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Chapter Six: Siege Weapons

Vehicles are nice if you want to move your troops in a hurry, and bases are nice because they give your troops a strong point of defense. But let's not kid ourselves - the real reason you want to have these things around is because the weapons your soldiers are carrying around just aren't big enough to really satisfy your appetite for destruction. The whole point of keeping a bunch of bases and vehicles around is that they carry those really big guns.

6.1 Mounting Siege Weapons


Any troop-level weapon can be mounted on a building or vehicle for 1 CP, plus 1 CP for every inch of MovePenalty the weapon incurs, plus the cost of buying the weapon.  But who wants to buy troop-level weapons when there are Siege Weapons to be had?  This is no time to wuss out.  Take a look at the different sets of weapons in the charts throughout this chapter and you'll see what we're talking about.  Siege Weapons are designed to be mounted, so the listed cost for buying the weapon is the cost of mounting it.

Every Siege Weapon has a Power requirement (PwrRq).  The Siege Weapon cannot be activated unless at least that much Power is being supplied to it by a vehicle, building, or portable battery packs.  A Siege Weapon does not 'use up' the Power that a vehicle or base supplies to it; that Power is still available to any other Siege Weapons or devices that are attached to that base or vehicle.

Whatever direction a mounted weapon is pointing is pretty much the direction it fires.  A mounted weapon has a 45 degree cone of fire: 22.5 degrees on either side and above and below the direction it is pointing.  If you want to shoot at something that is not in that arc of fire, you're going to have to turn the weapon somehow.  If it's on a vehicle, just turn the vehicle to point in the desired direction.  If it's on a building, you're not usually going to have much luck trying to rotate the building.  Also, if you're in a gun emplacement on the top of a wall, and your enemies are camping out at the base of the wall, you're going to wish there were a way to point your guns downward.

Good thing there are hinges and turrets! For 5 CP, you can buy a turret to rotate groups of mounted weapons, or a hinge to change the elevation of a group of mounted weapons.  If you use some combination of multiple turrets and hinges to aim your weapons, the maximum cost per group of weapons is 8 CP.  Ballistix, Missiles, Mass Drivers, and Cannons automatically come with hinges at no extra CP cost, because you have to elevate them before they'll be of any use.


6.2
Using Siege Weapons


Siege Weapons are described in charts similar to the charts used for troop weapons.  Most of the column headings are equivalent to those found in 2.1: Weapons and Equipment.

The two new headings are Size and PwrRq.  Size describes the minimum length, in dots, of the weapon or weapon barrel.  This is the most generic way to differentiate between the Mk levels of each weapon type, and we only include it on the off chance that you are unable to think of a more elegant solution yourself.  PwrRq describes the power requirements of the weapon.  The weapon can only be mounted on a vehicle or base that is able to supply at least that much Power.

Siege Weapons can only be fired by minifigs.  With all those futuristic ComputerViruses, it's too dangerous to let computers fire weapons.  A minifig can either use Manual or RemoteControl to operate a mounted weapon.  In ManualControl, the minifig must actually be sitting or standing next to the weapon (or weapon group).  RemoteControl is usually used by a Pilot to fire the weapons on his vehicle.  RemoteControl can also be used by a minifig at a ComputerBank in his base, to control base weapons that are equipped with ComputerConsoles.

A minifig cannot control Siege Weapons both manually and remotely in the same turn.  However, whichever one of the two control methods he chooses to employ, he can control however many weapons that type of control gives him access to.

Each minifig can only shoot at one target per turn.  If you have two mounted weapons and you want them to fire at two separate targets, you'll have to have a separate minifig for each.

Siege weapons are affected by the same Ranged Attack Modifiers as troop weapons (3.1.2: Skill Modifiers).

If a mounted weapon is not manned by the side that owns it, an enemy can sneak up and use it for his own purposes.  For weapon emplacements just sitting out in the wilderness, all he has to do is show up and he can use it right away.  For weapons mounted on computerized bases, he can't use a weapon unless he has control of the computer that controls it (5.1.1: ComputerBanx).  For weapons mounted on vehicles, he has to get into the gunner's seat for the weapon (if there is one), or (more usually) eliminate the driver and commandeer the vehicle.


