Space Mines

By RusakRakesh, in Star Wars: Edge of the Empire RPG

So I looked it up and didn't see much talk about mines, we do have now this gravity mine launcher in Stay on Target, but it falls short (except for deploying mechanic) for creating mines for other uses, like Ion Mines.

Also, Core book adventure has sentry droid with a scanner sweep in medium range (Average Computers, Droid Int 1, No Skill). Not quite a good mine... close but no cigar.

I believe we haven't seen a space explosive yet, anyone has a sketch up?

I would very much like to see something akin to Cracken's Rebel Field Guide's Merr-Sonn Defender Ion Mines.

Can't be that tough:

Defender Ion Mine

Minion

Agility 2, Int 2

Skills: Computers, Gunnery

Sil:3

Armor: 2

HT 5

SS 5

Sensor Range: Short

Weapon: Heavy Ion Cannon (Or Medium.. would make this decision based on how I intended to group the mines in the encounter. If just in ones or twos Heavy, if more Medium)

Note: Mines will ignore anything Sil 1 or smaller.

Can't be that tough:

Defender Ion Mine

Minion

Agility 2, Int 2

Skills: Computers, Gunnery

Sil:3

Armor: 2

HT 5

SS 5

Sensor Range: Short

Weapon: Heavy Ion Cannon (Or Medium.. would make this decision based on how I intended to group the mines in the encounter. If just in ones or twos Heavy, if more Medium)

Note: Mines will ignore anything Sil 1 or smaller.

I don't think I would give them combat skill equivalents. As mines I would probably use them as results of threats on a piloting roll to get through them.

Can't be that tough:

Defender Ion Mine

Minion

Agility 2, Int 2

Skills: Computers, Gunnery

Sil:3

Armor: 2

HT 5

SS 5

Sensor Range: Short

Weapon: Heavy Ion Cannon (Or Medium.. would make this decision based on how I intended to group the mines in the encounter. If just in ones or twos Heavy, if more Medium)

Note: Mines will ignore anything Sil 1 or smaller.

I don't think I would give them combat skill equivalents. As mines I would probably use them as results of threats on a piloting roll to get through them.

Depends on the encounter design.

WEG typically represented the defender as an engageable threat. Encounters were usually something where the players had to slip through using stealth (Hence the Computers skill for an opposed roll option), punch a hole through (so normal stats) or send a tech out EVA to disable it. In that case the above stats are (more or less) probably what you want.

Were I designing an encounter where the minefield was the location and not the opponent I would do it more like a terrain feature like you suggest.

Can't be that tough:

Defender Ion Mine

Minion

Agility 2, Int 2

Skills: Computers, Gunnery

Sil:3

Armor: 2

HT 5

SS 5

Sensor Range: Short

Weapon: Heavy Ion Cannon (Or Medium.. would make this decision based on how I intended to group the mines in the encounter. If just in ones or twos Heavy, if more Medium)

Note: Mines will ignore anything Sil 1 or smaller.

I don't think I would give them combat skill equivalents. As mines I would probably use them as results of threats on a piloting roll to get through them.

Depends on the encounter design.

WEG typically represented the defender as an engageable threat. Encounters were usually something where the players had to slip through using stealth (Hence the Computers skill for an opposed roll option), punch a hole through (so normal stats) or send a tech out EVA to disable it. In that case the above stats are (more or less) probably what you want.

Were I designing an encounter where the minefield was the location and not the opponent I would do it more like a terrain feature like you suggest.

Wait...they really had mines as more of an automated defense? How would those be mines and not some sort of drone?

Can't be that tough:

Defender Ion Mine

Minion

Agility 2, Int 2

Skills: Computers, Gunnery

Sil:3

Armor: 2

HT 5

SS 5

Sensor Range: Short

Weapon: Heavy Ion Cannon (Or Medium.. would make this decision based on how I intended to group the mines in the encounter. If just in ones or twos Heavy, if more Medium)

Note: Mines will ignore anything Sil 1 or smaller.

I don't think I would give them combat skill equivalents. As mines I would probably use them as results of threats on a piloting roll to get through them.

Depends on the encounter design.

WEG typically represented the defender as an engageable threat. Encounters were usually something where the players had to slip through using stealth (Hence the Computers skill for an opposed roll option), punch a hole through (so normal stats) or send a tech out EVA to disable it. In that case the above stats are (more or less) probably what you want.

Were I designing an encounter where the minefield was the location and not the opponent I would do it more like a terrain feature like you suggest.

Wait...they really had mines as more of an automated defense? How would those be mines and not some sort of drone?

It was the 80s/90s, "drones" weren't a thing back then, and static contact mines IN SPACE have their inherent derp value, so you end up with automated free floating gun turrets (some of which were also contact mines) being referred to as "mines."

Sil 2 I think. I'm thinking the mine fields in SWTOR...maybe 10 meters apart in a 3 deminsional mine field.

