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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?

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