6.3
Siege Ranged Weapons

The BrikWars Home Page
Table of Contents
Legal Disclaimer
Foreword
Introduction
BrikWars Basic Guide
The Trooper's Arsenal
Advanced Combat
Vehicles
Buildings
Siege Weapons
Military Professionals
Robotic Vehicles
The Tables

 

Contact Mike Rayhawk
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6.3.1 Big Guns

Guns are the most common types of siege weapons, because with guns you never really have to worry about ammunition.

Classification: The Big Guns
(generic ranged siege weapons)
Weapon TL CP Range UR -CMP" PwrRq Size Damage
Lasers
MkI Laser 4 16 20" 3(6*) -1" 2 4dots 2d6+2 auto
MkII Laser 5 20 20" 4(7*) -1" 4 6dots 3d6+2 auto
MkIII Laser 5 24 25" 5 -2" 8 10dots 6d6+2
MkIV Laser 6 28 25" 6 -3" 12 16dots 8d6 (slow)
"BeamCannon" MkV Laser 6 30 30" 7 -4" 15 20dots 10d6 (slow)
Blasters
MkI Blaster 5 15 16" 4(7*) -1" 2 4dots 1d10+2 exp, auto
MkII Blaster 5 15 16" 5 -1" 6 6dots 2d10+2 exp
MkIII Blaster 5 20 20" 6 -3" 10 10dots 3d10 exp (slow)
MkIV Blaster 6 25 20" 7 -5" 12 16dots 4d10 exp (slow)
"Yamato" MkV Blaster 6 30 25" 8 -7" 15 20dots

5d10 exp (2x slow)

Ballistix
MkI Mortar 3 10 16" 5 -2" 2 6dots 1d20 exp (slow)
MkII Mortar 4 12 20" 6 -3" 4 12dots 1d20+2d6 exp (slow)
MkIII Mortar 4 16 24" 7 -4" 6 18dots 2d20 exp (slow)
MkIV Mortar 5 18 28" 8 -5" 8 24dots 2d20+1d6 exp (slow)
"BigBertha" MkV Mortar 5 20 30" 9 -6" 12 30dots 3d20 exp (2x slow)

Big Guns are divided into three groups.  The first is Lasers, which cover all guns which fire in a straight line (lasers, machine guns, phasers, etc.).  Blasters also fire in a straight line, but their beam is composed of some type of phased energy which causes an explosion wherever it strikes (disruptors, plasma cannons, antimatter projectors, etc.).  Ballistix are any type of slug-thrower, launching physical projectiles in a parabolic arcs (tank cannons, mortars, artillery, deck guns, etc.).  Smaller Lasers and Blasters can be used for Automatic Fire (see 3.3.9: Automatic Fire).  Blasters and Ballistix cause Explosion Damage wherever they hit (see 3.3.2: Explosions).  Many of these weapons are 'slow,' meaning that after you fire them, you have to wait a full turn before they can be fired again (for weapons marked '2x slow,' you have to wait two full turns).

Lasers fire only in straight lines.  If a Laser weapon completely destroys a target, whatever Damage is left over will continue in the same trajectory to strike any object behind the original target, within the maximum range of the Laser.

While Lasers only fire in straight lines, Ballistik weapons fire in high parabolic arcs.  If a Ballistik weapon is restrained from elevating its barrel to at least 45 degrees, whether due to mechanical malfunction or because it is trying to fire underneath an obstacle, its maximum Range is halved.  A Ballistik weapon can fire over the tops of obstacles to hit targets on the other side.  They can hit a distant enemy outside their range of sight if a Scout targets the enemy and relays the position back to the Ballistik gunners.

If you don't want to sit around counting the dots in the Size column, an easier way to build Big Guns is to invent GunPieces.  One good LaserPiece, for instance, is an antenna with a small radar dish and a transparent bit on one end.  For a MkI laser, we use one LaserPiece.  For a MkII laser, set two of these together.  For a MkIII, use three.  You see how it works.  You can invent your own BallistikPieces and do the same thing.  If you have a lot of mast pieces from pirate sets, you can make nice-looking Ballistik guns very quickly.  The stumpy mast base is a MkI Mortar, the longer top mast piece is a MkII, the bottom two mast pieces together is a MkIII, the top two together is a MkIV, and all three pieces make the MkV Mortar.


6.3.2 Missiles and Bombs

You'll notice the first half of this chart looks a lot like the Explosives chart from 2.1.1: Ranged Weapons.  This is the same set of weapons, extended further.

