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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Aug 01, 2005 3:58 am Post subject: Mines.. |
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One of the rules i think was missed, was for mines. like anti personnel, etc. What are they and where?? _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Mon Aug 01, 2005 8:13 am Post subject: Re: Mines.. |
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garhkal wrote: | One of the rules i think was missed, was for mines. like anti personnel, etc. What are they and where?? |
This wasn't something that was covered in the books as it wasn't something that came up in the trilogy, which was the primary basis for the RPG. For this reason, Mines and such are left up to the GM to handle.
Most mines are any number of varrying explosive devices activated by pressure plate, tripwire, or in a Sci-Fi game it could be through bio-sensors or motion trackers. It's theoretically possible that the Star Wars era might have "Smart Mines" with a friend or foe database and identification system (like a mini, droid-brain or computer). These could be the classic burried mines, or repulsorlift mines, or what have you.
Some basic Ideas for mines are classic explosive (treat as a concussion grenade), Fragmentation (less damage, greater blast area), Incendiary (reduced damge, flamable), Tangler or Glop (Imobilizes targets for capture), Anti-Walker (probably damage on par with Thermal Detonators, but would need something walker sized to set it off).
Basically, anything that can be a grenade can reasonably be an effect used for a mine. Mines do not seem to be in great use in the Star Wars universe, so these should probably be devises used by planetary governments, Mercenaries, Alien Factions, and such. It seems just as easy for the forces in star wars to set up automated repeater emplacements, and deploy droids. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Mon Aug 01, 2005 2:00 pm Post subject: |
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If they're used at all, they're likely to be used in the same manner that they were used in World War 1 and World War 2. Not so much to damage the opponent, but to deny them points of access.
Repulsorlift-Field Activated Mines are mentioned in a few places, IIRC, however. No stats found, but still.
And, as KR put it, any grenade can be used as a mine, with only a few mods. Either in the case, or just some ingenuity.
A frag grenade, some fishing line, duct tape, and some twigs/trees makes you a tripwire explosive. |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Mon Aug 01, 2005 11:57 pm Post subject: |
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Second edition, revised and expanded, does have stats for an anti-vehicle mine. The write-up does suggest that there should somewhere be stats for anti-personnel in one of the other books. _________________ FLUFFY for President!!!!
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Aug 02, 2005 3:06 am Post subject: |
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I was more, asking about rules for using them/ Like do they get a 'to hit pool' or something else to go by for when they go off. And things of that nature. _________________ Confucious sayeth, don't wash cat while drunk! |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Tue Aug 02, 2005 4:10 am Post subject: |
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From the stats, it looks like you treat them like grenades except for the bit on deviation in terms of the way they do damage. There's a blast radius listed with the damage dice dropping as you get further out in the blast radius, so anyone or anything within the blast radius gets hit. You need the demolitions skill to set a mine. Try checking page 234 of the second edition revised and expanded to get an idea. I know you said else where it's one of the hardcovers you have. _________________ FLUFFY for President!!!!
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Mon Aug 08, 2005 6:15 am Post subject: |
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Ok, been putting some thought into this in my spare time, doing some field tests and test rolls, and I think I came up with a relatively simple way of handling mines.
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Each minefield is covered by three, primary, defining attributes: Size, Density, and Concealment.
Size - The size of a minefield degfines how large an area the minefield will cover. This is best listed or defined by it's perimeter. For airborne or repulsor mines, this will be in the X, Y, and Z, where as for normal ground based mines, X and Y suffice. Inside this perimeter is where it becomes nescessary to determine the activation of a mine.
Density - The density of the minefield represents how densily packed the mines in the field are with a numerical value between 1-6. An average minefield should have a density of 3 or 4, a density 6 minefield should be very rare. When a character makes a movement action through a mined area, there is a chance of setting off a mine. This is represented by the roll of a D6. If the roll is under the density of the minefield, a mine has been tripped and may detonate. If the mines are pressure sensitive, allow the character a perception check to notice tripping the mine prior to taking his foot off, this can create a wonderfully tense dramatic moment. This roll asumes the characters are moving at a normal walking pace. Add 1 to the die if moving at a slower, more cautious pace, subtract 1 if running.
Concealment - This represents how well hidden the mines are, and how hard to spot they are. This is usually the same as the Hide skill or concealment skill of whomever placed the mines (about 2D or 3D for the average soldier). When entering a Minefield, anyone passing an opposed perception check against this values will notice that their are mines (or the likelihood of mines) and can search for a safe path.
Other things that you should note about your minefields are the nature of the mines, types of detonators, scale, etc... |
Hope those help. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Aug 08, 2005 10:49 am Post subject: |
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That looks good, Kage. Thanks. _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Mon Aug 08, 2005 1:37 pm Post subject: |
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Sure, no problem. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 25, 2014 2:29 pm Post subject: |
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Bringing this one back to the fore front for our newer folk (not to dismiss the good intel kage ryu gave)..
How do you handle mines in game?
Are they a "set item with a set dodge value?
Do they get a to hit rating? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 25, 2014 2:53 pm Post subject: |
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Treat them as hazardous terrain. Set the basic terrain difficulty, then add a modifier based on the density of the minefield. If the character beats the terrain difficulty by less than the modifier, they hit a mine. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14233 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 25, 2014 3:24 pm Post subject: |
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Interesting idea C. Would they still get a 'dodge' roll to lessen any damage dealt? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 25, 2014 4:06 pm Post subject: |
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I would think not. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Mar 12, 2014 11:50 pm Post subject: |
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Of course, its not a very realistic solution, but it does work well in a heroic setting like Star Wars. Using that method, persons with higher dice levels in Move skills will be less likely to hit a mine, leaving the NPCs to do the mine detecting. In real life, it would generally be even odds of anyone hitting a mine, regardless of their skill level. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Thu Mar 13, 2014 2:09 am Post subject: |
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Should there be a perception check to detect a mine field in general not individual mine. I.e. exploded mines by animals, other people, disturbed ground and the like. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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