotted with a spot check at DC 25, one attempt per mine.
TL7 Cost 400Cr per case of 20. Weight 1.25 Kg. Control box costs 50 Cr.
Tranq Mine: Spot DC: 20. Fort save (DC 15) as per tranq grenade (p 206 THB). Cost: 800 Cr per case of 20.
Smoke Signal Mine: Spot DC: 20. Sends up a column of colored smoke, as the smoke grenade (p. 206 THB). Cost 300 Cr per case of 20.
Tag Mine: Spot DC 20. Sprays indelible dye or invisible UV paint onto the target. Cost: 350 Cr per case of 20.