anti personnel mine rules

By jimjams79, in Game Masters

Can somebody please clarify the rules for use of mines please. Players going to encounter them soon but cant find the rules for their use such as perception difficulty and how to run the attack dice

I don't believe there's any specific rules yet, so you have to make the call.

Pretty sure actively attempting to detect the mines in advance is a Perception vs. Skulduggery Check, per the mention of "setting up traps" in the skill description.

Some weapon usage options:

1) Mines are placed in a location. When an enemy moves into engaged range of the mine, it makes an attack as an opposed check of the planters Mechanics vs. the triggering characters Vigilance.

2) The mines are placed in advance at a specified location or range band. When fighting begins the planting character may forgo a regular attack to do a Mechanics vs. Vigilance check against a target in the specified location, essentially "attacking with the mine" (this might be a good option if you want to have imperial technicians do more then ineptly fire light blasters at the players).

3) The mines are planted, creating a zone of zone of difficult terrain. A Despair may be used to allow the planter to make an immediate free attack with the mine (Mech vs. Vig).

Isn’t this covered in the Demolitionist spec from Dangerous Covenants?

Isn’t this covered in the Demolitionist spec from Dangerous Covenants?

If it is let me know. The only thing I know of is demo charge rules, which are different enough to require totally different equipment stats.

I've been working on some explosives rules (never used in actual play yet) involving more detailed rules for emplacing explosives. This won't be for everyone since it makes the process more complicated. But, if you have a dedicated demolitionist in your party he might appreciate the added options: varying deployment methods for different explosive effects, different triggers, rules for concealment, rigging, improvising, and disarming.

There is a house rule on Blast which changes it significantly (weaker blast, but affects more targets). If you don't use it you would need to tweak a couple entries in the emplacement table under Primary/Secondary Blast Range Changes. Everything else should work fine with RAW Blast rules.

It's over 7 pages, but much of it involves tables and explanation. The basic process is a Mechanics roll to EMPLACE the explosive (after choosing deployment method, trigger, and concealment, if any). When activated, a later TRIGGER roll is made which is the actual attack. Depending on the narrative, potential targets may be able to make a Perception roll to avoid the explosive with difficulty based upon the type of device, trigger, and/or concealment method.

Work in progress: https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo3Yjc4OGFlZmY5ODQxMTQ1

Edited by Sturn