Aerial Mines

Mines Code Range (hexes) To-Hit Modifier Hardpoints Required
AP Mine HEM 1 (rear) +2 1
HE Mine HEM 1 (rear) +2 1
Flak Mine FKM 1 (rear) NA 0.5
Flare Mine FLM 1 (rear) NA 0.5
Blimp Mine BLM 1 (rear) NA 1
Smoke Mine SMM 1 (rear) NA 0.5
Sonic Mine SSM 1 (rear) NA 0.5

Instead of mounting rockets, parachute mines can be mounted on hardpoints. This can be a great way to get at pesky tailers. They are identical to rockets in most respects, with the exception that parachute mines can be deployed in your own hex or in any of your three rear hexes.

AP Mine

A AP mine inflicts a AP rocket template on the unfortunate target. A normal to-hit roll is made.

HE Mine

A HE mine inflicts a HE rocket template on the unfortunate target. A normal to-hit roll is made.

Flak Mine

This is just the same as a Flak Rocket, and explodes on the next turn just as a Flak Rocket does.

Flare Mine

This is just the same as a Flare Rocket.

Blimp Mine

These are clusters of small mines with balloons that hang suspended in the air; they remain on the battlefield for the duration of the battle. Blimp Mines do a single Flak template to any plane entering their hex. The only way to clear the hex is to place it under regular flak; this ruptures all the balloons.

Smoke Mine

This is the same as the Smoke Rocket.

Sonic Mine

This the same as the Sonic Rocket, only you avoid stunning yourself. If placed in your own hex, you can be affected normally.

 


Copyright © 1998 and onwards, Carl Cramér. Last update Sun, Oct 29, 2000.