Hot Asphalt Logo Sidewinder Circuit: Obstacles

P. 46

There will be 1d6-3 different types of obstacles. No section will have two of the same type of obstacle.
3d6: Type: Number:
3-6 Trees and Shrubs 1d6+4
7-10 Dropped Weapons 2d6
11-12 Pedestrians 1d6
13 Buildings 2d6-4
14 Bunkers 1
15 Jumps 1d6-4
16 Moat 1d6-4
17 Pond 1d6-4
18 Bridge 1

Trees and Shrubs: Placed on non-road, non-water surfaces. Trees have 20 DP, are 10' high, and 3' thick. Shrubs are 5 DP, 3' feet high, 15' long and 7.5'wide.
Dropped Weapons: Roll 2d6 for each one. Dropped gases and liquids are stored in camouflaged dischargers. They are activated when the first racer enters the section. Dropped weapons are either found on track surfaces or within a 1/4" thereof.

2d6: Type: Damage: Area:
2-5 Oil ----- 1/2" x 1"
6-7 Ice ----- 1/2" x 1"
8 Spikes Standard 1/2" x 1/2"
9 Mines Standard 1/2" x 1/2"
10-11 Flaming Oil Standard 1/2" x 1/2"
12 Flame Cloud Standard 1/2" x 1/2"

Pedestrians: These pedestrians are armed and hostile. They will shoot at any passing vehicles which enter their 8" x 8" section (roll randomly). Typical armament includes one AVR with a laser targeting scope and two explosive grenades. All are wearing standard body armor. Pedestrians will hide behind cover and will be dispersed as much as possible. If there is no cover, they will lie prone.
Buildings: All buildings are 1" x 1" x 2", have 10 fireproof DP and take two breaches to collapse. Pedestrians will hide here for cover. Buildings can be anywhere. If on the road, consider them to be barriers or mock toll booths.
Bunkers: All bunkers are 1/2" x 1/2" x 1/2", have 20 DP and take one breach to collapse. Pedestrians will hide here for cover. Bunkers can be located anywhere and can hold up to four spaces of vehicular weaponry (referee's choice). Bunker weaponry is radio-controlled by +1 Gunners.
Jumps: If only one is present, it will be located at one end of the track (roll randomly). If there are two, they will be located at both ends of the track, be of the same angle, and face each other. Jumps are indestructible. Roll 1d6 for angle.

1d6: Angle:
1-2 20 degrees
3-4 30 degrees
5-6 40 degrees

Moat: Roll 2d8 twice (coordinates) to determine is start point and end point. Moats are 15 feet wide and 5 feet deep. Moats will go under roads (if there is a bridge, it will be placed over a moat)
Pond: Roll ld6-1 twice to determine length and width. Ponds are 10 feet deep and go under roads (roll 2d8 twice for placement). If there is a bridge, it will be placed over any pond(s) that are on the road.
Bridge: Bridges are 15 feet wide, 30 feet high, and have 20 DP. Three breaches will cause them to collapse. They will go over any pond or moat that is on the road. Bridges span from the beginning to the end of the track and follow the contour of the road. If the road is wide enough, drivers can opted not to use the bridge, but the road underneath (but they make excellent passing lanes under the right conditions).