Cylon Mines (3k)

Cylons are large users of mines. Whatever they do not want to patrol, they mine. Whatever they want to keep enemy forces away from, they mine. Whatever they want to keep safe, they mine. Sometimes, it would seem that they just love to mine. And Cylons do not just use conventional mines either, they have developed a range of mines making the task of clearing mine fields a tricky business.

Thus when entering a Cylon minefield, they are three main types of mines that can appear.
Explosive Mines are the most common type of mine. These simply explode on proximity or contact with an enemy vessel. They are dumb mines but carry the largest warheads.
ECM Mines are more dangerous in that as well as having an explosive charge, they also contain various electronic jamming devices which can make targeting the mine difficult as well as fooling the crafts guidance systems.
In addition, a third type of mine is the Blind Mine. This emits bright flashes of light which can be blinding to pilots of small craft.

In combination, this can make Cylon minefields very nasty.

 

Game Rules (2k)

Explosive mines:

Explosive mines are the normal mines, the small has an explosive strength of 10 and a BPV of 4, the large has an explosive strength of 35 and a BPV of 8. Note that each fighter in a flight is counted as a separate ship for mine purposes, and damage is not applied to a flight as a whole.

ECM Mines:

ECM mines have the same chances of detonation as normal mines, with the same ranges, but when they explode, that just means that they are activated. An ECM mine will only ever explode physically if a ship enters the same hex as the mine, and when it explodes this way it is destroyed. When a ship enters the hex of the mine, roll for activation again, and if it activates, it explodes.
Small ECM mines when activated generate 4 points of ECM that is applied to everything within the range of the mine, or applied to any combat passing through the hex. If it explodes physically it has an explosive strength of 4. It has a BPV of 7.
Large ECM mines have a detection of 2 and give 4 points of ECM to any combat in or passing through the hexes. When exploding, it has a strength of 10. It has a BPV of 12.

However ECM mines also have another effect due to their jammers and other electronic equipment, and this effect is to make small craft (fighters and shuttles) autopilots think that the mine is the way home, and thus will try to guide them into the explosive range of the mine. To simulate this and the pilots desire to try and steer away from the mine, everytime the craft or flight is about to move and is in the ECM effect of the mine, roll 1D.

Die RollEffect
1,2Craft moves one hex towards the mine, will turn if necassary.
Craft may not fire this turn
3,4Craft is treated as being Uncontrolled (G2.2).
Craft may not fire this turn
5,6Pilot fights controls and wins!
The craft or flight is not effected by the mine this impulse (although it still takes the ECM points as normal)
Green Pilots have a -1 modifier to the roll
Ace's get a +1 to the roll

Only fighters and shuttles are effected in this way, never capital ships.

Blind Mines:

Blind mines are a special type of mine that are intended to blind fighter and shuttle pilots by emitting blinding flashes of light. They have no effect against larger capital ships.

They are treated as small ECM mines in that when a fighter flight or shuttle enters the range of the mine, the mine has a chance to be activated. However there the similarity ends. For when a mine is activated, it is effects only last until the end of the turn, and then the mine is considered inactive again and may be activated again as normal.

The effects of the mine also differ, for a start, a Blind mine never explodes physically. A fighter flight or shuttle that activates the mine is considered blinded. A blinded flight or shuttle is considered uncontrolled (G2.2) although there is an additional effect in that the flight is not allowed to initiate combat and has an effective DFR of 0 until the effects subside. The effects last until the end of the turn that the fighters/shuttles leave the blast radius of the mine.

Fighters or shuttles may be shielded against the effects of blast mines - see here for more details.

Blind mines have a BPV of 4.


Mine TypeBPVExplosive Strength
Explosive Mine - Small410
Explosive Mine - Large835
ECM Mine - Small74
ECM Mine - Large1210
Blind Mine2NA