Trip Mine

Trip Mine
Deploy a mine that triggers when an enemy comes within range

Effect: Erect a solid energy barricade to provide you and your allies cover.

Requirements: BAB +0, Repair: 6. Each rank increases skill requirements by +2.

Activation: 1 Action.

Notes: Can set up a trip mine up to 15 feet away to detonate at the first creature that passed through its infrared laser or enters its proximity sensor, which extends 15 feet. Creatures in the explosion are pushed back 5 feet away from the trip mine and sent prone. A Reflex Save negates prone. You can use Trip Mine once per encounter using these statistics at no power cell cost. You must use these statistics if you do so.

Save: Reflex Save DC 12 + 1/2 Repair Rank

Special: Barricades use power cells to activate. If a more advanced power cell is used than a Small-Capacity Power Cell, the barricade's base effects are changed as follows:

Medium-Capacity Power-Cell: Damage increased by 1d6 and Save DC increased by 1

High-Capacity Power-Cell: Damage increased by 2d6, Save DC by 3, blast radius is extended 5 feet.

Emergency Battery Power-Cell: Damage increased by 3d6, Save DC by 5, blast radius is extended by 10 feet.

Rank 1

 * Proximity Sensor: 1 square
 * Laser Sensor: 15 feet line
 * Blast Damage is 3d6
 * Blast Radius: 25 feet
 * Duration: trip mine lasts 1 minute. After 1 minute without detonating, the trip mine deactivates

Rank 2

 * Only uses half a power cell to activate, allowing 2 uses of a power cell for Trip Mine. Free use of Trip Mines now twice per encounter.
 * Damage increased to 4d6

Rank 3

 * Blast radius increased to 30 feet

Rank 4
Choose one of the following effects to add to the effects of Trip Mine:

Sensor Range Power Consumption
 * Proximity Sensor increased to 10 foot square
 * Only uses 1/3 power cell to activate, allowing 3 uses of a power cell for barricade. Free use of barricade is now three per encounter.

Rank 5
Choose one of the following effects to add to the effects of Trip Mine:

Damage and Force Blast Radius: 
 * Increase damage by 2d6
 * Save DC increase by +2
 * Blast radius increased by 10 feet

Rank 6
Choose one of the following effects to add to the effects of Trip Mine:

Detonator EMP
 * If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, detonate the create, dealing an additional 6d6 damage to all within 10 feet
 * Creatures damage by the mine must make a Fortitude Saving Throw (same DC) or be stunned for 1 turn
 * Deals 1d6 bonus damage to Shield HP or synthetic creatures