Phase World / Three Galaxies Space Mines:
Index:
Space mines are basically unmanned platforms that are positioned in planetary orbit, positioned around space platforms, or on courses that a starship would have to go in order to get to a location. Most have simple “Station Keeping” contra-grav propulsion only. Requiring minimal power, the propulsion systems prevent the mines from drifting around.
In Phase World / Three Galaxies setting, there are multiple different general types of mines. In general though they can be broken down into three basic different types. First is simple space mines which can be considered similar to missiles in many respects. Second are basically energy weapon platforms. Last are missile launching platforms. Each have advantages and special capabilities. Energy platforms tend to be least common and are least commonly deployed in hostile star systems.
In addition to mines, there are also special decoy platforms and jamming platforms. These are designed to protect mines from being destroyed as easily as they might otherwise. This is done by adding additional targets and/or jamming to confuse targets. There may be specialized mines which combine different weapon systems (including even mixing energy and missile systems) although these are uncommon. A mine field might also mix different types of mines.
It should be noted that mines can be triggered in a variety of ways. They may be triggered when a certain target class comes within range of the sensors of the mine, triggered by command, or even at a certain time. They can also be programmed to ignore certain targets and/or have warships with various ways to command the mines not to detonate when the warships are in the vicinity of the mines.
These systems are designed to work with revised starship speeds and weapon ranges. See Revised Starship Rules for Phase World / Three Galaxies for more details.
These are basically a space borne equivalent to the modern land mine or ocean mine. However, unlike mine on the ground or in an ocean, the areas involved are vast and may cover a volume of thousands to millions of kilometers. As a result, space mines have to have some ability to maneuver and move. Otherwise they could never intercept a target. Even so, they cannot really chase a target but instead maneuver into the path of the target. Their speed and range are considered very limited compared to missiles.
When a target gets within the range of these mines sensors, most have a small contra-grav drive which activates and the mines move on an intercept course with the target. Sensor ranges are limited and most mines are limited to storing around eight hundred target identifications.
Both starships and star fighters can carry these mines in place of the equivalent missile type to lay these mines. For example, a Warshield class cruiser might carry part of its capital missile payload as mines instead of standard missiles. They can also be carried in the cargo holds of cargo vessels (and warships) and deployed from cargo hatches. In general, deployment in such a manner is far slower than from missile launchers. Extra Heavy mines are generally the most commonly deployed missiles.
Most mines are fitted with “Smart” guidance systems. “Brilliance” guidance systems (same bonuses as with missiles) are available for both heavy mines and extra heavy mines. They are more expensive so many don’t bother deploy “Brilliant” type mines.
Weight: Approximately the same as a missile of the same size.
Combat Bonuses: The mines themselves are consider smart style guidance and are normally +5 to strike and +4 to dodge (There are “Brilliants” guidance versions available for heavy and extra heavy mines with +7 to strike and +6 to dodge.)
Warhead: Use the warheads for Phase World missiles, from mini-missiles to cruise missiles (See revised Phase World / Three Galaxies missile tables for details.) Warheads can include K-Hex warhead, heavy anti-matter warheads, X-Ray laser warheads, gravity well warheads, or any other type of warhead.
Speed: Accelerates 0.5% of light per turn in space. Mines cannot be used in an atmosphere.
Maximum Effective Range: Mini-Mines: 50 miles (80.4 km). Light Mines (Short Range Missile Warheads): 200 miles (322 km). Medium Mines (Medium Range Missile Warheads): 800 miles (1287.5 km). Heavy Mines (Long Range Missile Warheads): 2,000 miles (3,220 km). Extra Heavy Mines (Cruise Missile Warheads): 8,000 miles (12,875 km).
Cost: 80% of the cost of a missile of the same size (Including cost of guidance system.)
These platforms are basically ship mounted energy weapons, power supply, and fire control systems mounted in a self contained unmanned platforms. Power supply is of a strictly limited duration, usually around two years. The power supply for these platforms is almost always fusion and never anti-matter. Sensors are also relatively limited compared to actual warships most platforms are limited to storing around two thousand target identifications. Rail gun platforms are relatively rare because they are considered the worst of both worlds in many respects.
Due to power limitations, heavy anti-ship energy weapon platforms have a limited number of shots using a capacitor. The most powerful can fire as few as eight shots before being depleted and requiring recharging. Smaller platforms however have effectively unlimited payloads.
