Minelayers

Weapon/Defence Archive: Weapons: Mines

[Minefields] -[Mines in Fleet Book] -[Updated Symbol] -[Automated Seeker-Killer Satellite] -[Bomb-Pumped Laser Mine] -[Cluster Mine] -[EMP Mine] -[Gravitic Mine] -[Heavy Mine] -[Nova Mine] -[Strategic Defence Mine] -[Submunitions Pack Mine]



GENERAL NOTES ON MINEFIELDS AND MINELAYERS

[Charles Taylor]

This subject causes almost as much contention as EMP weapons. I believe Noam and several others have issues with the concept of a 'space minefield', especially one of the 'mines packed cheek by jowl' ones you see at the movies or on TV (like the one in 'Galaxy Quest', for instance). This attitude makes sense, remember the 'Hitch Hiker's Guide to the Galaxy' quote (the one that begins "Space is really, really big..."), Filling any reasonable area of space with mines is going to need a LOT of mines! Also, as Noam points out, the 2D playing area is SUPPOSED to represent a 3D region of space, and denying a volume of 3D space using mines is a whole lot different than denying an area of a 2D playing board, unless, of course, you use infinitely long mines Smile.

However, one thing that should be noted is we are dealing with two distinct systems here, one is the 'leave floating in space to trap the unwary' type as described above, the other is the 'we've got an enemy flying up our tail, chuck something out to dissuade them' type, exemplified by the minelaying system in Full Thrust 2.

The latter type of system has added appeal when using the 'no fire through rear arc' rule, also, there are two additional systems introduced in the Fleet Books that can also serve (in a limited sense) this role; Salvo Missiles and Plasma Bolts (it is quite easy to launch a placed marker weapon so that it ends up behind your ship, if you're going fast enough - doesn't have to be very fast either.

So there may be a place for minelaying systems of the latter type, which is the category that most of the systems in this section fall into.




MINEFIELDS IN FULL THRUST

[Charles Taylor]
As mentioned, these could well exist in some 'genre' settings (even if they are not necessarily realistic), some suggestions from the list (expanded upon a bit by me) are as follows:

[Brendan Robertson]
Mines must be of same type and separated by more than the trigger range. Trigger range is the same as for fighter/missile attacks (cinematic/vector differences). Ships that move through or ends movement within the trigger range is attacked by the mine.

[Noam Izenberg]
Buy/build mines just like ships and bases. No need for special rules. In other words, instead of 'minefields' you have 'planetary defence grids' (etc.) consisting of automated defence stations (Think of the Earth Defence Grid in Babylon 5, for example).

[Charles Taylor] One example of a (fairly permanent) 'planetary minefield' I saw recently was in the SF novel 'Fallen Dragon' by Peter Hamilton - an asteroid was placed in a polar orbit and then exploded, creating a 'shell' of largely polar-orbiting rubble that would be a major hazard to any ship attempting to enter or leave the plant. Over astronomical time I guess the debris field would disperse, but over human timescales I think it would be pretty permanent. I envision the Kra'Vak using a variation of this theme, using Gravitic Shepherd Buoys to open safe corridors through the field.




USING THE FULL THRUST 2 MINELAYER WITH THE FLEET BOOK TURN SEQUENCE

As an alternative to the rules on using a minelayer given in Full Thrust 2 (page 18-19), I suggest the following:

Firstly, use of a minelayer need not be entered into the ships written orders.
Mines are laid during Phase 4) LAUNCH ORDNANCE, and are placed behind the laying ship, within 1mu distance (optionally, they can be placed anywhere along the ships movement track for that turn).
Mines do not become active until Phase 6) ALLOCATE ORDNANCE AND FIGHTER ATTACKS.
Minesweeping is performed during Phase 7) POINT DEFENCE FIRE, and is resolved as described in Full Thrust 2.

The rest of the Minelayer rules are unchanged.

Other Options:

[Brendan Robertson] No thrust can be applied while laying mines. Each laying system can lay 1 mine/turn at any point of movement.
Each Minesweeping system gives a chance of disabling a mine before it explodes. Roll d6 for each system operating. 1: mine detonates as normal; 2-3 mine not cleared, but does not detonate; 4-6: mine cleared (this is not as effective as listed in Full Thrust 2).




