From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Thu, 8 Nov 2001 11:41:07 +1100
Subject: [WotW] Minefields
On Thursday, November 08, 2001 10:54 AM, aebrain@austarmetro.com.au wrote: > Mines. Minefields: All mines in a field must be of the same type and must be separated by more than the trigger range. The trigger range for mines is the same as for fighter/missile attacks (6mu for cinematic / 3-4mu for vector). Any ship that ends within the trigger range, or moves through the trigger range is attacked by the mine. Minelaying: No thrust can be applied while laying mines. Each minelaying system can lay 1 mine per turn, at any point of movement. Minesweeping: Each minesweeping system gives a chance of disabling a mine before it explodes. Roll 1d6 for each system operating; 1: mine detonates as normal, 2-3: mine not cleared, but doesn't detonate, 4-6: mine cleared. Mine types: (in order of lethality) All mines are Mass:1, variable cost by type. All standard rules apply (range is the closest point of movement for damage purposes). Beam Mine (cost: 3): A one shot class-2 beam. Subpac Mine (cost: 3): A one shot submunition pack. Capship Mine (cost: 6): A single MT missile attacks (nuclear, needle or emp), PDS applies. Salvo Mine (cost: 12): A single Salvo Missile barrage attacks (1d6 missiles), PDS applies. Plasma Mine (cost: 15): A single Plasmabolt-1 detonates, PDS applies. ***** Chasing down a minelayer that is fleeing can be a risky thing, as it can be spitting out some nasty mines every turn at a much reduced mass compared to the usual weapon. I certainly wouldn't want to attempt to clear a Salvo or Plasma field without at least 3 Minesweeping systems on my ship. My favorite is definately subpacs; cheap, 3 die ignoring screens, with re-rolls.