OTHER URBAN OBSTACLES
TANK TRAPS (4 inch long sections)
Tank traps are devices employed to restrict the movement of ground vehicles whilst allowing troops to moverelatively freely. UA/ FI and LA troops treat tank trapped areas as open ground, PA and AD and wheeled bikes/trikes/ legged vehicles treat as difficult ground. Larger wheeled/ tracked/ hover vehicles cannot pass unless trapsdestroyed. Grav vehicles can move over the top of traps freely.Destroying traps: Of robust construction, may be destroyed by any of: Tank gun, Plasma gun, sun gun, HE or APgrenade/ missile hit, laser or bolt cannon. A KILL result against equivalent of Assault Dreadnought armour is neededto destroy a 2 inch section. Some very large vehicles may require a wider section than this to pass throughunhindered.
MINEFIELDS: (4 inch by 8 inch section)
Deployed in sections measuring 8 inches by 4 inches. Foot troops, wheeled, tracked AND hover vehicles affected(modern minefields use munitions which detect vehicles within 2 metres of the ground). Jetpack jumps (as long asyou clear the whole minefield), anti grav vehicles are unaffected. Note that minefields MAY NOT be placed on roadsor pavement/ sidewalks as there is nowhere to bury the mines. Minefields CAN be placed within rubble and ruins, ingarden/ shrubbery areas and of course woodland/ grassland/ sand etc.See page 42 of the core rules for more information on minefields.
BARBED WIRE: (4 inch long section)
Barbed or razor wire in Beamstrike uses monomolecular ribbons of wirewhich are razor sharp, very strong and seriously impede lightly armouredtroops. UA, FI and LA troops may not cross intact sections of wire, PA andAD troops throw 1d6 if they wish to cross. 1-3 Cross OK, 4-5 stuck, endmovement phase level with the wire, may move off next move phase.6 figure entangled and killed.Wire may be jet packed over without problem. Legged, tracked, grav, and hover vehicles are unimpeded by wire.Wheeled vehicles may cross, but throw 1d6. Roll of 1, vehicle passes through and destroys a 2 inch section of wire, 2-5 vehicle passes Ok, 6 means vehicle stuck for rest of game. Trikes and wheeled bikes throw as per PA/AD troops.Wheeled and tracked vehicles passing through wire destroy a 2 inch wide section.Destroying wire: A sapper (see troop characteristics) may make a 2 inch wide opening in wire if he spends his wholemove phase doing so (i.e. it is an ‘action’). Wire may be destroyed in 2 inch sections by a deliberate hit by any of thefollowing weapons: Any tank gun, Plasma gun, sun gun, HE or AP grenade/ missile hit. (Hit required only, automaticdestruction of a section)
BOOBY TRAPS (NEW scenery item, 3 points per small trap, 5 points per large trap)
You may allow the placing of booby traps as part of a tabletop set-up. Each booby trap costs 3 or 5 points(depending on the size of the charge), and is marked on the tabletop with a ‘hidden’ marker or similar. Any elementcoming within 1.5 inches of the marker must roll 1d6 to see if the trap has been detonated:Troop/ Vehicle type Trap triggered if you roll a……..Any unskilled trooper 5-6Any scout/ sapper skilled trooper 6Any vehicle 4-6