Claymore

Claymore  
General  
Type Lethal, placed mine (anti-infantry)
How it is used Placed on the ground facing the area to cover
Trigger A moving living player or vehicle in the trigger area in front, with a clear line of sight
Arming 2 s after placement
Placement Not allowed in a safe zone
Health 1 HP
Blast  
Damage at centre 150 HP
Full damage out to 1.5 m
No damage beyond 3 m
Minimum blast damage 30 HP
Availability  
Price 900 cash
Shop unlock level 0
Required items None
Internal name Id.Item.Claymore

The Claymore is a placed mine built to hit infantry. It has a short blast, a narrow trigger area in front of it, and a fixed direction. It is a poor answer to vehicles, which take a large number of hits to break.

Overview

The Claymore is sold as a Lethal, Quick Slot item. It is placed, not thrown. Its trigger is a box in front of the mine, and it is set off by a player or vehicle that enters that box.

For the mine that is aimed at vehicles, see AT Mine. Both are described on Grenades and Explosives.

How it works

Placing. The Claymore is placed on the ground up to 4 m from the player. It cannot be placed in a safe zone (Alpha, Bravo, Charlie or the hostile safe zone). The data stores a placement angle of 30, but the placement scripts in the game files do not test an angle, so no angle limit is claimed. While the Claymore is being placed, the player moves at 40% speed.

Arming. The Claymore is armed 2 s after it is placed. Until then its trigger is off.

Trigger. The trigger is a box in front of the mine:

  • A target must be alive and moving: a living player whose speed is above 0 sets it off, and so does a vehicle driver or passenger in a moving vehicle. A motionless target does not trigger it.
  • The check compares the placer’s faction with the target’s, so the data points to enemies as the targets. The data does not show how a teammate is handled.
  • The blast must reach the target. The Claymore runs a line-of-sight check to the target’s damage points before it fires.

Being shot. An explosion nearby sets the Claymore off. Other damage destroys it, because its health is 1 HP.

Detonation. The mine goes off once it has taken 50 damage. That is the default for placed explosives, and neither the Claymore nor the AT mine overrides it (static reading). Once it has gone off it is removed. Whether the 50 counts each hit or the running total was not checked in play.

Friendly fire. The damage tables reduce friendly fire only for infantry bullets (-50 %) and large hammers (-70 %). Explosives and fire have no friendly-fire reduction in the tables. Any limit on hitting teammates with this item would have to come from the item itself or from native code, which the data does not show.

Damage

To players

The blast does its full 150 HP from the centre out to 1.5 m. Beyond 1.5 m the damage falls in a straight line to zero at 3 m. Examples from the data:

  • At 2.5 m: 100 HP
  • At 3 m and beyond: nothing

Armor reduces this damage by body part. See Body Armor.

To vehicles

The data gives the number of centre hits a vehicle needs to lose its main health. This assumes one blast hitting the main section. The Claymore is weak against vehicles, so these numbers are high.

Vehicle Main health Centre hits to destroy
MH-6 400 HP 6
Humvee 500 HP 14
T-72B3 750 HP 106
M113 APC SV 1000 HP 141

Against armour the Claymore is weak. Its table entry is -95 % on the tanks, -75 % on the Humvee family and the Havoc, -65 % on the Ural, -62.5 % on the Wolf-110 and -50 % on the Little Bird, Dune Buggy, Bobcat and Kodiak. Each figure is the table’s amount for the Claymore’s source, and other entries on the same row also apply.

See Vehicle damage for how vehicles take damage in general.

Season 2 changes

The Season 2 items data lists no change to the Claymore, and no change to its price.

See also

Sources