Naval Mines Option 1:
Cost: 3
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Naval mines are single use
defensive units that require “activation”.
They may only be involved defensively in
sea combat against naval units. There is
no limit to the number of naval mines that may be placed in a sea zone. For game play purposes, active naval mines
protect the entire sea zone when enemy naval units are present. (Optional: naval mines only protect against
amphibious attacks) Naval mines will
remain active until detonated.
Naval mines have “first strike” capability. When enemy naval units move into sea zones
with active naval mines present, they would we subject to their abilities. The naval mine’s controller would roll for
each mine one at a time. Each roll
expends one naval mine regardless if it scores a hit or not. Each active naval mine rolls to hit until all
enemy units are destroyed, or all mines have been expended. The naval mine’s controller may move freely
through the territory without being subject to them, as would the controller’s
allies.
As naval mines must be built in
factory locations, they may be moved over land territories in route to their
destination. (See movement) Inactive naval mines cannot defend or be
taken as losses if that territory is attacked.
If a territory is occupied with inactive naval mines they are considered
lost and removed from play.
Naval Mines Option 2:
Cost: 10
Movement:
1 during non-combat movement (no movement
once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Naval mines are defensive units
that require “activation”. They may only be involved defensively in sea
combat against naval units. Players may
only have one naval mine per territory. For
game play purposes, active naval mines protect the entire sea zone when
defending. (Optional: Naval mines only
protect against amphibious attacks)
Naval mines have “first strike” capability, however only during
the first cycle of combat. When enemy
naval units move into sea zones with active naval mines present, they would we
subject to their abilities. The player that
controls the active naval mines would receive “3” defensive rolls regardless
the number of enemy naval units present. The mine’s controller may move freely through
the territory without being subject to them, as would the controller’s allies.
Naval mines do not maintain a
zone of control, however any enemy naval units moving through would have their
movement reduced by “1”. Inactive naval
mines cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with inactive
naval mines they are considered lost and removed from play.