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STAR WARS

Mine warfare in space

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Rules: U

Space Mines can be used to limit the movement of an enemy, either by
placing mines around a planet or by making mine-fields in the solar
system. Since the volume to cover in a system is so huge, it is almost
impossible to have a complete coverage.

Mines are best used in combination with squadrons of warships which
can patch any holes in the mine-fields, or used in combination with
such equipment as the Guardian gravity well station.

Another use is in fleet combat where a hastily placed mine-field can
act as a force-multiplier by protecting the flanks of the fleet.
However, this requires several fast and capable minelayers, and is of
no use in a running battle, but it can be of value if the fleets are
doing battle in a small area of space.

A somewhat sneaky defensive move is to drop several mines astern of a
ship that is fleeing from pursuers, but this move functions only if
there is no heavy maneuvering which can spoil the chance of a mine hit.


RULES:
When a ship approaches a mine or mine field, the sensor operator needs
to beat an Easy Mechanical or Sensor roll to detect a mine, modified
by any stealth modifiers.
To avoid detection, the pilot makes a relevant piloting roll, either
using Starfighter Piloting, Starship Piloting or Capital Ship Piloting,
while each mine makes a Sensor roll.

Any mine which rolls higher than the piloting roll detects the ship and
uses all of its available weapon systems which are in range.

Mine Limits:
- Mines may not combine actions to detect a ship.
- Mines will ignore anything less than four meters in diameter.
- Mines cannot be detonated by other mines, exception is contact mines.


SHIP EQUIPMENT:

Mine Girdle
- Allows the vessel to carry 16 tons of externally mounted mines and
deploy them whenever wanted. The girdle can be jettisoned if necessary.
It is usually illegal to have this on a private vessel.
Cost: 3000 Credits              Weight: 4 Tons (Girdle Only)

Mine Ejector
- Allows the vessel to eject mines carried internally. It is usually
illegal to have this on a private vessel.
Cost: 1500 Credits              Weight: 2 Tons

Anti-Mine Emitter System
-Projects a weak grav-field around a Mine Disposal Vehicle (MDV) which
can fool almost any standard mine into believing the MDV to be a real
ship. The grav-field has a range of 10 units in space. Needs several
MDV's to function properly. It is usually illegal to have this on a
private vessel.
Cost: 40000 Credits             Weight: 30 Tons

Mine Disposal Vehicle
- Part of the Anti-Mine Emitter System (Se above), can be placed up to
10 units away from its mothership.
Cost: 2000 Credits              Weight: 2 Tons

Minehunting Sensor
- Gives +1D to detect mines in space and atmosphere.
Cost: 2000 Credits


MINES:

Model: SpiderWeb Mine
Type: Contact Mine
Scale: Capital
Stealth Modifiers: +10 To Difficulty
Weight: 2 Tons
Cost: 2000 Credits
Availability: 2, X
Body: 1D
Blast Radius: 2/4/6/8
Damage: 8D/6D/4D/2D
Sensors:        Passive (Wires): 4 / 0D
Game Notes: The mine relies on several long, molecular thin wires, which
are spread around the mine, to detect any prey. This type of mine is
easily manufactured and has been in service for several milleniums.
There have been cases where a mine of this type have been found fully
operational up to 800 years after it was deployed.


Model: Boobytrap Mine
Type: Contact Mine
Scale: Starfighter
Stealth Modifiers: +20 To Difficulty
Weight: 0.1 Tons
Cost: 500 Credits
Availability: 1, X
Body: 1D
Damage: 6D
Game Notes: This type of mine is usually deployed around larger mines
to increase the probability of hitting something, and to prevent EVA
crews of manually disarming mines.


Model: Pellet Mine
Type: Stationary Sensor Mine
Scale: Capital
Skill: Sensors 5D
Stealth Modifiers: +15 To Difficulty
Weight: 2 Tons
Cost: 2500 Credits
Availability: 2, X
Body: 1D
Blast Radius: 4/6/8/10
Damage: 4D/3D/2D/1D (Special Damage, See Game Notes)
Sensors:        Passive: 20 / 0D
Game Notes: This mine releases several thousand tungsten spheres at
high velocity in a cloud to ensure that as many as possible will hit
the target. The exact range is automatically selected to achieve the
maximum probability of a hit based on the closing velocity between
the mine and the target. The damage comes from the kinetic energy of
the spheres and is specifically aimed at sensors, windshields and other
sensitive equipment suspectible against this type of damage. Roll damage
against the attacked vessels sensor dice to get damage result.


Model: Intercept Mine
Type: Mobile Sensor Mine
Scale: Capital
Skill: Sensors 5D, Space Mine Piloting 4D
Stealth Modifiers: +5 To Difficulty
Weight: 2 Tons
Cost: 4000 Credits
Availability: 3, X
Maneuverability: 1D
Space: 4
Body: 1D
Blast Radius: 1/2/3
Damage: 6D/4D/2D
Sensors:        Passive: 20 / 0D
Game Notes: The Intercept mine uses its propulsion system to increase
the chance to hit a target. When using its propulsion system this type
of mine is easy to detect, -10 to difficulty.


