MM-1 Minimore

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Weapon, Class 4
MM-1 Minimore
Arms Tech MM-1 Minimore.jpg
Game information
Category Planted explosive
Fire modes Directional mine
Type Multiprojectile weapon
Critical failure type N/A
Weight (units) 1
Shop value / Rarity Parallar symbol.png800 (Rarity 2)
Real world information
Manufacturer Arms-Tech Ltd.
Country of origin United States.png United States


"I don't have a witty description for this item yet."
Hebizuka (quote written by Unknown)


The MM-1 Minimore (also called Minimore or simply MM-1) is a directional mine, a type of planted explosive.

Usage

This weapon is a directional mine. It is intended to protect a single Battlespace Side, and provide denial of access by exploding at the target and hopefully killing or at least severely wounding it in the process.

You must use your Planted Explosives skill and spend 1 turn to attempt planting the mine.

Dice results:

  • Successes and critical successes both result in a proper planting and deployment of the mine.
  • A failure results in the charge not being properly planted, effectively wasting a turn. You can try again on the next turn.
  • A critical failure results in breaking the mine's tripwire, turning it into a dud.

This weapon must be planted on your Side (the Protected Side). Upon planting it, you must "aim" the mine in the direction you are expecting an enemy to approach from (the Target Side). As soon as it is planted, the mine is immediately primed and ready.

The mine will be triggered if a creature (any, including the owner of the mine!) from the Target Side travels towards the Protected Side. If that creature was about to attack (such as for a melee attack), the attack is canceled. If the creature survived, they still end up on the Target Side.

The explosion created by a directional mine does not cause damage; only the projectiles released do. In other words, this type of weapon functions more or less like a one-use static shotgun.

Multiple mines can be placed to target all possible Target Sides. It is also possible to aim more than one mine at the same Target Side - however, a single creature will trigger all of them at the same time. This effect can still be put to use, if you feel that whatever you are defending against needs more than one mine to be killed, or if you enjoy complete overkill.

NOTE: Although it would be very funny, directional mines cannot be thrown to another Side; throwing the mine prevents the user from priming it, and would be the equivalent of throwing a grenade with the pin still in place.

Countermeasures

Normally, the GM should inform the player of any directional mines in the current room, as well as the direction (the Target Side) they're aimed at.

Defeating a directional mine is, in theory, simple; do not enter the Protected Side from the Target Side. If you are on a Side protected by unexploded directional mines (or if you wish to remove mines you planted yourself), you can spend 2 turns to de-prime one mine. De-priming a directional mine renders it safe to use, allowing you to pick it up like any other weapon, and even re-deploy it somewhere else.

Alternatively, they can be attacked using any weapon. This will not cause them to explode, but this will destroy them beyond repair.

Stats

As explained above, the explosion created by a Minimore does not deal damage, only the projectiles contained within will deal damage. The MM-1 contains 40 projectiles (steel pellets, about .22 caliber each); each target hit will be struck by 2d20 projectiles, sent to a random body part. See Explosives for more details.

Projectile damage

Damage type Quantity LDV Pain (C1) Pain (C2) Pain (C3) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Bullet 2d20 +0 13% 12% 12% 10% 8% 7% 3% 1%