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Re: Submunition Mines

From: "Peter Caron" <pcaron@c...>
Date: Tue, 22 Feb 2000 19:28:33 -0800
Subject: Re: Submunition Mines

We've upgraded Mines in out games.  Created a "Mine caster" system that
permits deployment over a 6" radius from the host ship.  Next turn the
mine
becomes active with a detection range of 6".

Light mines do 1d6 damage (screens do not protect).  Heavy mines do 2d6.

-----Original Message-----
From: Beth Fulton <beth.fulton@marine.csiro.au>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Tuesday, February 22, 2000 4:05 PM
Subject: Re: Submunition Mines

>G'day,
>
>>Has anyone used mines a lot?	The engagement range seem very short. 
Would
6"
>>work better or be too much?
>
>I've used standard MT mines abit, but more as annoyance factors
(dropped
>mid-battle) or to find cloaked ships ("ohh there you are!"). For what I
>used them for the current engagement range was fine, bit light on
damage
>but I wasn't really after taht anyway ;)
>
>Beth
>
>
>-----------------------------------------------------------------------
----
-
>-----------------------------------------------------------------------
----
-
>Elizabeth Fulton
>c/o CSIRO Division of Marine Research
>GPO Box 1538
>HOBART
>TASMANIA 7001
>AUSTRALIA
>Phone (03) 6232 5018 International +61 3 6232 5018
>Fax 03 6232 5053 International +61 3 6232 5053
>
>email: beth.fulton@marine.csiro.au
>


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