House Rule: Mines in FC - Explosion Trigger?

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mjwest
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Post by mjwest »

On the chance thing, I think there are a couple of things to keep in mind:
1) You need to allow a minesweeper to get next to a mine with a 1 in 6 chance of triggering the mine.
2) You need to keep the chances high enough to discourage others.

In SFB, a 'minesweeper' gets his chances to not trigger the mine adjusted by 2. So, you could make the normal chance 1-3, which makes the minesweeper be 1. Or, you could make the normal chance 1-4 and just improve the minesweeper adjustment to 3 instead. I don't know which is better, but I do think the adjusted number for a minesweeper needs to be '1' (out of 6).

Sweeping becomes a slow process in FC because you have to tractor, then shoot it. So, you have to move adjacent to it and tractor it on one impulse, then you can try to shoot it the next impulse. That slows things down pretty nicely, and should work out well enough on its own.

Just some thoughts for you to chew on ... :D
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Blammo
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Post by Blammo »

In SFB, a 'minesweeper' gets his chances to not trigger the mine adjusted by 2. So, you could make the normal chance 1-3, which makes the minesweeper be 1. Or, you could make the normal chance 1-4 and just improve the minesweeper adjustment to 3 instead. I don't know which is better, but I do think the adjusted number for a minesweeper needs to be '1' (out of 6).
Yeah, I agree that if you are using flat die rolls a 1-3 is better with an adjust of 2 for minesweepers. This maintains the minimum chance of 1 in 6 to set off the mine.
Sweeping becomes a slow process in FC because you have to tractor, then shoot it. So, you have to move adjacent to it and tractor it on one impulse, then you can try to shoot it the next impulse. That slows things down pretty nicely, and should work out well enough on its own.
Unless, for the sake of simplification, you just eliminate the tractoring part :)
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