Model: Jump Mine
Type: Jump-Capable Mobile Sensor Mine
Scale: Capital
Skill: Astrogation 4D, Sensors 5D, Space Mine Piloting 4D
Stealth Modifiers: +5 To Difficulty
Weight: 4 Tons
Cost: 7000 Credits
Availability: 3, X
Consumables: 2 Days
Hyperdrive Multiplier: X5
Maneuverability: 1D
Space: 4
Body: 1D
Blast Radius: 1/2/3
Damage: 6D/4D/2D
Sensors:        Passive: 20 / 0D
Game Notes: By mounting a hyperdrive on a Intercept Mine is it possible
to dramatically increase the area which can be covered by it.
This type of mine jumps randomly around a solar system and creates some
difficulties to intruders, since nobody, except the owner of the mines,
known the jump pattern. The Jump Mine has a miniature solar sail which
deploys between jumps to recharge its power cells.


Model: Missile Mine
Type: Missile Sensor Mine
Scale: Capital
Skill: Sensors 5D, Starship Gunnery 4D
Stealth Modifiers: +5 To Difficulty
Weight: 3 Tons
Cost: 5000 Credits
Availability: 3, X
Body: 1D
Blast Radius: 1/2/3
Damage: 6D/4D/2D
Sensors:        Passive: 20 / 0D
Weapons: 6 Concussion Missiles
                Scale: Starfighter
                Fire Arc: All
                Skill: Starship Gunnery
                Fire Control: 1D
                Space/Orbit Range: 1-2/8/15, 2-4/16/30 km
                Damage: 7D

Game Notes: The primary weapon for this type of mine is its six
concussion missiles, but after they have been fired the mine relies
upon its internal warhead and functions exactly like an ordinary
sensor mine with the exception that it cannot move.


Model: SoroSuub XG-Space
Type: Orbital Anti-Gravity Mine
Scale: Starfighter
Skill: Sensors 3D
Stealth Modifiers: +10 To Difficulty
Weight: 0.2 Ton
Cost: 1500 Credits
Availability: 3, X
Body: 1D
Blast Radius: 0-40/60/100 m
Damage: 8D/6D/4D
Sensors:        Passive: 50 m / 0D
Game Notes: This mine is triggered when a spaceship using its repulsor-
lifts passes within its scanning range of 50 meters. However, the lethal
range is up to 100 meters which means that other vessels can be caught
in the blast if they are nearby.


Model: Merr-Sonn Defender Mark III Ion Mine
Type: Stationary Space-Based Ion Mine
Scale: Starfighter
Length: 4 Meters
Skill: Sensors 5D, Starship Gunnery 4D
Stealth Modifiers: +4D to resist detection
Weight: 5 Tons
Cost: 5000 Credits
Availability: 3, X
Body: 2D
Sensors:        Passive: 10 / 0D
Weapons: 1 Ion Cannon
                Scale: Starfighter
                Fire Arc: All
                Skill: Starship Gunnery
                Fire Control: 2D
                Space/Orbit Range: 1.5/3/5, 3/6/10 Km
                Damage: 10D

Game Notes: This is based on the mine described on page80 in Cracken's
Rebel Field Guide. It uses its ion cannon to cripple any target, and
makes it easy for other types of mines/ships to take care of the target
by conventional methods.


Model: Imperial Defense Satellite
Type: Orbital Defense Satellite
Scale: Starfighter
Skill: Capital Ship Gunnery 4D, Sensors 6D, Starship Gunnery 4D
Stealth Modifiers: -5 To Difficulty
Weight: 10 Tons
Cost: 15000 Credits
Availability: 3, X
Body: 4D
Shields: 2D
Sensors:        Passive: 20 / 0D        Search: 50 / 2D
                Scan:    35 / 1D        Focus:  2 /  3D
Weapons: 1 Ion Cannon
                Scale: Capital
                Fire Arc: All
                Skill: Capital Ship Gunnery
                Fire Control: 2D+2
                Space/Orbit Range: 1-10/25/50, 2-20/50/100 km
                Damage: 3D
         2 Laser Cannons (Fire Separately)
                Scale: Starfighter
                Fire Arc: All
                Skill: Starship Gunnery
                Space/Orbit Range: 1-3/12/25, 2-6/24/50 km
                Fire Control: 2D
                Damage: 5D

Game Notes: 3 Satellites can cover a standard planet so than one
satellite can always fire on any ship approaching or leaving the
planet. The idea is for the satellites to cripple unauthorized
vessels with blasts from their ion cannon, so the intruders can be
finished off by fighters.
This type of satellite can also be deployed in a mine-field to make
it more difficult to sweep it.





Copyright © 1996, 1997 Urban Lundqvist 

http://www.sdf.luth.se/~luna



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This page is Copyright © 1996, 1997 Urban Lundqvist