Energy weapon platforms can vary in size from small anti star fighter platforms to large anti capital ship platforms. In general these platforms tend to be more expensive than missile launching platforms and often have much shorter range. In addition, there is the risk of these platforms being taken out by missiles, especially long range missiles, at far beyond the maximum range of the energy weapon platforms.
X-Ray laser mines are not considered normal energy weapon platforms because they are considered disposable and destroy themselves when activated. Instead they are usually considered to be simple type space mines.
There are special versions of these platforms with built in stealth systems. The hull of the platforms are made with materials designed to have a low radar cross signature. In addition, these platforms are designed to minimize detectable heat, energy output, and gravity effects. Such platforms are 50% greater in cost than non stealth versions.
As a result of these platforms being more expensive than missile launching platforms, they tend to be less popular. They are also rarely deployed in hostile star systems. Instead they are usually deployed in star systems where they are protected and can be maintained. In some cases a minefield may mix platform types with capital missile launching mines in part protected by defensive energy weapon type mines.
Even though they rarely are, these mines can be deployed in energy star systems. In such cases, they are deployed in a similar manner to missile launching platforms. This means that they may be carried on warships or cargo vessels in their cargo holds. They may also be carried in the place of fighters. Special minelaying vessels may also be used for more rapid deployment. They can also be carried externally in small numbers. These platforms are usually more carefully deployed than simple mines or missile launching platforms.
One should not that sometimes the heaviest laser and particle beam platforms have a secondary purpose. They may be mounted in orbit of a planet which there is the design to control. The threat of opening fire on the surface is often enough to quell thoughts of revolution.
Light Laser Cannon Platforms (1.5 and 2 cm):
These platforms come in both single and twin laser mounts. The 2 ton and 2.5 ton platforms mount twin lasers on them. These platforms are designed primarily against fighters and for defensive purposes.
Weight: 1.5 cm single laser: 1 tons / 0.91 metric tons (1D4x10). 2 cm single laser: 1.5 tons /1.36 metric tons (1D6x10). 1.5 cm double laser: 2 tons / 1.81 metric tons (2D4x10). 2 cm double laser: 2.5 tons /2.27 metric tons (2D6x10).
M.D.C. of Energy Weapon Platform: 1.5 cm single laser: 200. 2 cm single laser: 250. 1.5 cm double laser: 250. 2 cm double laser: 300.
Combat Bonuses: +3 to strike (Does not have penalties to hit small targets such as star fighters, missiles, and robot vehicles).
Maximum Effective Range: 300 miles (480 km) in space.
Mega Damage: 1.5 cm single laser: 1D4x10 each. 2 cm single laser: 1D6x10 each. 1.5 cm double laser: 2D4x10 each. 2 cm double laser: 2D6x10 each.
Rate of Fire: Four (4) blasts per melee round.
Payload: Effectively Unlimited.
Cost: 1.5 cm single laser: 4 million credits (1D4x10). 2 cm single laser: 6 million credits (1D6x10). 1.5 cm double laser:8 million credits (2D6x10). 2 cm double laser: 10 million (2D6x10)
Medium Anti- Ship Laser Cannon Platforms (6 cm, 8 cm, 10 cm, and 12 cm):
These are similar to the main batteries on destroyers and the secondary energy weapons mounted on most capital ships. Not considered effective against fighters and other small targets. Payload is limited due to power requirements and draws from capacitors.
Weight: 6 cm laser: 8 tons /7.26 metric tons (1D4x100). 8 cm laser: 10 tons / 9.07 metric tons (1D6x100). 10 cm laser: 12 tons / 10.89 metric tons (2D4x100). 12 cm laser: 16 tons / 14.51 metric tons (2D6x100).
M.D.C. of Energy Weapon Platform: 6 cm laser: 400. 8 cm laser: 500. 10 cm laser: 600. 12 cm laser: 800.
Combat Bonuses: +3 to strike (Use standard penalties to hit star fighters, missiles, robots, and other small targets).
Maximum Effective Range: 16,000 miles (25,000 km) in space.
Mega Damage: 6 cm laser: 1D4x100 each. 8 cm laser: 1D6x100 each. 10 cm laser: 2D4x100 each. 12 cm laser: 2D6x100 each.
Rate of Fire: Two (2) blasts per melee round.
