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Mines

Distinguished by a general pattern of going off only when something sufficiently heavy and/or metallic rolls over them, anti-tank mines are usually buried in the ground. Their anti-personnel counterparts have no such restriction and often detonate when someone steps on them, regardless of their status as a combatant.

Since many Down Range setups don't have terrain you can bury things in, players can use an area marked out with string, paper, etc. to denote a minefield.

Every turn that a unit with dice in its defense moves through any part of an anti-tank minefield minefield, roll 1d4. On a result of 1, the mine triggers and automatically deals a damage of 2d102d10 to the vehicle. If a unit remains stationary in a minefield, don't roll the dice until and unless in moves again. Only one minefield roll is done per vehicle per turn.

If using the advanced vehicle rules, treat the damage as holistic damage, with mobility, control, and firepower systems targeted in that order.

Treat anti-personnel mines similarly, but with no defense restrictions on which units will trigger them. However, anti-personnel mines only have a damage of 1d8, and can be safely ignored by any vehicle with a defense that includes at least one 1d10 in its defense.

The statistics below are provided as a reference. The difficulty presented is intended for a case in which the mine is being actively turned into a thrown or launched explosive device by combatants on foot.

Name
Anti-tank mine1232d102d10
Name
Anti-personnel mine1231d8

Clearing and avoiding mines

A vehicle can avoid triggering the mine roll if it moves no more than 4" per turn through the minefield. For units on foot, the threshold is 2".

Players may decide to allow specialist engineer units to mark a clear path through a minefield. To do this, a dismounted engineer specialist can use an action to roll 1d8.

The result is the distance it can add to the safe path, starting from the engineer's position; for example, if an engineer unit rolls a 4, players can mark another 4" of safe path on the playing space.

Units following the safe path do not trigger the minefield even if moving at full speed.