(IM1.0) CLUSTER MINES
Cluster mines have a transporter capable of
deploying six shaped charge bombs. While similar in many ways to explosive and
captor mines, cluster mines are governed by the rules below and not by the
(M4.4) rules for captor mines.
(IM1.1) GENERAL
(IM1.11) TYPE: A cluster mine
is a large mine. There is no small version of a cluster mine.
(IM1.12) DEPLOYMENT: Cluster
mines are deployed normally. They are purchased under the same procedures and
limits as captor mines. There are no dummy cluster mines or dummy bombs in a
cluster mine.
(IM1.121) Cluster mines can be
triggered by target proximity or movement (i.e., automatic). They cannot be
triggered by command control, deadman or chain detonators, or by sensor mines.
(IM1.122) Cluster mines can be set to
be triggered by targets at range 0 or 1. Note that a cluster mine is not as
effective if set to be triggered by targets at range 1.
(IM1.123) Cluster mines cannot be laid
during a scenario except by minesweepers and minelayers.
(IM1.13) LOADING: A Cluster
mine holds six shaped charge bombs.
(IM1.131) Cluster mines cannot be
reloaded or unloaded.
(IM1.132) The explosion of the shaped
charges automatically destroys the cluster mine that transported them; this is
an exception to (M8.53). The explosion of other mines will not damage cluster
mines.
(IM1.2) OPERATIONS
(IM1.21) GENERAL: When
triggered, the cluster mine uses its built-in transporter to place all of its
bombs in the hexes surrounding the cluster mine (one per surrounding hex). This
transporter is powered by the mine (no allocation is required). This is done
during the Operate Transporters Step of the Sequence of Play. The transporter
is limited to transporting the bombs to the hexes surrounding the cluster mine.
(IM1.211) Each bomb immediately does
five points of damage to any unit in the same hex as that bomb. This damage is
applied to the shield facing away from the cluster mine (due to the shaped
charges and placement of the bombs).
(IM1.212) Units in the same hex as a
cluster mine receive nine points of damage to each shield. This is due to the
shaped charges of the bombs.
(IM1.22) RATE: A cluster mine
must transport all of its bombs at once.
(IM1.23) Bombs: Bombs placed by a cluster mine explode
immediately.
(IM1.24) Nothing can affect the
placement of the bombs.
(IM1.3) OTHER INFORMATION
(IM1.31) COST: Cluster mines
cost 10 points.
(IM1.32) CARGO: The Cluster
mine occupies 10 cargo space points, including the bombs. It is considered
explosive ordnance (G25.3).
(IM1.33) SWEEPING: Cluster
mines are destroyed by 6 damage points. Partial damage does not destroy the
bombs loaded on the cluster mines. Cluster mines remain fully functional until
completely destroyed or triggered by partial damage (M8.422).
(IM1.34) ESG INTERACTION:
Cluster mines are treated as captor mines for purposes of ESG interaction
(G23.612). The cluster mine is destroyed by the sixth point of damage scored on
it. The bombs loaded on the Cluster mines do not explode.
(IM1.35) DISASSEMBLY: The
bombs on a cluster mine cannot be removed from the cluster mine (even between
scenarios in a repair bay) or transported aboard a base or ship.