Re: Mines
From: Brian Bell <PDGA6560@c...>
Date: Sat, 8 Feb 1997 15:46:17 -0500
Subject: Re: Mines
>Given that Mines systems cost 10 points each and take up 3 Mass each
for
>three mines it would seem reasonable that each mine is about one mass
apiece
>and cost 3 points per mine with one left over for the mine layer
system.
> This means at one point apiece and taking up one mass apiece, mines
are not
>that great of a bargain...
=snip=
> There is something truly wrong when most players use large heavily
shielded
>ships for mine sweepers.... and they rarely are affected.
=snip=
> All those in favor say aye. Althose not in favor make your counter
>arguments.
> Phil P.
We use the following:
Nova Mines
by Brian Bell
Nova Mine. This mine uses a plasma generator similar to the SMNC.
However, the
plasma sphere is not self-sustaining, and there for only lasts 1 round.
In
addition, it is not nearly as powerful.
1) Increase number of mines to 6.
2) Upto 2 mines may be placed during a turn.
a) Player writes down coordinate of mines and turn placed.
b) Mines may be placed anywhere in a 6" radius of the path the laying
ship
takes during the turn it is laying mines. (no markers, write down
X,Y
coordinates from a designated corner of the play area.)
c) A ship that lays mines may not use any other offensive weapons.
4) Mines become active the turn after they are layed (std).
5) Mines (sensor/trigger) range is increased to 6"
6) Mines explode in a 6" radius (largest template for SMNC) whenever ANY
ships
(friend or foe) cross in range. Any ships that cross the template
suffer 1d6
actual damage (ignores screens & Kra'Vak armor).
a) A mine WILL destroy another mine that is in range (destroyed mine
does NOT
explode unless caused by another ship crossing its sensor range).
7) Once a mine explodes, it is dead.
8) Mine sweepers range is also increased to 6".
a) On a result of 1 any other ships that cross the damage radius are
also damaged.
b) On a result of 2 the mine's sensors are jammed and will not go off
that turn
reguardless of how many ships cross the detection area.
c) On a result of 3-6 the mine is destroyed before it may damage any
ship.
9) Any ship may use active scanners to detect a mine.
a) Scanning ship must state the coordinates it is scanning.
b) On a roll of 4+ it will detect any mine that is within 9" and in
the
forward
arc.
c) Enhanced sensors add +1, and Superior sensors add +2 to the roll.
d) Scanning is done before movement orders are writen.
10) Cost: 15, Mass: 5.
Brian Bell
pdga6560@compuserve.com
http://ourworld.compuserve.com/homepages/pdga6560/fthome.html
Includes the Full Thrust Ship Registry! Is your design here?