Payload: Effectively Unlimited but have limited shots able to be fired at one time. 6 cm laser: Has 24 shot capacitor - recharges at the rate of two shots per minute. 8 cm laser: Has 24 shot capacitor - recharges at the rate of two shots per minute. 10 cm laser: Has 20 shot capacitor - recharges at the rate of two shots per minute. 12 cm laser: Has 20 shot capacitor - recharges at the rate of two shots per minute.
Cost: 6 cm laser: 30 million credits (1D4x100). 8 cm laser: 50 million credits (1D6x100). 10 cm laser: 60 million credits (2D4x100). 12 cm laser: 80 million credits (2D6x100)
Heavy Anti-Ship Laser Cannon Platforms (20 cm, 30 cm, and 38 cm):
These weapons are generally considered the main battery of cruisers and the secondary battery of battleships. Not considered effective against fighters and other small targets. Payload is limited due to power requirements and draws from capacitors. Note that these platforms are sometimes used to suppress the surface of a planet with the threat of bombardment.
Weight: 20 cm laser: 32 tons / 29.02 metric tons (1D4x1000). 30 cm laser: 40 tons /36.29 metric tons (1D6x1000). 38 cm laser: 50 tons (45.36 metric tons).
M.D.C. of Energy Weapon Platform: 20 cm laser: 1,200. 30 cm laser: 1,600. 38 cm laser: 2,000.
Combat Bonuses: +3 to strike (Use standard penalties to hit star fighters, missiles, robots, and other small targets).
Maximum Effective Range: 100,000 miles (161,000 km) in space, or 100 miles (160 km) in an atmosphere.
Mega Damage: 20 cm laser: 1D4x1000 each. 30 cm laser: 1D6x1000 each. 38 cm laser: 2D4x1000 each.
Rate of Fire: Two (2) blasts per melee round.
Payload: Effectively Unlimited but have limited shots able to be fired at one time. 20 cm laser: Has 12 shot capacitor - recharges at the rate of one shot per minute. 30 cm laser: Has 10 shot capacitor - recharges at the rate of one shot per minute. 38 cm laser: Has 8 shot capacitor - recharges at the rate of one shot per minute.
Cost: 20 cm laser: 200 million credits (1D4x1000). 30 cm laser: 250 million credits (1D6x1000). 38 cm laser: 300 million credits (2D4x1000).
Light Particle Beam Platforms (12 mm, 15 mm, 20 mm, and 25 mm):
These platforms are designed primarily against fighters and for defensive purposes. The 25 mm particle beam has better range than the other light defensive mounts.
Weight: 12 mm particle beams: 1 tons / 0.91 metric tons (1D4x10). 15 mm particle beams: 1.5 tons /1.36 metric tons (1D6x10). 20 mm particle beams: 2 tons / 1.81 metric tons (2D6x10). 25 mm particle beam: 2.5 tons / 2.27 metric tons (3D6x10)
M.D.C. of Energy Weapon Platform: 12 mm particle beams: 200. 15 mm particle beams: 250. 20 mm particle beams: 250. 25 mm particle beam: 300.
Combat Bonuses: +3 to strike (Does not have penalties to hit small targets such as star fighters, missiles, and robot vehicles).
Maximum Effective Range: 12 mm particle beams: 400 miles (640 km) in space. 15 mm particle beams: 400 miles (640 km) in space. 20 mm particle beams: 400 miles (640 km) in space. 25 mm particle beam: 600 miles (960 km).
Mega Damage: 12 mm particle beams: 1D4x10 each. 15 mm particle beams: 1D6x10 each. 20 mm particle beams: 2D6x10 each. 25 mm particle beam: 3D6x10 each.
Rate of Fire: Four (4) blasts per melee round.
Payload: Effectively Unlimited.
Cost: 12 mm particle beams: 4 million credits (1D4x10). 15 mm particle beams: 6 million credits (1D6x10). 20 mm particle beams: 8 million (2D6x10). 25 mm particle beams: 12 million (3D6x10).
Light Variable Focus Particle Beam Platforms:
These particle beams were first mounted on the Consortium Assault Shuttle but there has been some experiments with mounting them on individual platforms. They are quite rare however. As with ship mounted, these weapons are designed primarily against fighters and for defensive purposes. Can fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets.
Weight: 3.5 tons (3.18 metric tons).
M.D.C. of Energy Weapon Platform: 350.
Combat Bonuses: +3 to strike standard and +5 when fired as a cone (Does not have penalties to hit small targets such as star fighters, missiles, and robot vehicles).
Maximum Effective Range: 300 miles (480 km) in space.
Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.
Rate of Fire: Four (4) blasts per melee round.
Payload: Effectively Unlimited.
Cost: 20 million credits.
Medium Anti-Ship Particle Beam Platforms (6 cm and 10 cm):
These are similar to the main batteries on destroyers and the secondary energy weapons mounted on most capital ships. Not considered effective against fighters and other small targets. Payload is limited due to power requirements and draws from capacitors. Some older 10 cm particle beams are limited to one shot per melee round.
Weight: 6 cm particle beams: 10 tons / 9.07 metric tons (1D4x100). 10 cm particle beams: 16 tons / 14.51 metric tons (2D4x100).
M.D.C. of Energy Weapon Platform: 6 cm particle beams: 500. 10 cm particle beams: 800.
Combat Bonuses: +3 to strike (Use standard penalties to hit star fighters, missiles, robots, and other small targets).
Maximum Effective Range: 10,000 miles (16,000 km) in space.
Mega Damage: 6 cm particle beams: 1D4x100 each. 10 cm particle beams: 2D4x100 each.
Rate of Fire: Three (3) blasts per melee round (some 10 cm particle beams are limited to once per melee round).
Payload: Effectively Unlimited but have limited shots able to be fired at one time. 6 cm particle beams: Has 24 shot capacitor - recharges at the rate of two shots per minute. 10 cm particle beams: Has 20 shot capacitor - recharges at the rate of two shots per minute.
Cost: 6 cm particle beams: 50 million credits (1D4x100). 10 cm particle beams: 65 million credits (2D4x100) - 40 millions credits for those able to fire one blast per melee round.
Heavy Anti-Ship Particle Beam Platforms (18 cm, 28 cm, and 40 cm):
These weapons are generally considered the main battery of cruisers and the secondary battery of battleships. Not considered effective against fighters and other small targets. Payload is limited due to power requirements and draws from capacitors. Note that these platforms are sometimes used to suppress the surface of a planet with the threat of bombardment.
Weight: 18 cm particle beams: 20 tons / 18.14 metric tons (3D6x100). 28 cm particle beams: 30 tons / 27.21 metric tons (1D4x1000). 40 cm particle beams: 40 tons /36.29 metric tons (1D6x1000).
M.D.C. of Energy Weapon Platform: 18 cm particle beam: 800. 28 cm particle beams: 1000. 40 cm particle beams: 1800.
Combat Bonuses: +3 to strike (Use standard penalties to hit star fighters, missiles, robots, and other small targets).
Maximum Effective Range: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
Mega Damage: 18 cm particle beams: 3D6x100 each. 28 cm particle beams: 1D4x1000 each. 40 cm particle beams: 1D6x1000 each.
Rate of Fire: Three (3) blasts per melee round.
Payload: Effectively Unlimited but have limited shots able to be fired at one time. 18 cm particle beam: Has 16 shot capacitor - recharges at the rate of one shot per minute. 28 cm particle beams: Has 12 shot capacitor - recharges at the rate of one shot per minute. 40 cm particle beams: Has 8 shot capacitor - recharges at the rate of one shot per minute.
Cost: 18 cm particle beams: 120 million credits (3D6x100). 28 cm particle beams: 180 million credits (1D4x1000). 40 cm particle beams: 220 million credits (1D6x1000).
These platforms are basically simply missile launchers with limited fire control systems. They are more expensive than simple mines but have a much longer range then the simple mines do and so can be used to cover much larger areas. These are also considered to have an advantage over energy weapon platforms due to having longer range and are far cheaper although do have limited payload.
Capital / Cruise missile platforms are generally considered the main ship killers. While long range missile platforms can also be useful against large ships, they are more commonly operated as defensive weapons or in the anti-star fighter role. Medium range, short range, and mini-missile platforms are considered far more defensive in their roles. Long range and medium range missile platforms are commonly used for planetary interdiction as well. Of course different types of mines may be mixed in the same minefield with shorter ranged missile type platforms acting in the defense of capital missile platforms.
In most cases far fewer of these mines may be laid down than simple mines although they tend to be more effective at covering a larger area of space. This is especially the case with capital missile platforms, long range missile platforms, and medium range missile platforms.
Both the number of missiles carried pe platform and what their rate of fire should be considered what is most common type. Some may be of higher or lower capacity although higher capacity platforms are more common than lower.
