Mines..

5 posts ยท Apr 3 1997 to Apr 9 1997

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.