SUGGESTED NEW ICON FOR MINELAYERS

The minelayer symbol in Full Thrust 2 assumes that each minelayer carries 3 mines. Fleet Book 1 introduced a revised MASS and cost for minelayers that permitted them to have any number of mines (hull capacity permitting). The suggested symbol below reflects this, and also follows the style of the other magazine-fed weapon system, the Salvo Missile Launcher.

Minelayer

It could either be considered a single system for the purposes of threshold checks, or as two systems (like the SML + Magazine), depending upon your personal preference (the latter would be more vulnerable to thresholds however).

As an added twist when using the various different mine types, the mine counters could have a 'generic' mine symbol (like those in the back of the Full Thrust 2 book) on one side, and a symbol representing the actual mine type on the other. The counters would be placed with the 'generic' symbol facing upwards, and only flipped to reveal the actual type when their effects are to be resolved.



AUTOMATED SEEKER-KILLER SATELLITE (ASKS)

[Todd A. Pote. (AKA Paladin)] ( Paladin's Kingdom)

The ASKS, better known as the ADDER for reasons later apparent, is a large, remote Salvo Missile Rack deployed with an independent FC system, basic sensors, and enough firepower to make even a superdreadnought take one VERY seriously.

Typically, this weapon is deployed only to defend strategically vital installations and areas and never in large numbers. During testing, a rather problematic glitch in the FC system was discovered and has yet to be corrected, though research teams are working feverishly on doing so. This glitch is what gave the ASKS the moniker of ADDER. It will sometimes misidentify a friendly vessel and fire upon it. The admiralty is, of course, very concerned about this flaw, but have decided to continue deployment of this weapon due to it's greater value. Especially in the face of the Kra'Vak threat.

The ASKS can be reloaded by an appropriately outfitted Fleet Auxiliary Vessel in 12 hours for each ADDER. How this will break down into game time is up the the GM of course.

The detection range of an ADDER is 12mu. Any ship entering that area will be attacked. Friendly ships entering the 12mu zone must roll 1d6. A 1 indicates that an FC glitch on the ADDER and it will attack the friendly ship as it would an enemy vessel.

Resolve the ONE attack of this weapon as you would normally do so for a SMR (FT Fleet Book: Vol.1).
This mine is large enough to be detected and targeted by Point Defence systems (though NOT Class-1 batteries) and Interceptor Fighter squadrons per standard missile interception rules.

Each ADDER mine requires 5 MASS of magazine, and costs 15 points (plus the MASS and cost for the standard minelayer system).

ICON:    ADDER   cross off each mine as it is used.



COUNTER:    ADDER Counter



Comments/Analysis:

[Charles] Another version of the Cluster Mine, but with a much bigger 'sensitivity zone', special 'friendly fire' rules, and slightly non-standard PDS rules. We should probably try and combine the various different Salvo Missile based mine systems into a single system.



BOMB-PUMPED LASER MINE

[Bif Smith] (GZG List, November 2001) SUS #12

Bomb-Pumped Laser Mines are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

Bomb-Pumped Laser Mines are mines that generate a spray of bomb-pumped laser bursts when detonated.

A ship targeted by a Bomb-Pumped Laser Mine will suffer 1d6 hits, each will do one beam dice of damage, that ignores screens (like a submunitions pack).

A Bomb-Pumped Laser Mine can be carried in a standard minelayer, it counts as 1 mine, and has the standard cost.

ICON:    Laser Mine  cross off each mine as it is used.



COUNTER:    Laser Mine Counter



Comments/Analysis:

[Charles] This has the same PSB (and cost) as the mines described in Full Thrust, but is, on average, more effective. I suggest the cost be increased to 4 points per mine (assuming the Fleet Book costs for standard mines are correct).



CLUSTER MINE

[Alan Brain, Brendan Robertson] (GZG List, November 2001) SUS #12

Cluster Mines are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

Cluster Mines are a cluster of small missiles, similar to salvo missiles. Like heavy mines they attack any ship that comes within range. Of each cluster of mines, 1d6 will be on target.

A ship targeted by a Cluster Mine may attempt to defend itself using its point defence systems, with the same effects as attempting to intercept a missile salvo.

Any Cluster Mines that penetrate the target ship's defences inflict 1d6 damage, exactly like Salvo Missiles.

A Cluster Mine can be carried in a standard minelayer, each salvo counts as 1 mine, but has a cost of 4 points [Alan Brain] or 12 points [Brendan Robertson].

ICON:    Cluster Mine   cross off each mine as it is used.