It was the 80s/90s, "drones" weren't a thing back then, and static contact mines IN SPACE have their inherent derp value, so you end up with automated free floating gun turrets (some of which were also contact mines) being referred to as "mines."

They were in Shadowrun, at least in the 90ies. They called them that, but yeah not a common term.

I like Ghostofman's approach of it being a vehicle with droid brain.

We can use the example of a ship attachment in Fly Casual, "Droid brain can perform [skill] checks for starship with a skill of 2 and an [Characteristic] of 0.

Modification Options: 2 Increase the droid brain’s skill by 1 Mods".
So he uses Computers skill, maybe even gets Boost die from high quality mines, with enhanced sensors package.
As for the weapon profile, was hoping for something akin to grenade stats, not a cannon....
Edited by RusakRakesh

Bump! Could use more feedback!

I've always seen space mines as Deadfall Torpedos. Basically floating concussion missiles or proton torpedos that launch themselves at any target that gets to engaged.

So I'd say: Bypassing it would be a perception/pilot/stealth/etc to drift by without triggering the sensors. (Or roll the field's detection against the ship). If they see the ship, treat it as though the missile had 'missed' last turn and activated the seeking quality. (So makes an attack roll against the ship based on it's guidance value as a silhouette 0 vessel.)

Kinda how I feel. Conventional contact mines don't really work in space.

You'd have to have it go something like....

The players may attempt to use active scanners to find the field (assuming they are looking for threats or are aware the area has possibly been mined). The mines are equipped with a sensor mask so passive sensors won't detect the mines until it's too late.

Navigating the field requires a Daunting Piloting: check upgraded by 1/2 the Sil of the vehicle. The mines ignore objects Sil 1 or less.

Spend 3 Threat, or 1 Despair to have a mine deploy. Treat this as an attack with a concussion missile with a Gunnery skill of 3 ability dice and a difficulty based on Sil (treat the mine as sil 0).

This represents a standard mine field. A heavy minefield (intended more for defense against capital ships) works the same way but attacks with the profile of a proton torpedo and ignores targets Sil 3 and smaller.

That'll give you something akin to the minefield from Galaxyquest.

Edited by Ghostofman

or if you're in old CIS space, buzzdroid missiles! :lol:

....I actually kinda like buzzdroid missiles....

....I actually kinda like buzzdroid missiles....

...me to...

....I actually kinda like buzzdroid missiles....

These are very narrative and RP THEMED-- fits SW EOTE very well. Maybe shoots 6-10 buzz droids. They latch to a ship and every round the ship loses 1-2 strain. If the ship goes off line they eat one hull point per turn. There could be many ways to combat this-- maybe astromechs to zap them or maybe a player(s) could put on suits and magnetic boots or tie them selves with cables to get on the ship-- this already shows great potential for space combat and combat at the same time as players are out side trying to stop the droids and the pilot and gunners avoid ships!

I agree with theclash24. Getting hit with a missile full of droids that beat on your ship is far more interesting than just getting hit with a regular missile.

I did up one a few days ago as a weapon system-

Anti-shipping Mine Layer

These much feared weapons are a hazard to shipping as they can remain active for years after being put down. They are notoriously difficult to find as they do not show up on Passive Sensors and require an Active Scan check of (PPPP) to detect.

Any vessel coming within Short Range will be detected and result in a massive charge detonating. Mines are Silhouette 1 and Skill of (GGG) with the Guided 2 Quality to 'Attack' any ship.

Mines cost 1000c each

Mine Layer

25,000c, Rarity 8 ®, Sil 5+, Limited Ammo: 15

Mine

Range: Short, Damage 10, Crit 2, Blast 8, Vicious 4, Breach 4, Guided 2

(Sil 1 for purposes of size)

Its a very specialist type of weapon system and not exactly cheap, but if you've got a system to keep people out of it, you could do worse that load up a corvette full of bombs and go ruin someone's day in a large area of space.

Edited by MKX

If the topic of passive mines isn't closed, you could look to the charges Obi-wan gets dropped on him in episode II. With that type of boom, passive mines which simply explode might not be that useless. I wouldn't have them be contact mines, but give them sensors and an appropriately large blast radius and they could work as more traditional mines instead of self launched ordinance. PCs would naturally either find a way around or sneak by. Bonus points if failure with threat shoots other space debris at them like we saw with the asteroids.

I really love everyone's ideas so I'll probably mix it up for testing in my campaign. I am very fascinated with using the minion ideas from Ghostofman, it just struck me awesome of using it in groups, with the various weapons and activation provided.

...toying with squad leader droid brain controlling his clouds of minions mines...

Edited by RusakRakesh

On the topic of space mines, I think of the field of magnetized charges in Galaxy Quest. Though the field of magnetism would have to be huge or the mines cheap enough to fill a gigantic 3-dimensional space otherwise the victims would have to go around.

Update of progress, my party really liked Ghost's build so kudos!

Space mines are fun :P