Mines

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Mines

Mines are a type of Deployable Weapon used to control small areas of the battlefield and influence the movement of enemy troops.

International law banned the manufacture of mines designed to incapacitate single targets. These cheap, easily deployable landmines created difficult post-conflict situations and caused numerous civilian casualties and collateral damage. Current designs are bigger and easier to spot, and also more expensive to manufacture, making scattering them indiscriminately over an area impractical. Modern mines have complex IFF systems and tracking devices that allow friendly troops to easily reclaim them once the conflict is over. Despite these advances, anti-personnel mines are still considered cruel contraptions that pose unacceptable risks to civilian populations, so they remain banned by the Concilium Convention.

Mines and Intuitive Attacks

This weapon allows the user to make Intuitive Attacks: by passing a WIP Roll, you can lay a Mine even if an enemy Camouflage and Hiding Marker is inside the Trigger Area.

Dodging a Mine:

Mines are Template Weapons and Deployable Weapons, so their effect can be Dodged by passing a PH-3 Roll.

Mine Profile (Anti-Personnel/Monofilament)

ARM BTS STR S
0 0 1 0

Trigger Area

The Trigger Area of a Mine (whether it is a Camouflage or a Mine Marker) is the area within the radius of the Small Teardrop Template extended out from the edge of the base of the Mine.

The Trigger Area excludes any areas in Total Cover from the Blast Focus of the Small Teardrop Template.

Trigger-area.jpg

Variants

Anti-Personnel Mines

This is the standard design for Mines, capable of exploding in an arc of Shock Special Ammunition.

Anti-Personnel Mines Skill

MINES SHORT SKILL / ARO
Attack
REQUIREMENTS

In the Reactive Turn, LoF to the Active trooper is required.

EFFECTS
  • By spending a Short Skill or ARO, the user places a Camouflage Marker (CAMO) on the game table to represent the camouflaged Mine. This action is an Attack.
  • In the Active Turn, the trooper can deploy the Camouflage Marker in base contact or, if he moved, in base contact with any part of his route. In the Reactive Turn, the trooper must deploy the Camouflage Marker in base contact.
  • Mines or Camouflage Markers are not considered deployed until the Conclusion of the Order.
  • Replace the Camouflage Marker with a Mine Marker (MINE) when it is Discovered by an enemy.
  • Mine Markers retain the beneficial MODs provided by the CH: Mimetism Special Skill (BS -3).
  • Mines have a 360˚ LoF arc.
  • Mines ignore all Visibility Conditions.
  • Once on the game table, Mines must trigger when an enemy figure or Marker declares or executes an Order or ARO inside their Trigger Area.
  • As a Direct Template Weapon, when a Mine triggers it places a Small Teardrop Template with Damage 13 and Shock Special Ammunition.
  • The Small Teardrop Template must be placed so that it affects the enemy figure or Marker that triggered the Mine.
  • A Mine never triggers if the Small Teardrop Template also affects an ally, even if that ally is Unconscious.
  • Impersonation Markers (IMP-1 and IMP-2) do not trigger enemy Mines.
  • Once a Mine triggers, it is removed from play.
REMEMBER
A Mine cannot be placed if there is an enemy Camouflage or TO Marker inside its Trigger Area. This rule does not apply if there is a valid, non-camouflaged enemy inside the Trigger Area, or if the Mine is deployed as an Intuitive Attack.

Anti-Personnel Mines Weapon Profile

Name Range (inches) DAM B Ammo Traits
Short Medium Long Maximum
Anti-Personnel Mines -- -- -- -- 13 1 Shock Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack

ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

The design of modern anti-personnel mines has its roots in the mid-20th century Claymore models. The function of this weapon is to propel large quantities of shrapnel in a narrow arc toward the enemy who triggered it, potentially injuring more than one enemy soldier. The complex, quasi-intelligent IFF mechanisms of modern mines ensure that they will under no circumstances affect a member of the army who laid them. These systems facilitate the process of deployment and, just as importantly, removing friendly mines once the conflict is over, thus reducing the cost in resources of mine-clearing operations and collateral civilian damage.


Monofilament Mines

The most sophisticated version of this weapon, it uses Monofilament Special Ammunition to great effect.

Monofilament Mines Skill

MONOFILAMENT MINES SHORT SKILL / ARO
Attack
REQUIREMENTS
  • In the Reactive Turn, LoF to the Active trooper is required.
EFFECTS
  • Monofilament Mines follow the same rules as Anti-Personnel Mines, but using Monofilament Special Ammunition instead of Shock.

Monofilament Mines Weapon Profile

Name Range (inches) DAM B Ammo Traits
Short Medium Long Maximum
Monofilament Mines -- -- -- -- 12 1 Monofilament Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack

ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Monofilament Mines are the stuff of nightmares for any soldier: a deadly puff of monomolecular wires too thin to be seen with the naked eye, but nonetheless capable of cutting through metal like it was air. The devastating effects of the dense but short-lived monofilament weave discharged by these exotic mines make them an invaluable tool against heavily armored opponents.


Viral Mines

Human Sphere N3 Content.

The most sophisticated version of this weapon, it uses Viral Special Ammunition to great effect.

Viral Mines Skill

VIRAL MINES SHORT SKILL / ARO
Attack
REQUIREMENTS
  • In the Reactive Turn, LoF to the Active trooper is required.
EFFECTS
  • Viral Mines follow the same rules as Anti-Personnel Mines, but using Viral Special Ammunition instead of Shock.

