Ah, the sound of the waves, the smell of the cool air, and the ability to get at anyone who dares disturb the peace!
Please see the new and improved The Complete Torpedo page for these weapons.
All radius' of mines work in all three dimensions!
When a single mine won't do, but you only get the one chance, then try our new Large Aqua Mines, guaranteed to send them crying home to their mothers!
Large aqua mine: $500, 100 lbs, 1 space. They do 5d6 damage.
Mines can get just a little bit boring don't you reckon? Wham, bang, and that's it. Wouldn't it be nice if you fill those mines with something other than just boring explosive?
Aqua-filler mine: $50, 5 lbs plus the cost and weight of 2 shots of a dropped weapons ammunition. When the mine explodes it creates a counter 1" by 1" of the ammunition installed. Note that a lot of dropped weapons do not function underwater, so use wisely!
Weapon timers have been around for years for standard vehicular weapons, and now we bring you the same ability for mines! Keep those opponents guessing even more now - its not just "what's in the mine?" but also "When does it explode?"!
Mine timers: +$50 per shot or mine. The mine timer has to be set (either before the duel, or counting as a firing action per timer to be used), and can be set from 1 second to 1 hour. The mine will explode at the start of that turn. However the mine can still be set off as per normal.
You've got the T-shirt, you've read the book, now listen to the explosion! Yes, today is another glorious day for listening, only you wear the ear protectors and let them shatter and fall! They're big, they're bad and they're loud!
Warning: Shrierker mines have an unusually large explosive radius - always read the manual before use!
Shrieking mines: The normal aqua shrieker mine costs $4,000 and wieghs 300 lbs, the large aqua shrieker mines costs $5,500 and weighs 400 lbs.
The Shrieker mines are sonic mines, and follows a lot of the rules for the standard Sonic Cannon. When the mine explodes, it explodes as a modified sonic cannon hit, however the effects of the mine are a full 360 degree sphere thus making the hit quite lethal in confined crowded spaces. Normal sonic cannon rules apply, although as the mine is a blast effect weapon, use the following chart for determining damage to targets within the radius.
| Radius | Small Mine Damage | Large Mine Damage |
| 0-4 inches | 4d | 8d |
| 5-8 inches | 2d | 4d |
| 9-12 inches | 1d | 2d |
Being a burst effect weapon, all targets within the radius are automatically hit. A Shrieker is destroyed when it goes off, and unlike normal mines will not also cause the effect of the concussion grenade (although exposed divers who are hit are effected as per a normal sonic weapon).
Wouldn't it be great if you could lay mines that would be smart enough to track other incoming subs, and when in range, blam! Fire that torpedo making another sure kill? Well now you can! And best of all, its reusable!
Torpedo mine: $4,000 2 space, 4 DP, 100 lbs, + cost and weight of torpedo(s). These are large mines devices that contain sensing equipment and torpedoes. When launched from a sub, they sink to the sea bed, and once there, they active their sonar sensors. Then when a sub comes within 20" of the mine and is not displaying the right sonar IFF code, the mine fires its payload of torpedoes. Once down, the mine then shuts itself down and can be retrieved and refitted with new torpedoes. They can carry up to 1 space worth of torpedoes, but when one is fired, they are all fired, and all at the same target.
So radio doesn't function that great underwater, which is a bummer as you can lay some great traps that way... Still, sonar does, and for a little extra cost, you can get sonar underwater detonators, bringing the fun back again!
Underwater detonators work as standard radio detonators, but are tuned into the underwater frequencies, making them more expensive.
The sending unit is $750, 1 GE (2 lbs), and the receiver is $100). May be used in aqua mines or as an option for torpedoes to allow early detonation or activation.
Not sure how deep the sub is, but you know where it is? Then throw some of these mines down! Specially weighted to invert in water so the contact pad is pointing downwards, they'll then gently sink until they hit something... Imagine their surprise when their top caves in!
Weighted mines: CPS 2*normal. Fitted in a normal minedropper or flinger only. On land these mines function as normal, but in the water they flip over so that the contact is facing down. They drop 1/4" per phase and when the counter reaches the depth of a submarine, they explode on a 1-3 on 1d6, doing normal mine damage, but to the top of the sub (unless it has rolled, in which case to the current 'top' of the sub). Upon hitting the seabed, the mines automatically explode.
It gets a bit unfair, there you are, busily out for a nights cruise under the sea, and along comes some idiot in a plane or helicopter with a few torpedoes to ruin your day. And the real sickening thing is, that until now there was nothing you could do about it! Until now... Now, you just sit back, and launch a few Undersea launched Missiles, and watch that sucker flee!
Undersea launched rockets and missiles: CPS +$200, WPS +10 lbs. Available for single shot rockets and missiles only.
This system places the rocket inside another canister which when fired is propelled to the surface, and once there breaks open to fire the rocket.
Due to this system, the rockets are less accurate, and have an automatic -1 to hit, and an additional -1 for every full 1 inch underwater the system has to travel.
With missiles, the same procedure applies, but all the modifiers are applied with the missile is about to hit the target.
Launchers are normally placed in the top mount, but they don't have to be. If this is the case then you'll have to work out the distance that the rocket has to travel normally.
These systems may be fired out of the water as normal, but with a -1 to the to hit roll. All underwater launched rockets and missiles and launchers may be laser guided, in which case do not apply any modifiers to the rockets or missiles. Instead if they laser hits, then the rockets hit on a 6 or better.
Now get your rocket launchers modified too!
Undersea launched rocket launchers: Launcher Cost: 2* launcher cost, no weight increase. Ammo: CPS +(1.5* base ammo cost), added after all the ammo options. WPS +(2* base ammo weight), added after all ammo options.
This functions just like the above.
Notes on other weapons:
Note that standard weapons cannot be fired underwater, and must be waterproofed to work when they come out of the water.
They can be fitted to submarines for when the sub is on the surface.
So the sub handles like a plane, manoeuvres like a plane but yet doesn't have any wings to carry weapons and equipment? Well, no longer! Borrowing a great idea from the attack helicopter, we're proud to present Weapon Wings for submarines!
Weapon wings: These cost and weigh and act exactly the same as the helicopter accessory. To determine if the sub can mount these, consult the following table:
| Submarine Type | Weapon Wing Size |
| One Man Submarine | No Weapon wings allowed |
| Mini Submarine | No Weapon wings allowed |
| Two Man Submarine | One space weapon wings |
| Large Submarine | Two space weapon wings |
| Cargo Submarine | Three space weapon wings |
Also, why not try out the new Sonic Cannon from the Uncle Albert's Auto Stop and Gunnery Shop Online Catalog, designed to make your opponents really hear you coming!