(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.