08-21-2017, 06:34 PM | #11 |
Join Date: Dec 2007
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Re: Defining Land Mines using DF Traps Stats?
It is important to remember that land mines are not re-usable. If they are planted on path or corridor that is going to see traffic then they must have been placed recently. Otherwise they would have already gone off. The mines that go off after the mines were long forgotten and throughly covered by natural detritus are generally strays in out of the way places. One of the subtle hints that you may be walking into a minefield is the mangled corpse of the last guy who walked in.
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08-26-2017, 04:39 PM | #12 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Defining Land Mines using DF Traps Stats?
I think we covered the detect/disarm aspects of it.
But what about the "Save." Anyone have any thoughts as to whether it should be allowed. I think the best fit option, if a save is even allowed, is a Sense roll to realize you stepped on/tripped the mine, which if successful allows you to make a Dodge roll with the "Dive" option (for +3) which brings you slightly further away from the point of explosion, thus reducing the damage. Should the Sense roll be at a penalty? What about the Dodge? |
08-26-2017, 04:49 PM | #13 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defining Land Mines using DF Traps Stats?
Are we talking movie mines or real mines? TL5,6,7,8, or 9+? Milspec or IED? Antipersonnel, antimaterial, antitank, or multipurpose? Bounding mines? Claymores? EFP?
All of these are going to affect whether it's possible to do anything after you've triggered it. |
08-26-2017, 06:00 PM | #14 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Defining Land Mines using DF Traps Stats?
Quote:
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08-26-2017, 06:02 PM | #15 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defining Land Mines using DF Traps Stats?
Quote:
Although in all cases Danger Sense probably should allow a dodge and dive for cover. |
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