Sanguinarious
Explorer
"Do not be alarmed this is only a test” was a scenario printed in 1992 for the Battlelords of the 23rd century game. I got it at a convention from a used/old game dealer.
It had a rule I've not seen in any other rpg product and I've kept in my GM kit since I read it years back. It dealt with minefields.
Now I'm sure SOME games have had minefield rules but these were the only ones I've seen, and they work pretty well.
Precepts: These rules assume basic dumb mines, no hitech sensors or computer controls. They assume mines come in 2 types: Antipersonnel and antivehicular. Mines only detonate for their specific target type so anti tank mines won't waste themselves blowing up a mudfoot, a personnel mine won't try to take out a tank.
First determine the density of the minefield, this will be a number from 1-10, but note that densities higher than 3 would be rare and unrealistic. A typical minefield might have an AP mine density of 2 and an AV density of 1.
Determine if the minefield will be AP, AV or both. Determine a density for both types of mines, Generally AP mines will be higher density than AV.
Now determine the depth of the minefield. If you have to cross 200 meters of ground to get past it, it's 200 meters deep. Then divide the depth by 10.
Get a d10.
When someone tries to cross the field, assume a person has a width of 1 meter, a vehicle large than a bike will have a width of two meters.
For a person, roll a d10 every 1/10 of the depth of the field they are crossing, in this case it will be every 20 meters.
Roll a d10. If the result is equal to or lower than the density of AP mines in the field, he encounters one. He can if possible roll to detect it and possibly avoid or even mark it, otherwise the mine makes a roll to detonate determined by the GM.
For a vehicle repeat the process with the AV mine density value. But as is 2 meters wide, roll 2d10.
For a typical minefield, if you walked down a meter wide strip of it, you should on average encounter 2 AP and one AV mine.
The GM can modify these to suit his needs.
There are quick and dirty rules for minefields. They may not be perfect but they generally work. I've remembered them since I read them and keep them handy, I've used them a few times.
What little known rules have you seen, liked and promptly purloined?
It had a rule I've not seen in any other rpg product and I've kept in my GM kit since I read it years back. It dealt with minefields.
Now I'm sure SOME games have had minefield rules but these were the only ones I've seen, and they work pretty well.
Precepts: These rules assume basic dumb mines, no hitech sensors or computer controls. They assume mines come in 2 types: Antipersonnel and antivehicular. Mines only detonate for their specific target type so anti tank mines won't waste themselves blowing up a mudfoot, a personnel mine won't try to take out a tank.
First determine the density of the minefield, this will be a number from 1-10, but note that densities higher than 3 would be rare and unrealistic. A typical minefield might have an AP mine density of 2 and an AV density of 1.
Determine if the minefield will be AP, AV or both. Determine a density for both types of mines, Generally AP mines will be higher density than AV.
Now determine the depth of the minefield. If you have to cross 200 meters of ground to get past it, it's 200 meters deep. Then divide the depth by 10.
Get a d10.
When someone tries to cross the field, assume a person has a width of 1 meter, a vehicle large than a bike will have a width of two meters.
For a person, roll a d10 every 1/10 of the depth of the field they are crossing, in this case it will be every 20 meters.
Roll a d10. If the result is equal to or lower than the density of AP mines in the field, he encounters one. He can if possible roll to detect it and possibly avoid or even mark it, otherwise the mine makes a roll to detonate determined by the GM.
For a vehicle repeat the process with the AV mine density value. But as is 2 meters wide, roll 2d10.
For a typical minefield, if you walked down a meter wide strip of it, you should on average encounter 2 AP and one AV mine.
The GM can modify these to suit his needs.
There are quick and dirty rules for minefields. They may not be perfect but they generally work. I've remembered them since I read them and keep them handy, I've used them a few times.
What little known rules have you seen, liked and promptly purloined?