APPMs, or anti-personnel proximity mines, are employed by military forces worldwide to secure and maintain perimeters. Developed by Crucis Diversified industries over a decade ago, the APPM has seen a number of improvements and enhancements since it's introduction to the military market. Today's mines are more accurate and possess more stopping power than their predecessors.
An APPM is a high-explosive charge that is rigged with a mounting device and sensors to detect the approach of a vehicle, person, drone, etc. Upon detection of an approach, the mine arms itself. As long as the sensor circuitry confirms that the detected "object" is continuing its approach, the mine simply stays armed.
The APPM will detonate when one of three criteria are met. If the acquired object begins to move away from the mine, the mine will detonate the instant it detects this. Second, the mine will detonate if the acquired object moves to one meter or closer -- the mine's optimal kill range. Finally, the mine will detonate if it has acquired a target (meaning that the target is in range) and the target has failed to move for six seconds (two combat rounds).
APPMs come in several varieties, each differentiated by the sophistication of its sensor electronics. The mk1 variety uses active ultrasound to detect its targets. This type of mine can be easily caught by devices or individuals with the capability to detect ultrasonic signals (though the ultrasonic signal itself will not indicate that it is being generated by a proximity mine). The mk2 variety use a scanning ultraviolet laser to detect and acquire targets. This type, though more difficult to find, is by no means undetectable. Finally, the mk3 uses vibrational sensors to detect approaching targets. Being truly passive, the mk3 is extremely difficult to detect before it is too late.
All mines have an intelligence rating, representing the number of dice used to find a target within their range of detection (6 meters) -- assume that a mine does a complete sweep of its detection and arming area once every three seconds (1 combat turn). Detection of a target will arm the mine, and it will detonate following the criteria outlined above. Once armed, a mine will detonate --it will not stand down. If a target continues its approach, the mine will wait until the target is within the optimal kill range. If the target stops or in some way "disappears" (perhaps magically), the mine will wait six seconds and detonate (unless the target restarts its approach towards the mine).
Proximity mines appear as a small "can" with four magnetic feet
and a microtronic sensor package attached at the base of the device.
While not overly large, proximity mines aren't unusually difficult to detect
-- a successful perception (5) test will indicate their presence.
They can be camouflaged and hidden, however, making them more difficult
to detect.
| APPM | Intelligence | Damage | Detection Method | Weight | Availability | Cost | Street Index |
| mk1 | 3 | 12S (-2/meter) | active ultrasound | 1.0 | 12 / 14 days | 500Y | 2.5 |
| mk2 | 4 | 12S (-2/meter) | active UV laser | 1.0 | 12 / 14 days | 900Y | 2.5 |
| mk3 | 6 | 12S (-2/meter) | passive vibrational | 1.0 | 12 / 14 days | 2100Y | 2.5 |
Mine detonation is treated using the rules for grenade detonation. Resisting mine damage is handled with the same rules. Mines do not suffer scatter in any way, and the Shadowrun Companion advanced rules for explosives should be employed to determine attack successes for the mine. Due to the way APPMs operate, there is no chance for successful defusing or deactivation. Shooting a mine can detonate it (ideally from a distance).
[Hey Sierra, how 'bout
a game of kick the can?]
Ronin
[Frag off, drekhead.]
Sierra