COUNTER:    Cluster Mine Counter



Comments/Analysis:

[Charles] We need to decide upon a point cost, I think something in the range 8-10.



ELECTRO-MAGNETIC PULSE (EMP) MINE

[Paul Wellman] (Samuel Penn's Website)

EMP Mines are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

These mines release an enhanced electro-magnetic pulse (EMP) on detonation, and are intended to scramble a ships electronics and systems without causing structural damage. Roll one D6, and subtract 1 for each level of screens the ship has in use. The final score gives results as follows:

1 – 2 No Effect.
3 – 4 Roll Threshold for every system on the ship. Systems are knocked out on a roll of 6.
5 – 6 As above, but systems are knocked out on rolls of 5+.

Like with EMP missiles, systems that are knocked out can be re-activated with a successful repair roll.

The detonation range of a mine is 3mu, any enemy vessel that enters this radius at any point in its movement will cause the mine to detonate. EMP mines are strictly one shot weapons.

One of the new technologies designed by the NAC.

An EMP Minelayer has a MASS of 3. It costs 10 points. Each EMP Minelayer holds 3 EMP mines.

ICON:    EMP Mine   cross off each mine as it is used.



COUNTER:    EMP Mine Counter



Comments/Analysis:

[WotW #2]The effects of EMP weapons was discussed as part of WotW #2, however, no consensus was reached.

[Charles]To bring these into line with the proposed new EMP missile rules, I suggest using the same resolution mechanism as the EMP MT missiles. The listed MASS and Cost are pre-Fleet Book, and need revising, I suggest that the minelayer be a standard one, with EMP mines costing 12 points each.




GRAVITIC MINE

[Todd A. Pote. (AKA Paladin)] ( Paladin's Kingdom)

This little joy toy does no significant damage in itself. It does, however, really mess with a ships designated manoeuvres.
The Gravitic Mine creates a small singularity within itself that affects everything within 3mu of the mine. The mine consumes itself as it implodes and creates the intense gravitational field of the singularity, of course.

The mine will detonate when an enemy vessel comes within 3mu of it. The effects of this artificial singularity vary, depending on ship class.

Mine effects are as follows:

Radial turn movement is resolved as follows:

  1. Make an immediate 1 point turn towards the mine.
  2. Ship continues 1mu forward
  3. Repeat as necessary until the required point change is reached.
  4. Note: Ship's facing will not change if vector movement is being used

This makes this a really nasty thing to drop in, say, an asteroid field or other place with lots of objects to collide with or course plotting is critical to avoid collisions.

NOTE:
These mines may be neutralized by the standard minesweeping system as described in Full Thrust 2.

Each Gravitic Mine requires 3 MASS of magazine, and costs 8 points (plus the MASS and cost for the standard minelayer system).

ICON:    Gravitic Mine   cross off each mine as it is used.



COUNTER:    Grav Mine Counter



Comments/Analysis:

[Charles] Could get horribly complicated. The ship classes are no longer firmly defined post-Fleet Book, so I'd just give this weapon one set of effects vs. all types of ships (more realistic that way, as well.)



HEAVY MINE

[Alan Brain, Brendan Robertson] (GZG List, November 2001) SUS #12)

Heavy Mines, also known as Capital Ship Mines are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

These mines are actually a powerful, short range missile with a passive sensor system. They lie dormant until they detect a nearby ship, at which point they activate, shoot towards the target, and detonate when within proximity range. They carry the same warhead as an 'MT' missile.

The Heavy Mine has the standard sensitivity range of mines, 3 mu, despite its name it will attack any ship larger than a fighter. A ship targeted by a capital ship mine may attempt to defend itself using its point defence systems, with the same chance as intercepting an 'MT' missile.

If the Heavy Mine succeeds in hitting its target, it inflicts 2d6 points of damage (half to armour, half penetrating).

A Heavy Mine can be carried in a standard minelayer, it counts as 1 mine, but has a cost of 2 points [Alan Brain] or 6 points [Brendan Robertson].

ICON:    Heavy Mine  cross off each mine as it is used.



COUNTER:    Heavy Mine Counter



Comments/Analysis:

[Charles] We need to decide upon a point cost, I personally think it should be in the range of 4-6 points.