There are special versions of these platforms with built in stealth systems. The hull of the platforms are made with materials designed to have a low radar cross signature. In addition, these platforms are designed to minimize detectable heat, energy output, and gravity effects. Such platforms are 50% greater in cost than non stealth versions.
Normally these missile platforms are carried on warships and cargo ships in their cargo holds. In some cases they may also be carried in fighter bays instead of fighters. There are also special minelayers which can more rapidly deploy mines. One of these is the Trans-Galactic Empire Sledgehammer. These mines can also be carried externally on some vessels in small numbers, especially warships.
The “Pepper Box” box launchers have been compared to the capital type missile platforms. While there are many similarities, they do have a number of important differences. Unlike the missile platforms, the “Pepper Box” launchers have propulsion in order to be able to keep up with the starship. They also have more telemetry links but less in the way of actual fire control. Instead the “Pepper Box” mostly relies on the fire control of the warship using them.
Mini-Missile Launching Platforms / Mines:
In space, mini-missiles have an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Platform / mine can launch on multiple targets each at the same time. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missile types.
Weight: 4 tons / 3.63 metric tons.
M.D.C. of Missile Platform: 200.
Combat Bonuses: +3 to strike for standard guided missiles and +5 to strike and +4 to dodge for smart missiles.
Maximum Effective Range: Mini Missile range is 100 miles (161 km) in space.
Mega Damage: As per mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Fires mini-missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) mini-missiles. Missile launcher can fire up to four (4) times per melee round.
Payload: Sixty-Four (64) Mini-Missiles.
Cost: 5 million credits.
Short Range Missiles Launching Platforms / Mines:
In space, short range missiles have an acceleration of 4% of light per turn (faster than any starship except if it is exceeding it maximum safe acceleration). Platform / mine can launch on multiple targets each at the same time. Short range missiles in the Phase World / Three Galaxies setting are normally smart missile types.
Weight: 8 tons / 7.26 metric tons.
M.D.C. of Missile Platform: 250.
Combat Bonuses: +3 to strike for standard guided missiles and +5 to strike and +4 to dodge for smart missiles.
Maximum Effective Range: Short Range Missile range is 500 miles (804.7 km) in space.
Mega Damage: As per short range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Fires short range missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) short range missiles. Missile launcher can fire up to four (4) times per melee.
Payload: Forty-Eight (48) short range missiles.
Cost: 10 million credits.
Medium Range Missile Launching Platforms / Mines:
In space, medium range missiles have an acceleration of 6% of light per turn (faster than any starship except a fighter exceeding it maximum safe acceleration). Platform / mine can launch on multiple targets each at the same time. Medium range missiles in the Phase World / Three Galaxies setting are normally smart missile types.
Weight: 12 tons / 10.89 metric tons.
M.D.C. of Missile Platform: 300.
Combat Bonuses: +3 to strike for standard guided missiles and +5 to strike and +4 to dodge for smart missiles.
Maximum Effective Range: Medium Range Missile range is 500 miles (804.7 km) in space.
Mega Damage: As per medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Fires medium range missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) medium range missiles. Missile launcher can fire up to four (4) times per melee.
Payload: Thirty-Two (32) medium range missiles.
Cost: 12 million credits,
Long Range Missile Launching Platforms / Mines:
In space, long range missiles have an acceleration of 8% of light per turn (far faster than any starship). Platform / mine can launch on multiple targets each at the same time. Long range missiles in the Phase World / Three Galaxies setting are normally smart or brilliant missile types.
Weight: 18 tons / 16.33 metric tons.
M.D.C. of Missile Platform: 400.
Combat Bonuses: +3 to strike for standard guided missiles and +5 to strike and +4 to dodge for smart missiles.
Maximum Effective Range: Long Range Missile range is 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
Mega Damage:As per long range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Fires long range missiles one at a time or in volleys of two (2), four (4), or nine (9 - all) long range missiles. Missile launcher can fire up to four (4) times per melee.
Payload: Nine (9) long range missiles.
Cost: 15 million credits.
Cruise Missile Launching Mines:
In space, cruise missiles has an acceleration of 10% of light per turn (far faster than any starship). These missiles do have minuses to hit small targets. Platform / mine can launch on multiple targets each at the same time. Cruise missiles in the Phase World / Three Galaxies setting are normally smart or brilliant missile types. They do however have penalties to hit small targets such as fighters, missiles, robots, and power armors.
Weight: 22 tons / 19.95 metric tons.
M.D.C. of Missile Platform: 500.