Classification: Missiles and Bombs
(siege demolition weapons)
Weapon TL CP Range UR -CMP" PwrRq Size Damage
Bombs
MkI Explosive 3 4 - 3 - 1 1brik 1d10+3 exp
MkII Explosive 4 6 - 3 - 1 2brix 1d10+6 exp
MkIII Explosive 4 8 - 3 - 2 3brix 2d10+3 exp
MkIV Explosive 4 10 - 3 -1" 3 6brix 3d10 exp
MkV Explosive 4 12 - 4 -2" 4 10brix 4d10 exp
MkVI Explosive 4 14 - 5 -3" 8 16brix 5d10 exp
Missiles
MkI Warhead 3 6 16" 6 - 2 1brik 1d10+3 exp
MkII Warhead 4 8 20" 6 - 2 2brix 1d10+6 exp
MkIII Warhead 4 10 24" 7 -1" 4 3brix 2d10+3 exp
MkIV Warhead 4 12 28" 7 -2" 6 6brix 3d10 exp
MkV Warhead 4 14 32" 8 -3" 10 10brix 4d10 exp
"Nuke" MkVI Warhead 4 16 36" 8 -5" 15 16brix 5d10 exp
The Size of Bombs and Missiles are measured in Brix of height rather than dots of length.

Explosives up through MkIII are built with the smaller one-dot missile pieces (cylinders, cones, cylinders with tail-fins).  Explosives of MkIV and higher are made with the larger four-dot missile pieces.  Put antennas and tail-fins on your missiles if you're having a hard time telling them apart from your bombs.

Explosives all do Explosion Damage, of course (3.3.2: Explosion Damage).

Guns with Personality
If you're a big fan of robot anime and space opera. you might enjoy giving your guns strange quirks and abilities.  You shouldn't worry about changing their CP costs in either direction to compensate; if you're too serious to overlook a couple of CP's then gun quirks probably aren't for you anyway.  Here are some of the screwy things we've tried and enjoyed with various guns and vehicles in the past:

- Assigning cool-sounding names to all of the biggest guns.  The importance of this cannot be overstated.
- Mounting a big gun on a small vehicle which can't properly power it.  Every time the gun fires, the vehicle's power overloads and it shuts down for 1d6 turns.
- Instituting 'massive recoil' rules.  When a gun is fired, the vehicle is knocked back one inch for every die in the weapon's damage rating.
- Declaring limits on how many weapons vehicles can fire in one turn.  For instance, the PwrRqs of the weapons fired can't exceed twice the vehicles Power rating.
- Allowing phase modulations and frequency rotations for energy weapons.  This allows a weapon to achieve unusual effects like bypassing shields, causing sheet metal to vibrate violently, disrupting nerve function to give civilians and animals violent psychotic episodes, etc.
- Increasing the fire rate of 'slow' weapons, with a significant risk of weapon damage from overheating.
- Comitting lasers to point defense, letting them shoot down incoming missiles and projectiles.
- Requiring Mortars to be reloaded by hand as if they were Cannons (see 6.3.4: Cannons).

There are plenty of other possibilities you might come up with, of course.  Using variations like these require a lot of flexibility from all the players in the game, so be careful where you try and use them
.

6.3.3 Mass Drivers

Mass drivers are tremendously entertaining weapons.  At higher TLs, these are huge rail guns or other magnetic accelerators, but these stats also work for catapults, trebuchets, mangonels, and other relatively low-tech launchers.  They are expensive, huge, slow (you'll have to have a minifig spend a full turn resetting them before they can be reloaded), and extremely inaccurate (you'll spend a lot of time referring to 3.1.1: NearMiss Rules).  On the other hand, they do amazing amounts of damage at a very long range, and can deliver all kinds of fascinating payloads.

Classification: Mass Drivers
(rapid payload delivery system)
Weapon TL CP Range UR -CMP" PwrRq Size Damage Max Payload
MkI Launcher 3 40 20" 7 -12" 5 10dots 1d10 x AV 1Blok / One-Piece
MkII Launcher 3 50 30" 8 -16" 10 15dots (1d10+3) x AV 2Blox / One-Piece
MkIII Launcher 4 60 40" 10 -20" 15 20dots 2d10 x AV 4Blox / Small
MkIV Launcher 5 70 50" 12 -24" 20 30dots (2d10+3) x AV 8Blox / Small
"MeteorGun" MkV Launcher 6 80 60" 16 -30" 30 40dots 3d10 x AV 12Blox / Medium
Vehicles must be at least Medium in size to carry a Mass Driver.