NOVA MINE

[Brian Bell] (The Full Thrust Ship Registry, 2nd August 1997) [Alan Brain, Brendan Robertson] (GZG List, November 2001) SUS #12

Nova mines, also known as Plasma Mines are area-burst mines. They are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

These mines are laid in the usual manner, but when activated, they explode into a 6mu radius plasma ball (they still have a 3mu sensitivity radius, however).

A ship targeted by a Nova Mine may attempt to defend itself using its point defence systems, with the same effects as attempting to intercept a plasma bolt (see Fleet Book 2, page 36).

Nova Mines can be either Class 1 or Class 2, and are equivalent in effect of the plasma bolts of a plasma bolt launcher of the same class.

A Nova Mine can be carried in a standard minelayer, it counts as 1 mine, but has a cost of 2 points per Class [Alan Brain] or 15 points for a Class 1 [Brendan Robertson].

Brian Bell's version Updated 2.8.97 The Full Thrust Ship Registry

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.
    1. Player writes down coordinate of mines and turn placed.
    2. Mines may be placed anywhere in a 6mu 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.)
    3. A ship that lays mines may not use any other offensive weapons.
  3. Mines become active the turn after they are laid (standard).
  4. Mines (sensor/trigger) range is increased to 6mu.
  5. Mines explode in a 6mu diameter (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). 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).
  6. Once a mine explodes, it is dead.
  7. Mine sweepers range is also increased to 6mu.
    1. On a result of 1 any other ships that cross the damage radius are also damaged.
    2. On a result of 2 the mine's sensors are jammed and will not go off that turn regardless of how many ships cross the detection area.
    3. On a result of 3-6 the mine is destroyed before it may damage any ship.
  8. Any ship may use active scanners to detect a mine.
    1. Scanning ship must state the coordinates it is scanning.
    2. On a roll of 4+ it will detect any mine that is within 9mu and in the forward arc.
    3. Enhanced sensors add +1, and Superior sensors add +2 to the roll.
    4. Scanning is done before movement orders are written.
  9. Cost: 15, Mass: 5.

ICON:    Nova Mine  cross off each mine as it is used.



COUNTER:    Nova Mine Counter



Comments/Analysis:

[Charles] We need to decide upon a point cost, I prefer something in the range of 6-9 points, or 10-12 if we decide that PDS does not defend.



STRATEGIC DEFENCE MINE

[Todd A. Pote. (AKA Paladin)] ( Paladin's Kingdom)

The Strategic Defence Mine is slightly larger than the typical Full Thrust Mine. More effective, longer ranged, and re- usable if proper support is available, this mine is useful around important targets, denying the enemy area to manoeuvre, and having a real chance of HURTING something.

The Strategic Defence Mine has a detection and strike range of 5mu. It is slightly more massive and expensive than a standard mine and does not use beam technology. Instead, the Strategic Defence Mine is a floating submunition pack. A Strategic Defence Mine may be reloaded by an appropriate Fleet Auxiliary Vessel in 4 hours per mine. How that breaks out to game time is up the GM of course.

Damage to a target is the same as a close range hit from a shipboard Submunition Pack.
Roll 3d6. 1,2,3= no damage. 4,5= 1 point of damage. 6= 2 points of damage. Shields do not reduce damage. Sixes will not be re-rolled for extra penetration damage.

Each Strategic Defence Mine requires 2 MASS of magazine, and costs 4 points (plus the MASS and cost for the standard minelayer system).

ICON:    Submunitions Mine   cross off each mine as it is used.



COUNTER:    Submunitions Mine Counter



Comments/Analysis:

[Charles] Another version of the Submunitions Mine, but with a larger 'sensitivity zone', and larger mines. It could probably be combined with the other Submunitions Mine designs.



SUBMUNITIONS MINE

[Alan Brain, Donogh McCarthy, Brendan Robertson] (GZG List, November 2001) SUS #12

Submunitions Mines are laid using the same rules as for standard mines (see Full Thrust 2, page 18-19, or above).

Submunitions Mines split up into a large number of short-range rockets when they attack, with effects similar to those of a submunitions pack.

A number of different ways of resolving these mines have been suggested;

A Submunitions Mine can be carried in a standard minelayer as a standard mine. The cost should be 3 points per mine.

ICON:    Submunitions Mine   cross off each mine as it is used.



COUNTER:    Submunitions Mine Counter



Comments/Analysis:

[Charles] I prefer Brendan's suggestion, largely for simplicity reasons.




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Last Update May 31, 2002, NRI