| Mine
Warfare in 'Imperium'
By Doug McNair
April 2006
Players can increase their range of strategic
options in Imperium:
Third Millennium by agreeing before
the start of play to use these variant rules
for mine warfare.
Minelayers and Minesweepers
Players can purchase minelayers and minesweepers
normally during the Construction phase. The
Resource cost for a minelayer is 4, and the
cost for a minesweeper is 3 (cost is the same
for Terran and Imperial ships). Time to build
for both minelayers and minesweepers is one
turn. Once built, a minelayer has an unlimited
supply of mines on board. Minelayers and minesweepers
move as auxiliaries.
Minefields
In order to lay a minefield, a fleet containing
one or more minelayers must activate and spend
the entire action segment in a system that
is free of enemy fleets. The minelaying fleet
may not move or engage in combat during a
segment when it lays mines. Each minelayer
ship can lay one point worth of mines per
segment in a given system, and multiple minelayers
in the same system can lay multiple mine points
in the same segment.
When
laying mines, the owning player places one
or more minefield counters in the system,
face down. Minefield counters have numbers
showing how many points worth of mines have
been laid in that system — place mine
counters showing the correct number of mine
points laid at that location. Mine points
are cumulative; if a player lays mines in
a system on multiple segments, he just keeps
adding more mine counters or increasing the
numbers on the counters. Both sides can lay
minefields in the same system if desired,
as long as no enemy fleet is in a system when
friendly minelayers lay mines there. Once
laid, mines are never removed unless swept
my minesweepers.
False Minefields
A player can also activate any fleet in a
system (whether it includes minelayers or
not) and place False Minefield counters there
(as many as desired, face-down) to confuse
the opposing player as to whether the system
contains a minefield or not. Such a fleet
must not move or fight in the segment it lays
the false minefield.
Entering Minefields
Fleets can move through their own side’s
minefields freely without danger or the need
to stop moving. When a fleet enters a system
containing one or more enemy minefield counters
(even just False Minefield counters) it must
stop moving momentarily and check to see whether
it runs afoul of the minefield. It does this
BEFORE contacting any enemy fleets there.
The player owning the minefield flips all
the minefield counters in the system to their
front sides and removes all False Minefield
counters there. If all the counters are False
Minefields, the moving player can keep moving
or contact any enemy fleets in the system.
If not, the moving player then reveals whether
his fleet(s) in the system contain any minesweepers,
and if so how many. The moving player then
rolls two dice and adds any applicable modifiers,
which are:
- +1 for every mine point in the system
- +1 if the moving fleet entered the minefield
on its second or subsequent jump that segment
- –1 for every Minesweeper in the
moving fleet
If the modified roll is 10 or more, the moving
fleet has run afoul of the minefield. If multiple
fleets move together into a system with mines
in a given segment, the moving player must
make a separate minefield contact roll for
each fleet.
Example: A moving fleet containing
two minesweepers enters a system with enemy
minefield counters on its third jump of the
segment. The enemy player flips the counters
and reveals 5 points worth of minefields plus
two False Minefield counters. He removes the
dummies, and the moving player rolls two dice,
with a result of 5. The modified roll is 5
+ 5 +1 – 2 = 9. He does not run afoul
of the minefield, but if he didn't have any
minesweepers with his fleet, then the modified
roll would have been an 11, and he would have
run afoul of the minefield.
Mine Damage
When a fleet runs afoul of an enemy minefield,
the owning player must take all the fleet's
ships out of the fleet box and place them
on the table. The mine-owning player then
rolls a separate mine attack against each
ship in the fleet. For each ship in the fleet,
the mine-owning player rolls a number of dice
equal to the number of minefield points in
the system. So per the example above, if the
fleet ran afoul of the minefield, the mine-owning
player would roll five dice against each
ship in the moving fleet. Every 6 rolled
is a hit. Resolve damage to ships normally
per rule 12.8.
The minefield-owning player then flips his
minefield counters face-down again, and players
move on to resolving any contact and combat
between enemy fleets in the system. Mines
play no role in space combat or planetary
combat.
Once the enemy fleets leave the system, the
mine-owning player can lay more mines there
normally. Minefield counters are never removed
unless swept by minesweepers.
Sweeping Mines
Minesweepers can remove enemy minefield points
from systems. Each minesweeper that activates
in a system with enemy minefields and does
not move or engage in combat during its activation
can remove one minefield point from the system.
The mine-owning player removes the minefield
counters and replaces them with ones showing
the reduced number of minefield points in
the system. Once minesweepers have removed
all enemy mines from a system, all ships can
move through the system unimpeded.
You can download
the new counters here.
And
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