Mass Drivers have one extra statistic, the Maximum Payload rating.  For regular objects, check to see if their weight is lower than the maximum number of Blox (3.6.1: Determining Mass).  Sometimes you will have to roll an object's AV to see if it is less than the maximum number of Blox (mass in Blox is equal to Armor Value divided by five).  If it ends up heavier than the maximum, you've just burned out the Mass Driver engine and it won't work again until a Mechanik has worked on it for a full turn.  You can also use it to launch Flyers without runways; MkI and MkII Mass Drivers can only launch One-Piece Flyers, MkIII and MkIV can launch Small Flyers, and the All Powerful MkV Meteor Gun can even launch Medium Flyers.

If you really want to, you can also launch these classes of Ground Vehicles.  If the pilot is wearing an AntiGrav Parachute, he can bring a One-Piece Ground Vehicle down safely, but no number of Parachutes can save larger vehicles.  The only reason you would ever want to launch a Small or Medium Ground Vehicle is if you are tired of it and want to see it smashed into tiny pieces.

Damage is also a little different for Mass Drivers.  Harder and heavier payloads deliver more damage, so the damage delivered is multiplied by the Armor of the payload.  Consequently, the Mass Driver has the potential to deliver some truly stupendous amounts of damage!  When the payload hits the target, both payload and target take this amount of damage, so be careful.  Launching your own troops around without AntiGrav Parachutes is not a good idea unless you are fond of large-scale splatter painting.  Tying up enemy troops and using them as ammunition is both economical and entertaining.

When the payloads hit, they hit hard enough to cause Explosion Damage with concussion and shrapnel.  Be careful, though, when you calculate the Explosion's AreaEffect - you subtract 1d10's before you multiply by AV, not after.  For example, if you launch a 3-Blok boulder out of a MkIII Mass Driver, it does 2d10x15 damage to its target.  Two inches away, it does 1d10x15 damage, and four inches away it does no damage.  If you multiplied the 2d10x15 before you started subtracting 1d10s, you'd do 30d10 to the target, 29d10 two inches away, and so on, destroying everything within five feet of ground zero!

If you are using an unpowered Mass Driver, such as a catapult or trebuchet, it only costs half as many CPs as the listed price.  To reset the launching mechanism (i.e., pulling the arm back and tightening the ropes on a catapult), you need to gather together enough minifigs and Horses (8.1.4: Normal Creatures) to meet the Power requirement listed in the PwrReq column.  It takes these units one full turn to reset the launching mechanism.  Ammunition must also be collected and loaded by hand.


6.3.4 Cannons

In TL3 and early TL4, teknology is not advanced enough to support powered or automatic weaponry.  Power is provided from gunpowder, either packed in the shells for howitzers, tank cannons, and deck guns, or packed in by hand for cannonballs.


Classification: Cannons
(unpowered ballistik siege weapons)
Weapon TL CP Range UR -CMP" PwrRq Size Damage Max Payload
CannonBall 3 2 - - -3" - 1cyl 1d10+3 exp -
Barrel of GunPowder 3 2 - - -2" - 2brix 2d10+3 exp -
Cannons
MkI "Pirate" Cannon 3 10 16" 6 -3" - 8dots 1d10+3 exp CannonBall
MkII Cannon 4 12 18" 5 -3" - 10dots * MkII Bomb
MkIII Cannon 4 14 20" 6 -4" - 14dots * MkIII Bomb
MkIV Cannon 4 16 22" 7 -4" - 18dots * MkIV Bomb
MkV Cannon 5 18 24" 8 -5" - 24dots * MkV Bomb
a Cannon's Damage is determined by the shells it fires.