Viral Mines Weapon Profile

Name Range (inches) DAM B Ammo Traits
Short Medium Long Maximum
Viral Mines -- -- -- -- 12 1 Viral Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack


ATTENTION: Use of this weapon is prohibited by the Concilium Convention. Violators shall be prosecuted by international courts.

Contrary in design to Antipersonnel Mines, aimed at causing damage and injuries to incapacitate an enemy and increase their medical and logistical burden, Viral Mines are designed to kill an enemy soldier directly without damaging facilities or structures.


Cybermines

Third Offensive Content.

Cybermines are a type of Deployable Weapon that shoots a Comms Attack, being quite useful against enemy Hackers and Hackable troops.

Cybermines Skill

CYBERMINES SHORT SKILL / ARO
Comms Attack
REQUIREMENTS
  • In the Reactive Turn, LoF to the Active trooper is required.
  • Only enemy troopers or Markers being Hackers or possessing the Hackable Characteristic (HI, TAG, REM...) can trigger this weapon and suffer its effects.
EFFECTS
  • Cybermines follow the same rules as Anti-personnel Mines (see Infinity N3), with the following exceptions:
    • Once on the game table, Cybermines must trigger when an enemy figure or Marker that is a Hacker or possesses the Hackable Characteristic (HI, TAG, REM...) declares or executes an Order or ARO inside their Trigger Area.
    • When a Cybermine triggers, all Hackers or Hackable troops affected by the Small Teardrop Template must make two BTS Rolls against Damage 15, unless they declare Reset and pass a Reset Roll with a -3 MOD.
      If the target fails one or both BTS Rolls, it automatically enters the Immobilized-1 state, placing an IMM-1 Marker besides it
    • This Immobilized-1 state is automatically cancelled at the end of the Player Turn in which it was imposed, but may be cancelled earlier by other means.
    • The Camouflage Marker (CAMO) must be replaced by a Cybermine (CYBERMINE) Marker if this is Discovered by the enemy.


Reset against a Cybermine:

Cybermines are Template Weapons and Deployable Weapons, and impose a -3 MOD on attempts to Reset against their effect. As a Comms Attack, their effect cannot be Dodged.

Mine Profile (Anti-Personnel/Monofilament)

ARM BTS STR S
0 0 1 0

Cybermines Weapon Profile

Name Range (inches) DAM B Ammo Traits
Short Medium Long Maximum
Cybermines -- -- -- -- 15 1 -- Comms Attack, Concealed, Deployable, Direct Template (Small Teardrop), Disposable (3), Intuitive Attack


Cybermines were developed by PraxiTec LC during the Phantom Conflict according to specifications provided by the Tortuga hackers’ collective from Tunguska. As they are not a weapon designed to kill the adversary, the Cybermines have achieved considerable success in the international market, since, apparently, they comply with the regulations of the Concilium Convention. However, the use given to them by the Nomad forces during such conflict had a more chilling side as Cybermines leave their adversaries helpless before the coup de grâce.

FAQ

N3 Frequently Asked Question FAQ Version: 1.2
Q: When declaring a Dodge in Reactive Turn, the movement of the Dodge ends in the Trigger Area of a Mine. Does this make the Mine activate? Does the declared Dodge Skill avoid the damage of the Mine?
A: Yes, a Mine is activated by an Order or ARO if enemy troops is in its Trigger Area. Following the Order Expenditure Sequence (pag. 31) in the Declaration of AROs it states that if movements are declared the player measures the movement distance and specifies where the trooper would be at the end of its movement path, therefore the Dodge roll would a Face to Face Roll against the trooper that declared the Order and a Normal Roll against the Mine. In the case of failing the Normal Roll or losing the Face to Face Roll, the Dodge movement does not occur, so the Mine does not activate.
Related Pages: Dodge, Structure of an Order, Mines
N3 Frequently Asked Question FAQ Version: 1.1
Q: Can a Camouflage Marker prevent that an enemy trooper from reverting to the Camouflaged state? If the Camouflage Marker were a Mine, would prevent it too?
A: Yes, no matter if it is a Mine or a real trooper, as the Camouflage trooper trying to Camouflage again doesn’t know.
Related Pages: Camouflage, Camouflaged, Mine
N3 Frequently Asked Question FAQ Version: 1.1
Q: The rules say that a Critical with an Intuitive Attack deals one direct wound. What happens when you roll a Critical when laying a Mine or other Deployable Weapon with Intuitive Attack?
A: Simply deploy it and don’t detonate it, the Critical affects Intuitive Attack with a BS Weapon and the Mine or other Deployable Weapon is not a BS Weapon.
Related Pages: CrazyKoala, Criticals, Intuitive Attack, MadTraps, Mines, Perimeter, SymbioBugs
N3 Frequently Asked Question FAQ Version: 1.4, Sep 2018
Q: Do Camouflage markers that do not represent a trooper (Mines, Ambush Camouflage decoys ...) belong to a Combat Group?
A: Yes. They are considered to belong to the Combat Group of the troops that have deployed them.
Related Pages: Ambush Camouflage, Camouflaged, Combat Group, Mines, Open and Private Information, TO Camouflaged
N3 Frequently Asked Question FAQ Version: 1.5, Jan 2019
Q: Do Synchronized Civilians generate AROs?
A: The Civilians do not generate AROs. Note that a Mine whose template affects a Civilian at any point during the Order will not be triggered.
Related Pages: CivEvac, Civilian Rules, Mines