RE: Mines
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Fri, 9 Jul 1999 10:26:00 +1000
Subject: RE: Mines
I'd leave the mines at 1d6 damage. This makes a failed minesweep not as
nasty. Part of the PSB would be that mines need more electronics & a
long
term powersource, otherwise you would need to redeploy the minefield
every
couple of days to recharge.
Not that a damage change would make much difference, a minefield would
normally be sewn densely enough that any ship attempting to pass would
be
attacked by at least 5-6 mines (or in the case of Honor in Exile, 50-60
mines per ship.)
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa - RIP
> -----Original Message-----
> From: Phillip Pournelle [SMTP:emisle@earthlink.net]
> Sent: Friday, July 09, 1999 10:54 AM
>
> Enhanced Mine: Mass: 1 Cost: 3 Does 2D6 damage to contact
within 3
> inches that does not satisfy IFF challenge.
> Additional mines could include the same effect as More Thrust
Missile
> Warheads to include Needle [targeted system set at time of drop] and
EMP.
> Sand mine: When it blossoms it generates a debris cloud 1
inch
> in Diameter. Ships, fighter, missiles, etc. that fly through this
cloud
> take appropriate damage. Sustained by a magnetic field for up to
three
> turns or when impacted by something that explodes or in some other
fashion
> disrupts the field pattern (ships, fighters, missiles, etc)