Pirate Cannons can only fire CannonBalls.  To prepare a Pirate Cannon to fire, minifigs must load a CannonBall in the front and GunPowder in the back.  To load GunPowder, a minifig must pick up a GunPowder Barrel and touch it to the back of the Cannon each time it prepares to fire.  Finally, to fire the Cannon, a minifig with a Torch or some other source of fire (2.3.6: Fire) must come by and light the fuse.  Torches never 'burn out' (although they can be put out by dunking them in water), GunPowder Barrels never run out of GunPowder, and Cannons never run out of fuse.  If a GunPowder Barrel is dunked in water, the GunPowder is ruined.  If a GunPowder Barrel is hit by fire or hot lead, it explodes, doing 2d10+3 explosion damage, so be careful!

Other types of Cannons fire shells.  Shells are bought as if they were regular Bombs, and are loaded into the Cannons by minifigs.  There is no need for GunPowder Barrels or torches; these advanced cannons use firing pins and are activated by the push of a button or trigger.  These Cannons can fire any size Bomb up to their Maximum Payload rating.  Damage is determined by what type of Bomb you use as a shell.

A vehicle carrying CannonBalls, GunPowder Barrels, or any type of Bomb to be used as a Shell, does not take any Cargo Movement Penalty from them.  They are not mounted on the vehicle, they are merely carried by it, and as such do not require the special mounts and control devices that normally cause Vehicle -CMP".  The -CMP" of these items do apply to the minifigs who pick up them up in order to load the Cannons.


6.4
Siege Close Combat


We were pretty proud of ourselves with our rules for big Siege lasers, towering missiles, and all our other ranged weapons of mass annihilation.  We sat around patting each other on the back every time we blew up a big section of the enemy base, thinking we had achieved the end-all in visceral destructive pleasure.

Then Truckasaurus came to town, and didn't we feel dumb!

He showed us a whole world of vehicular mayhem that we had totally overlooked - the Jaws of Death!  The Giant Buzzsaw Hand!  Oxy-Acetylene Claws!  The Spiked Wrecking Ball, the Battering Ram, the Constricto-Noose, the Auto-Grinder, the Whirling Blades of Death, the Electrified Scorpion Tail, the Enormous Food Processor, the Gigantic Spiked Cleats - this was more than a minor oversight.  We have come to realize that these are the weapons that are absolutely essential to a satisfactory battlefield experience. We apologize for not having understood this earlier.


6.4.1 Siege Close Combat Weapons

If you want to give your vehicle arms and legs (or tentacles, tails, wings, etc.), you should take a look at the Robots rules supplement (RV.3: Robotic Limbs).  You can put Siege CC Weapons in the hands of your Robot, or you can mount them directly on the front and sides of your vehicle.

Siege CC Weapons are like Troop CC Weapons that have been amplified and blown out of proportion.  A Troop CC Weapon is designed to be used by a Trooper, who has a Power of 1.  Vehicles' Power Ratings can be many times larger, so you can give them CC Weapons that are that many times bigger, stronger, and more expensive.

To convert a Troop CC Weapon to a Siege CC Weapon, first choose a Size Multiplier ('Sx').  The Siege CC Weapon should be about this many times as big as the original troop weapon, although this is not absolutely necessary. The new weapon's statistics will be as follows:

Classification: Siege CC Weapons
(tools of glory)
Original Troop Stat New Siege Stat
Size Size x Sx
TekLevel TL + (Sx - 1)
Two-Handed same (only applies to a Robot with Hands)
CP Cost CP x Sx
Usage Rating UR + Sx
Cargo Movement Penalty -CMP" x Sx (min -1")
Damage Damage x Sx
Power Required Sx Power
Maximum Damage no limit

If your Robot picks up the weapon with its hands or claws, then you're all done. Your Robot uses the weapon just as a Troop would use the equivalent Troop weapon.

If the weapon is mounted directly onto the vehicle or onto one of the vehicle's Limbs, then it costs an extra 4 CP.

If the weapon is immobile and mounted on the vehicle's front grill, then the vehicle will have to crash the weapon into a target in order to use the weapon.  You can buy turrets and hinges to mount the weapon at normal cost.


6.4.2 Siege Equipment and Armor

You can buy Siege Equipment and Armor as well.  If you want to put a BullDozer blade on the front of your vehicle, for instance, you can 'Siegeify' a BigShield.  A Shield with a Size Multiplier of 4 would have a TL of 4, cost 8 CP, have a Move Penalty of -2", require 4 Power, and have 16 Armor in addition to the vehicle's normal armor rating.  This Armor wouldn't apply to the whole vehicle, unfortunately, just to the BullDozer blade itself.  However, this blade would be very useful for crashing into things and blocking weapons fire.

