Optional rule: Using mines in dogfights (from Rebel Transport expansion)

By DagobahDave, in X-Wing

I've been wanting something like dumb mines in my dogfights for a while, and realized yesterday that we already have tokens for them. They're in the Rebel Transport set. I modified the rules a bit to make them more suitable for dogfighting.

PDF for your printing convenience:

http://www.outworld-studio.com/xwing/pdf/Using-Mines-in-Dogfights.pdf

USING MINES IN DOGFIGHTS

These are optional rules for adding the mine tokens from the Rebel Transport expansion pack to the standard 100-point dogfight format. All standard rules apply, except where noted below.
DURING SETUP
When placing asteroids, a player may choose to place a mine token instead of an asteroid. That player then chooses a random mine token and places it Range 2 from any edge and Range 2 from any asteroid or mine token. A player may not place more than 2 mine tokens.
DURING PLAY
Mine tokens are not obstacles.
At the end of each Activation phase, if any ships are at Range 1-2 of a mine, that mine detonates. Resolve mine detonations in the order that they are described below (critical damage mine, damage mine, stress mine, and so on).
All ships in Range 1-2 of the mine token are affected. Roll for the detonating mine’s effect on each ship in range separately.
After a mine token’s effects are resolved, return it to the supply.
Mine Token Effects
The effect of a mine token’s detonation is determined by its range from the affected ship.
The effects are described and presented in the format Range 1/Range 2.
[Critical damage mine]: Roll 4/2 attack dice. Suffer 1 critical damage for each hit or critical hit rolled.
[Damage mine]: Roll 5/3 attack dice. Suffer 1 damage for each hit or critical hit rolled.
[stress mine]: Roll 3/2 attack dice. Receive 1 stress token for each hit or critical hit rolled.
[The mine with the card --> card icon]: Roll 3/2 attack dice. For each hit or critical hit rolled, choose a random facedown damage card assigned to that ship, turn it faceup and resolve it.
[ion mine]: Roll 4/2 attack dice. Receive 1 ion token for each hit or critical hit rolled.
[The mine with the arrow icon]: Roll 4/2 attack dice. The ship moves backward using the forward maneuver template with a speed matching the number of hits and critical hits rolled, moving as though the back of the ship were the front of the ship. Resolve any overlaps as usual. [i placed this mine at the bottom of the detonation order so that it wouldn't be possible to get blown into the range of one of the other asteroids and get affected by it during the same round.]

And oh hey, Armada.

Thank you!

At this point we really need a campaign/scenario/narrative subforum.

... and a tie advanced fix.