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|   | AN ONGOING NEWSLETTER | April 2008 |
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Gangs like to make life as difficult as possible for anyone invading their turf. They act as early warning systems and provide additional security. Traps are a great way to spice up a game and are very useful in defensive battles. Setting up traps: It must be agreed that before the game that one side is going to use traps. The player deploying traps must record the location, tripping device location and direction of fire of each trap. If possible the records must be on separate pieces of paper. When a trap is activated the deploying player must show the record to the other player. Before damage is recorded, the tripping player makes a to spot roll. If the model spots the trap they will not trip it. See spotting traps below. Spotting Trap Skill: The model gains a +1 bonus to spotting and detecting traps. Cost: +2pts Spotting traps Roll 1D6. Add quality and other modifiers. On a score of 6 the model spots the trap and other members of the squad/gang are alerted. To Spot Modifiers:
The trap may then be deactivated. This costs one element 3AP. Alternatively the trap and its trip may be marked in some way. This costs 1AP. The trap is still active however other models following get a +2 to spot the trap. Once a trap has been set off it is gone and cannot be used again during the game. Trap Types: Toecappers A rifle round is put into a cylinder, its charging cap resting on a nail. The tip of the round protrudes slightly from the open end of the cylinder. The tube is buried with the tip of the round sticking up slightly out the ground. An unsuspecting model steps on the round. Their weight pushes the round onto the nail and it discharges through the models foot. Roll 1D6 when stepping on a Toecapper:
Punji pits: A pit is dug and filled with vicious spikes. It is then disguised by a blanket or sheet covered with dirt. A poor unsuspecting model may then step on the trap, and end up with vicious spikes through his foot. Any model stepping on such a pit takes a 3D6 wound. Cost 3 points per pit. Deadfalls A heavy object (like a large girder or concrete lintel) is held up by a pole. A trip wire removes the pole and the poor model under the deadfall gets crushed. Any model getting crushed takes a 3D6 wound. For extra effectiveness some gangs fit spikes to the deadfall. Any model hit by this takes a 2D8 wound. A deadfall can be pretty obvious so they get a +2 to spot rolls. Cost 3 points per deadfall. Axe head pendulum: This is often mounted behind doors in the entrance to rooms or corridors. A large fire axe is set up to swing when the door is opened. There is no way the model can spot this trap unless the door has a window. The model takes a 3D6 wound. Cost 3 points per trap. Wheelbuster A Wheelbuster is similar to a Toecapper but uses an Autocannon round instead. The idea is for this weapon is to disable a vehicle or robot. However it is equally effective when a model steps upon it. Roll a D6 when stepping/driving on a Wheelbuster:
Grenade bolas. This is another anti vehicle measure. A couple of empty food cans are lashed to a couple of tree trunks/lamp posts opposite each other on a road. A grenade is put in each can with the pin removed (but not the handle). A wire is strung across the road. A speeding vehicle will catch the wire and the grenades wrap around the vehicle. Somewhere on their journey the grenades lose their handles. They then explode. The vehicle takes two 4D6 hits with a 5cm template each, one at each side of the vehicle. Standard grenade rules apply to models caught under the grenades blast template. Models on foot get a +1 to spotting a grenade bolas. Gangs may deploy one grenade bola only. Cost 5 points per trap. Sawn-off trap. The Sawn-off trap is a poor man's Claymore mine or Sentry gun. It is another favourite for behind doors, but equally effective hidden in rooms. A sawn off shotgun is set up (often hidden) and is tripped by a wire. It is often within 5cm of the trip wire and is set up so both barrels fire. The unlucky element takes two 3D6 wounds. For ranges of this trap use the standard shotgun profile. Gangs may deploy one Sawn off trap only. Cost 4 points. Cross bow trap. Another favourite for hiding behind doors, but it is equally effective hidden in rooms. A cross bow is set up and is tripped by a wire. It is often within 5cm of the trip wire. The model takes a 2D8 wound. Cost 4 points. Dead fall snare: This trap is often used in areas with a high ceiling (more than 5cm) or woodlands. A snare is set on the ground. This is attached via a rope to a large boulder or lump of concrete. A trip wire causes the masonry to fall, snaring the model and hauling them up to the ceiling. This trap doesn’t injure the element, but is used for catching prisoners. This trap has a +1 to spot roll. Cost 2 points. Spring traps: A large spike is attached to a sapling or tree branch in a wooded area. The branch is pulled back and held. When tripped this trap forces a large spike into the model. In cities or industrial areas the traps can be powered by compressed springs, pneumatics or hydraulics. The trap inflicts a 3D8 wound. Cost 2 points. Anti personnel mines They are buried and some poor unsuspecting model steps on it. An antipersonnel mine causes a 4D6 wound with a 5cm template. There is a -1 to spot these mines. Roll 1D6 when stepping on an Anti Personnel mine. Cost 5 points per mine.
Nail bomb traps: Nail bombs are home made frag bombs. They can be set as mines or tripped by wires. A nail bomb has a 4D6 and a 5cm template. Models caught in blast are subject to the same rules as Frag Grenades on page 18 of the Rulebook. Gangs may only deploy two nail bomb traps. Cost 2 points per nail bomb trap. Clothes line: Clothes lines are special traps that consist of a piece of tensioned wire set at head height. It is designed to decapitate exposed personnel in a vehicle. It is a great way to stop roaming biker gangs. When the trap is set it must be recorded what the height is. For example a Biker head height. The traps get a -1 to spotting rolls. A moving vehicle is classed as a running model. When the trap is activated roll a D6.
The trap is ineffective against models on foot. This is the only trap that can be reused. Claymore mines: Claymore mines have been outlined in my "New Weapons for Combat Zone" and are included here for completeness.
Claymores are directional mines. A Claymore mine is lined with a shaped charge that when detonated, directs the force min one direction. This explosion blasts out 700 ball bearings over a 60 deg arc. The mine can be hand detonated by pulling a pin, by remote plunger or electric switch, by trip wire/pressure pad or an Infra Red sensor. The type of trigger must be recorded. The position of the trip or trigger must also be recorded. Roll to spot a claymore as normal. Roll an additional D6. On a 1 or 2 the trip only has been spotted and the claymore remains undetected. Using Traps in your games: Remember, the use of traps is twofold: To cause enemy casualties at no risk to your own troops, and (more importantl) to reduce their effectiveness and confidence. If they are moving slowly and hesitatingly because they are afraid of traps, you can move freely to gain control of the battlefield. In the interests of game balance I would recommend that the player fielding the traps limit the amount to two or three. Often this is enough to slow down an enemy and reduce numbers in your favour. Put your traps in area your enemy must move through or in areas that your own side can’t easily cover. Remember though that most traps only operate once and that they cost. Field lots of traps and you may find you have no one to fight with. You might even find trouble to find anyone to fight with! If you find yourself in a game with lots of traps up against you consider using vehicles and robots as a way to clear a path. If they are not available consider using your greener (cheaper & less effective) troops and gangers. Send them ahead and keep maximum spacing. It seems heartless but what other choice do you have? |