There are any number of useful Siege Equipment devices that you might come up with. Two that we use frequently are Scanners and Cloaking Devices.

Classification: Siege Equipment
(special-purpose siege items)
Item TL CP -CMP" PwrRq Size Effect
Scanner (per 5" Range) 5 2 -1" 1 4dots scans area
Vehicle Cloaking Device (per 5 AV) 6 3 -1" 1 4dots cloaks vehicle
Base Cloaking Field (per 1" radius) 6 10 - 2 4dots cloaks building

Scanning capability is bought in 5" chunks.  If you wanted 25" of scanning range, for instance, you would pay 10 CP, take a -5" Movement Penalty, need 5 Power, and install a radar dish at least 20 dots in Size.  A Scanner is always active (you do not need to take a separate action to fire or activate it) and it scans everything in a 45 degree cone around the direction it is pointing (for this reason many scanners are on turrets and rotate once a turn).  The scanning unit knows everything there is to know about any object within its scanning area, regardless of interference or obstructions, unless the object is cloaked.  A Scanner can detect a cloaked object or unit on a roll of '6' on 1d6.  It must make a separate roll for each cloaked object, once a turn.  An object that is detected remains detected for one turn, and then must be re-detected.

Cloaking capability is bought in chunks of 5 AV (for moving objects like Vehicles or SpaceMen) or a stationary Cloaking Field Generator can be used to cover an area (for stationary objects like Bases).  For instance, if you wanted your Cloaking Field Generator to cloak everything within 12", it would cost 120 CP, require 24 Power, and you would have to build the Generator as a permanent ground installation at least 48 dots in size.  A cloaked immobile object is invisible.  A cloaked moving object or unit is not perfectly invisible, but has the advantage of Stealth.  If a cloaked unit fires a weapon or makes an attack, then it is uncloaked until its next turn.

A Cloaking device does not use Power the same way other devices do.  When a Cloaking device is active, the Power it is using is not available to other devices on the base or vehicle.  When a Cloaking device is deactivated, the Power it used is not available to other devices on the base or vehicle until the following turn.  A Cloaking device may only be activated at the beginning of a base's or vehicle's turn, but it may be deactivated at any time, even during another player's turn.

Projectiles with Personality
Not that there's anything wrong with normal bombs, missiles, and catapult payloads, but the experienced general may appreciate a little variety now and then.  Fortunately, all of these projectiles can be modified to carry even more entertaining payloads.  As with the Guns with Personality (described above), Projectiles with Personality require a lot of flexibility and a certain amount of apathy towards CP costs from the players.  Here are some of the payloads we've enjoyed in some of our games:

- Compressed Marshmallow Fluff
expands upon impact into an enormous white sticky mass, gumming up gears, cutting off air supplies, and creating a huge white wall for your troops to hide behind.  Any minifigs that manage to claw their way out of the fluff mass are immediately attacked by swarms of hungry insects.
- HyperUnsaturated Vegetable Oil makes asphalt as slick as ice, and achieves such saturation that hard earth instantly turns to quicksand.
- Paratroopers are fun to launch from catapults.
- Tied-up enemy minifigs always make good projectiles.

- Zombies, Timmies, plague-infested rats, and Freaky Green Things all have a hilarious effect on the citizenry of a besieged city.
- Smoke bombs and anti-inflammatory foam are good for providing quick cover for your attacking troops.
- Insanity Gas is a fast way to bring chaos to the battlefield.
- Large clouds of locusts and frogs have a very demoralizing effect on ancient Egyptian mummies.
- Big buckets of latex housepaint have a number of useful properties.  Besides ruining windshields, helmet visors, computer monitors, weapon scopes, and instruction manuals, they also have great propaganda value.  There's nothing better than painting huge patches of the battlefield in your Civilization's color.  Properly-splattered enemy units may even become confused as to which side they belong to.
- Neutrino Bombs have the useful ability to totally disrupt electronic activity, disabling machinery and killing units while causing no physical damage.
- Salt is good in a campaign game, if you want to render your opponents' farmlands useless.  It's kind of a dirty trick though.
- Supplies can be airdropped to friendly guerillas and contra fighters.

Obviously, these represent only a spall sample of all the possible things you might want to launch at different targets.  You will undoubtedly think of many more as you play
.



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