Minefield question

By EagleScoutof007, in Rules

So I played minefield for the first time last night. During the game I moved a corps unit near a mine and set it off. I rolled 2 damage, now the big question is do I take the damage rolled or could I use defense dice to try to avoid it? I couldn't find anything in the rules about it unless I missed them somewhere. So my opponent and decided to use defense dice, but then realized that stormtroopers would have an advantage with their better defense dice. Due to time we had to pack up and were able to finish the game. Any thoughts? If there is an answer in the RRG, what page would it be on?

It’s just a regular attack, but targets everything in range because the range icon is yellow (see page 52 of the updated RRG).

So you follow the usual steps of spending dodges, rolling defense dice, etc.

Edit: oh, also Area Weapon on page 13.

Edited by nashjaee

Just to supplement...it's also in the entry for Detonate, it tells you to "perform a separate attack against each unit" in line of sight. When you perform an attack, defense dice are involved.

As a more general thing, you'll only skip defense dice for effects that simply state "take wounds."

Can a unit avoid more than wounding the leader, by placing the rest of the unit outside blast radius or out of LOS?

30 minutes ago, Sittned said:

Can a unit avoid more than wounding the leader, by placing the rest of the unit outside blast radius or out of LOS?

Out of line of sight yes, out of radious no because it's still a ranged attack and if at least one of the minis is at range then the whole unit is at range.

Next random question: when you roll to see if the mine detonates, if it doesn't, do you remove the mine or leave it to be triggered by the next unit to pass through? I don't believe the card or the rules specify.

As far as I know and played, it stays. It just doesn't trigger yet still is present. The last sentence of the card says to remove it when it detonates either once or twice depending if got surge or block as a result.

34 minutes ago, Alpha17 said:

Next random question: when you roll to see if the mine detonates, if it doesn't, do you remove the mine or leave it to be triggered by the next unit to pass through? I don't believe the card or the rules specify.

It doesn't say anything in the card for rolling blank, so there would be no reason to remove it in that case.

That's how we've played it. Always annoying when I'm trying to use a throwaway unit to clear the mine for units I actually care about, and they don't set off the mine. Had that happen twice in one game and it was quite frustrating.