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Re: Submunition Mines

From: Indy <kochte@s...>
Date: Tue, 22 Feb 2000 10:54:55 -0500
Subject: Re: Submunition Mines

Sean Bayan Schoonmaker wrote:
> 
> >It works just like standard mines, except it does 2d6 of submunition
> >damage (not as accurate as regular submunitions) instead of beam
> >damage.  It penetrates screens, but does not get re-rolls on 6's...
> 
> Why not make it "sizable:" small, medium, and large. Each do 1, 2 and
3d6
> of submunitions damage respectively. Otherwise they act exactly as a
> submunitions pack.
> 
> I think that if you alter the basic mechanic (no re-rolls) then it
makes
> them too complex. KISS.
> 
> For that matter, we could even do a mine design system, so you could
load
> your small, medium, or large mines with whatever weapons load you
wanted.
> Hmmmmm, I think I see a project coming in the distance ;-)

I've played a little with mine variants, not real happy with the
lethalness
of the original FT mine rules. I've played with using class-1 batts (the
old C-batteries) as one-shot minds (or as command-controlled weapons
platforms), and with 'salvo missile' mines (see also a scenario I ran a
while ago: http://www.bcpl.net/~indy/full-thrust/ft-s12.html 
for some details). 

Yes, ultimately minefields in space are silly concepts, but they do make
for tactically interesting situations.	:)

Mk


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