Editor's Note: These rules are a variant only, and are not official.
Mortars have never become a standard vehicle-mounted weapon. They are used primarily by small towns to ward off marauding cycle gangs by setting down a curtain of fire as the gang approaches. While some larger land and water vehicles are known to have mortars installed, these are rather rare.
Mortars are indirect fire weapons; as such, they use rules that are different from all other weapons.
A mortar may only be mounted on the top of a vehicle. So while motorcycles cannot use this item, sidecars can. Even though it is mounted in the top, the mortar is still set to fire in one of the four standard arcs of fire - front, back, right, or left. For an extra $1000, a mortar may be made "universal," which allows it to fire in all four arcs of fire. A mortar may be mounted along with a turret, rocket platform, or other roof-mounted item.
When firing a mortar, the firing player must designate a single target square. It would be unfair to let the target player know where a mortar is supposed to land, however, so the firing player should use a Target Reference Counter. The Target Reference Counter should be placed within 12" of the True Target Area, and the firing player should note on a piece of scratch paper where the True Target Area is in relation to the Target Reference Counter. It takes one second for a mortar to reach its target.
On the phase in which the weapon is fired, the firing player designates which weapon is being fired, and places the Target Reference Counter somewhere within 12" of the True Target Area. He then notes on a piece of scratch paper where the True Target Area is in relation to the counter ("7 ½" north and 5" west").
Exactly one turn later (at the end of the same numbered phase as the weapon was originally fired), the firing player reveals his piece of paper, designates the True Target Area, and makes his "To Hit" roll. Because the target is a particular square on the map, there are no modifiers for size or speed of the target. Mortars suffer no penalty or gain or bonus for range. There is no such thing as point-blank with a mortar. The only modifiers that apply are the following: +1 for firing from a stationary position (if true); +1 for firing at a stationary position (always true); Sustained Fire (only if the firing platform is stationary, and the same True Target Area is designated); Gunner or Handgunner bonus. Targeting computers are of no help, and neither are laser targeting scopes on the pedestrian versions.
After the "To Hit" roll is made, use the grenade-scattering rules to determine the final site of the mortar explosion, but double the distances involved. If a roll is missed by 3, normally the mortar would land 2d-2 away from the true target; if a 7 were rolled, subtract 2 and then double the result - so the mortar misses by 10 squares. If the final impact location is covered by a vehicle counter, apply damage to the top armor of the vehicle. A mortar shell also has a burst effect, which varies with the type. A Heavy Mortar has a 1-die burst effect in a 2" radius; a Medium Mortar has a 1-die burst effect in a 1" radius; and a Light Mortar has a ½-die burst effect in a 1" radius. This burst effect is like grenades, in that it does ½ damage to all vehicles and exposed vehicular components, including tires.
A pedestrian mortar must be set on the ground before it can be fired. Picking up a mortar takes one second, folding or unfolding the tripod legs takes one second, and setting the mortar down and positioning it takes another two seconds. (If the mortar is carried with the legs in an unfolded position, the encumbrance is increased by one grenade-equivalent.) When a pedestrian mortar is set down, the pedestrian designates a 90-degree arc of fire. It takes one second to reposition a mortar to fire in a different arc; this does not involve moving the mortar out of the square it is in, but merely pointing it in a different direction.
Here are the stats on six kinds of mortars -
Heavy Mortar (HM) - To hit 12, 3 dice damage, $2,500, 200 lbs., 4 DP, 3 spaces, 10 shots, CPS 50, WPS 7.5. Loaded cost $3000, loaded weight 275 lbs. Loaded magazine cost $550, loaded magazine weight 90 lbs. Maximum range 144".
Medium Mortar (MM) - To hit 11, 2 dice damage, $2,000, 150 lbs., 3 DP, 2 spaces, 10 shots, CPS 35, WPS 5. Loaded cost $2,350, loaded weight 200 lbs. Loaded magazine cost $400, loaded magazine weight 65 lbs. Maximum range 108".
Light Mortar (LM) - To hit 10, 1 die damage, $1,500, 100 lbs., 2 DP, 1 space, 10 shots, CPS 20, WPS 2.5. Loaded cost $1,700, loaded weight 125 lbs. Loaded magazine cost $250, loaded magazine weight 40 lbs. Maximum range 72".
Heavy Pedestrian Mortar (HPM) - To hit 12, 3 dice damage, $2,500, 5 grenade equivalents, 4 shots, CPS 50, loaded cost $2,700. Extra clip is 5 grenade equivalents, costs $250, and takes 2 seconds to reload.
Medium Pedestrian Mortar (MPM) - To hit 11, 2 dice damage, $2,000, 4 grenade equivalents, 5 shots, CPS 35, loaded cost $2,175. Extra clip is 4 grenade equivalents, costs $225, and takes 2 seconds to reload.
Light Pedestrian Mortar (LPM) - To hit 10, 1 die damage, $1,500, 3 grenade equivalents, 6 shots, CPS 20, loaded cost $1,620. Extra clip is 3 grenade equivalents, costs $250, and takes 2 seconds to reload.
![[Return to Contents]](/car-wars/adq/img/contents.gif)