Combat Bonuses: +3 to strike for standard guided missiles and +5 to strike and +4 to dodge for smart missiles.
Maximum Effective Range: Cruise Missile range is 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
Mega Damage: As per cruise missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Fires cruise missiles one at a time or in volleys of two (2) or four (4 - all) cruise missiles. Missile launcher can fire up to four (4) times per melee.
Payload: Four (4) cruise missiles.
Cost: 20 million credits.
Equal in size to a Medium Mine (Medium Range Missile), Large Mines (Long Range Missiles), and Extra Heavy Mines (Cruise Missile) but are designed to appear to be a much larger target. Medium Mine class are the most commonly carried because they can be carried in large numbers. As well, there is a quad version where a single capital mine separates into four medium class decoy mines.
These are designed to deceive sensors so that they are targeted instead of the actual true mines. They are designed to emulate all of the energy signatures of the mines which are being covered (Can potentially be used to cover starships or fighters as well.) Usually not used to protect simple mines but used to protect more advanced mines including energy platforms and missile platforms.
In normal use, sensor operators must roll against the decoy with a -40% or be unsure if the decoy is a real target or not unless there is something that reveals that the decoy mine is not the true target. There are sometimes small signature anomalies which allows a sensor operator to tell the difference between an actual target and a decoy. As well, sensor operators must roll for every decoy which is deployed, it is not one roll and they know all the decoys are fake.
There is a class of special mines with jamming equipment designed to hide mines (and potentially starships can hide within the same jamming field.) Unlike decoy mines, these are far more commonly operated with simple mines. Jamming type mines are available in various classes from mini-mines to extra heavy mines.
While the jamming system is on, conventional radar, gravity-wave sensors, and conventional missile guidance systems will not be able to function properly in the area affected. The jamming also effects many communication systems. Sensor systems will have ranges reduced to 25% of normal and have a -40% penalty to all read sensory roll including the chance of detecting any targets in the area (this includes the missile carrying the jamming system) of the jamming.
Smart and Brilliant Missiles can be programmed to go after the signature of the Jamming with a weapon systems roll and smart and brilliant missiles have this option automatically available. Rifts Earth Tech level sensors cannot overcome Phase World / Three Galaxies jamming devices.
Mini-Mines: The jamming will affect a 5.7 miles (9.1 km) diameter area in space.
Light Mines: The jamming will affect a 9.5 miles (15.2 km) diameter area in space.
Medium Mines: The jamming will affect a 100 miles (160 km) diameter area in space.
Heavy Mines: The jamming will affect a 500 miles (800 km) diameter area in space.
Extra-Heavy Mines: The jamming will affect a 1,000 miles (1,600 km) diameter area in space.
There are various ways which mines can be deployed. Mines may be deployed to protect a target or to interdict a target. As well, some groups prefer mostly missile mines while others like to mix in energy weapon mines. In general, missile type mines are more popular due to longer range even though they have a limited payload. As well, many like to deploy either decoys or jamming platforms in order to protect and conceal minefields.
Simple mines are generally not as well protected as enemy platform or missile platform type mines. In some cases, lighter mines designed to target fighters might be used to protect the heavier anti-starship mines. As well, minefields of simple mines may be protected by jamming mines.
Missile Platform and Energy Platform mines are often far better protected. This might depend on how the minefields are deployed. A rapid deployment may be thin on defensive measures and concentrate on capital / cruise missile platforms which are considered the true ship killers. A rapidly deployed minefield might be cruise missile platforms with interspersed decoys or jamming platforms. A thicker minefield might be one capital / cruise missile platform matched with defensive platforms. A mix might be four lighter defensive platforms for each heavier platform.
Minesweeping in the Three Galaxies is normally done by specialized vessels although warships can do it in a pinch although less effectively. There are two general styles. Some are relatively small destroyer class vessels while others are larger cruiser or even battleship class vessels. In some cases, fighters are also used for minesweeping although one might imagine that such missions are unpopular due to the comparative fragility of such craft.
Minesweepers are normally equipped with very high powered short range (usually around 4 million miles) radar and neutrino sensors. Mine sweeper are usually armed with very powerful point defense systems, medium range missile launchers, and long range missile launchers. Missile launchers are uses so ship can destroy mines at the longest distances possible with the best accuracy. It is normally impossible for mine sweepers to be able to eliminate cruise missile launchers before getting into range so powerful point defense is mounted on minesweepers.
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