Mines Information

Mines Information

Mines

Mines are explosive devices that are concealed and set to be triggered by a pre-set condition, usually with the goal of killing an unsuspecting foe. Because they are designed to catch someone unaware, each mine has a Concealability Rating indicating how effectively they can be hidden. At the GM's discretion, the placement and other circumstances may modify this number.

When the mine is set up, the trigger must be specified as manual or automatic. A manual triggered mine must either be hardwired to a security rigger system or fitted with a radio detonator and is only detonated on command. An automatically triggered mine must be connected to some sort of external mechanical device, electronic alarm system or sensor system and is detonated when a certain condition is met (the alarm goes off, the sensor picks something up, so on). A mine may be automatically triggered in a number of ways, via tripwire, beam, pressure mesh or pad, motion sensors, vibration, door alarm, maglock and so on. Any trigger condition can be used to detonate several mines at one time or selectively trigger certain mines in a group.

Mines use standard rules for explosives.

Anti-Personnel Mine

Designed to target people instead of vehicles, the charge contained in an AP Mine is equivalent to any available grenade type (offensive HE, defensive AP, gas, splash, flash, etc.)

Anti-Vehicle Mine

AV mines are intended to wreak havoc on vehicles, and as such will also blow a metahuman to kingdom come. These mines use anti-vehicle munitions rules.

Textron Trapdoor Smart Mine

This stationary weapons system consists of three parts: a Rating 4 sensor, a Rating 2 pilot, and three sub munitions. The Trapdoor uses its sensor to search for unfriendly targets within its 500 meter range. If the target is unfriendly, the Trapdoor launches one sub munition into the air over the target (use grenade launcher ranges, with a maximum height of 100 meters.)

Make a sensor-enhanced Gunnery Test using the mine's Pilot Rating in place of the Gunnery skill to determine if the attack hits the target. The sub munition uses the AV ammunition rules.


Mine Design Options

Bouncing

When triggered, a bouncing mine propels the charge a short distance into the air for a wider explosive sphere. Most bouncing mines are set to detonate at a height of 2 meters, but they can be set as high as 10 meters in order catch low flying critters, drones, and vehicles in the blast. Bouncing mines triggered by a technological sensor are propelled to the target's elevation (max 10 meters). Increase the Power of bouncing mines by +1.

Directional

A mine with the directional option focuses its blast into a 60 degree cone in a particular direction. The Blast Rating reduction is reduced by half in this cone (for example, an HE offensive mine that is normally reduced by -1 per meter would be reduced by -1 per two meters if directional.) Increase the Power of directional mines by +2. Directional mines have no effect outside their explosive cone.

Disguised

This mine has been cleverly disguised to appear as something else, increasing its Concealability. The cost listed is for each additional +1 to the Conceal Rating.

Built-In Sensor

Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors.

Smart Mine

This mine has recognition software capable of analyzing sensor input and determining whether a detected person or object is friend or foe. In game terms, the mine has a Pilot Rating (max of 3). When programmed, the user sets the criteria for what determines an unfriendly target and the mine the makes a Comprehension Test to see how well it understands the command. Programming requires one Complex Action. If the mine recognizes an unfriendly target, it detonates. A smart mine must also have a built-in sensor option.

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