Historical Board Gaming Custom Markers
Sold in Sets of 5
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.