From: Mike Wikan <mww@n...>
Date: Thu, 3 Apr 1997 04:17:02 -0500
Subject: Mines..
We use Submunition Mines. Damage is caused as if a 1d6 submunition attack just occurred. (1-3 no effect, 4-5 1 point, 6 2 points)
From: Mike Wikan <mww@n...>
Date: Thu, 3 Apr 1997 04:17:02 -0500
Subject: Mines..
We use Submunition Mines. Damage is caused as if a 1d6 submunition attack just occurred. (1-3 no effect, 4-5 1 point, 6 2 points)
From: Phillip E. Pournelle <pepourne@n...>
Date: Thu, 3 Apr 1997 14:17:38 -0500
Subject: Re: Mines..
The Mines in FT are too week. So just add one more die to the attack. Since a fighter torpedo costs the same as one mine it should do similar damage. However, since Mines lie in wait for the enemy indefinitely, there needs to be a payoff. So I make mines conduct an A battery attack at close Range (3D6, 1-3 no effect, 4-5 1 point, 6 2 points) If you want more punch drop three clustered together for a 9d6 beam attack. The next question is: are Mines invisible on the board. If a cloaked ship drops a mine cluster, do the mines show up on the board? What Phase does this occur. If the Cloaked ship had this pre-plotted, is it revealed? Perhaps sensor rules may come into effect here to detect mines. Phil P.
From: Allan Goodall <agoodall@a...>
Date: Fri, 4 Apr 1997 16:23:17 -0500
Subject: Re: Mines..
> At 11:17 AM 4/3/97 PST, you wrote: There is a problem here, though, that I mention elsewhere. Unless you make it less likely for a minesweeper to accidentally detonate the mine, you'll find your minesweepers dying before they've done more than cut a thin channel through the minefield. Minesweepers should be able to clear a dense field without the risk of destruction, let alone a nice, clear path. > The next question is: are Mines invisible on the board. In my PBEM game I used rules suggested by Robert Montgomery. Mines were invisible at long range. They showed up only when scanning. However, mines were detected at half the range of regular scanning. Passive scanning detected the mine at 18" and active scanning detected the mine at 27". This worked well in my game but some may find that the ranges are too great. I worked on the assumption that mines are designed to channel and otherwise modify a ship's movement, not necessarily destroy the ship. You lay a minefield to stop someone from going somewhere, not to necessarily to catch them unawares. > If a cloaked Dropped mines (of which we had two in the game) were detected the same way as other mines. > What Phase In my case, movement. The owner of the mine plotted at what point in his move he was dropping the mine. So he would plot something like 1S+5 M3", meaning that he would drop the mine after travelling 3". > If the Cloaked ship had this pre-plotted, is it If I was doing cloaked ships, I would not require a cloaked ship to decloak in order to lay mines. However, if he lays mines within sensor range of another ship, that ship would see the mines suddenly appear, thus giving it a pretty good idea of where the cloaked ship is...
From: Mike Miserendino <phddms1@c...>
Date: Mon, 7 Apr 1997 18:57:13 -0400
Subject: Re: Mines..
> Phillip E. Pournelle wrote: This seems OK. I would like to seem a variety of mine types available. A while back I mentioned how a group of us used moveable mines to create a floating minefield. This was much more effective than simply dropping the mines and hoping someone would actually fly by them. We allowed each mine launcher to either launch one mine per turn, or move one previously launched mine up to 6" in any direction. This gave more enhanced game play to minelayers after all their mines have been launched. System: Mine Thruster Module Cost: +5 to existing mine system. Mass: No additional mass(negligible difference). Movement: Moves a mine up to 6" in any direction. Description: Each mine laying system can launch one mine per turn or move a a mine launched earlier by the same mine laying system up to 6" in any direction. MTM equipped mines launched by one mine laying system cannot be controlled by any other minelaying system. Modify the minelayer symbol by darkening the box interior, excluding the mines themselves. Here's something between a missile and a mine. I got the idea from the old TSR game, Knight Hawks. System: Seeker Missile Cost: 8 Mass: 3 Movement: A seeker missile is dropped like a mine from the launching ship and remains in position until activated. The missile is activated when an enemy ship is within 24" of the missile from any direction. Once activated, the missile moves like a standard FT missile with the exception that it can start movement on its first turn from any standard facing. If more than one enemy ship is within range at any point during activation or movement, missile owning player may choose the exact target. Description: A seeker missile is simply a missile with patience. The missile is fitted with enhanced sensors to operate autonomously. It can accept all standard FT missile warhead types(Standard Nuke, EMP, Needle). This weapon system can help provide defense to the rear flank as well as work as a standoff weapon without requiring the launching ship to be in harm's way. Use the symbol for any FT missile with the addition of a circle drawn around the warhead. Seeker missiles may be destroyed as per normal missile rules. : > The next question is: are Mines invisible on the board. If a I would say no. The ship operating the cloaking device only conceals itself. Any launched mines should be instantly viewable on the board. The downside to this is that the cloaked ship reveals its current position.
From: Brian Bell <bkb@b...>
Date: Wed, 9 Apr 1997 18:16:21 -0400
Subject: Re: Mines..
I give mines a 6" blast radius. The first ship that passes within range will detonate the mine. Any ship that passes through the area of effect (blast radius) takes 1d6 ACUTAL damage (no reduction by screens or armor). Blast lasts for 1 round. I also increase the number of mines to 6.