[WotW] Minefields

2 posts ยท Nov 8 2001 to Nov 8 2001

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.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 9 Nov 2001 09:58:03 +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.