Weapons

**Weapon Systems** take a major part of the Super Modified series' systems since their inclusion in 2048, post-1081 Fireball with the advent of shielding technology. These offensive and defensive systems are activated through driving over a weapon pad, and allow for a team to defend or move up places by slowing down or even eliminating other drivers by striking them at range to reduce their speed or disrupt their movement.

## Main Weapons

### Missile

The Missile is a singular, lock-on explosive projectile weapon that provides a moderate slowing and low damage effect to other vehicles. Able to be locked on backwards by simply looking in reverse, this weapon is simple in its use, but very, VERY capable for many uses in practice, from making up places to defending first or second.

### Rockets

Rockets are a trio of unguided explosive projectiles that move at high speeds that fire in a spread pattern, at the same time. Powerful up close but usable at long range, these weapons deal a moderate slowing and medium damage, and a single hit with 3 can be devastating. Reliable and beloved by many racers for their commonality and ease of use.

### Autocannon

A rapid firing projectile weapon with 30 rounds. Each round does low damage and a very low slowing effect, but multiple rapid hits in succession start to compound. Though regarded as somewhat weak due to the need to sustain fire, the payoff for the risk of using one over anything else is incredible, being able to bring a car to a standstill. Fires slower but deals more damage the higher the weapon stat.

### Caltrops

A weapon that rapidly fires out 8 floating explosives behind the vehicle in a spread pattern. Causes a wide area of effect, though the damage is minimal, but the slowdown is high for something so small. A last ditch defense weapon that can be used up close, as the caltrops have a short lifespan and spread out quite a lot on wide tracks.

### Mini-Mines

A medium sized but strong set of 4 small floating explosives deployed directly behind a car, one after another, set to float in midair to make them easily noticeable. Causes small slowdown and damage effect, but hitting 4 causes a compound effect. The quintessential defensive weapon in Super Modified, these have a middling lifetime but last long enough to hit someone at the end of the grid on average.

### Landmine

A singular large mine, contrary to it's name, it floats in midair. Deals heavy damage and slowing, but only if someone gets too close to it. Easy to notice, but if laid directly in front of a rival, it damages the user as well. Has a long enough lifespan to last into the next lap, but detonates after a while.

### Shield

The shield is a defensive pickup that erects a wrap-around hardlight shield that protects the vehicle from any harm for 5 seconds. Auto-activates upon any offensive damage inflicted, but can be activated manually.

### Auto-Cruise

Autocruise allows an AI to take control and erect a light shield that prevents slowdowns but allows damage for 5 seconds. Deactivates automatically on a straight, but will keep moving during a turn until either a straight is reached or 3 more seconds have elapsed.

### Turbo

Only active in races that enable it. The turbo is a simple pickup that induces rapid acceleration in a vehicle until it reaches 1.10 of its max speed, before winding down rapidly. Can be used for extremely risky passes or to gain a bigger lead.

### Shield-Pak

A simple pickup that boosts your shield energy by 25% if you are below 25%. Comes in clutch when it's needed, always use these as soon as you can to avoid eliminations.

## Advanced Weapons

### Railcannon

A single hitscan that takes half a second to charge up. Deals immense damage to shields and passes through vehicles. Beloved by many for its capabilities to change the tide of an event. DO NOT SHOOT THIS WITH A COIN IN MIDAIR.

### Swarm

A set of 4 miniature missiles that deal the same damage as a single rocket each. While their automatic tracking isn't as smart, they fly at much higher speeds. Only one swarm missile can hit a vehicle at a time, so any unused missiles are discarded.

### EMP-Wave

A wave of electrical shocks built to disrupt but not disable safety systems. Deals moderate damage to shields and disrupts anything in front of it. Popular for evening the odds.

### Repulsor

A stronger, but shorter range combined EMP and Force-Wave that hits a small radius around the vehicle. And by short, I mean "about 20 feet around it" short. Deals great damage and disrupting effects alongside pushing enemies due to the sheer force, but can easily be escaped. Risky, but powerful.

### Shock Bomb

Imagine combining a really annoying rear facing weapon with a heavier disruption effect. That's what the shock bomb is. A landmine that gradually slows down a vehicle without dealing much damage. Can cost a race, but has a small blast radius and small activation radius.

### ECM-Pod

"Oh, fuck you." A missile that on impact, disables weapon use for 5 seconds, and disrupts the victim's vehicle controls by reversing them. Doesn't deal damage, but EXTREMELY annoying. Highly restricted use disallows this in normal League events.