All mines have Area of Effect: 3.3m radius. Hostile mines can normally be detected with a successful Awareness skill check, then simply avoided, or disabled with a successful Demolitions skill check.
Lesser Demolitions skill is required to set your own mines. Although many mines can be bought or found in containers, many more, particularly the most damaging and effective Deadly mines (which can never be bought), are only available with greater Demolitions skill to allow recovery of hostile mines for your own use.
Maximum 15 mines can be set in the same area. Mines are best set when anticipating combat with melee attackers who can be lured back to trigger them. However, due to the limited supply of Average and Deadly mines, and the time spent setting them and then luring enemies, they're best used sparingly unless playing solo or confronted by one or two really tough opponents.
Flash mines inflict no damage but they stun targets within a 3.3m radius for 9 seconds unless a Will save successfully negates it. Stun can also be negated by Immunity: Mind-Affecting or Force Immunity: Stun.
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- Damage: None
- Secondary: Stun for 9 seconds
- Area of Effect: 3.3m radius
- Will Save: DC15 to negate stun
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Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model. |
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- Damage: None
- Secondary: Stun for 9 seconds
- Area of Effect: 3.3m radius
- Will Save: DC20 to negate stun
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This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount. |
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- Damage: None
- Secondary: Stun for 9 seconds
- Area of Effect: 3.3m radius
- Will Save: DC25 to negate stun
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The most powerful stun mine available, this item can quickly disable anyone unfortunate enough to activate it. |
Frag mines inflict piercing damage on targets within a 3.3m radius. A successful Reflex save halves damage. Damage can be further reduced or even negated by using a Mandalorian Melee Shield (20 points total) or Mandalorian Power Shield (30 points total), and the feats Improved Toughness and Wookiee Toughness (2 points each).
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- Damage: Piercing, 18 points
- Area of Effect: 3.3m radius
- Reflex Save: DC15 for half damage
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Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model. |
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- Damage: Piercing, 30 points
- Area of Effect: 3.3m radius
- Reflex Save: DC20 for half damage
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Like all frag mines, this item sends a blast of shrapnel through any nearby enemies. This variant is much more powerful than the basic model. |
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- Damage: Piercing, 54 points
- Area of Effect: 3.3m radius
- Reflex Save: DC25 for half damage
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The most powerful fragmentation mine available, this item can make short work of entire battle groups. |
Gas mines inflict poison damage every 3 seconds for 30 seconds to targets within a 3.3m radius unless a successful Fortitude save results in no effect. Poison can also be negated by Immunity: Poison, or neutralized by using an Antidote Kit or the light side power Heal. Otherwise, damage can be significantly reduced or even negated by the feats Improved Toughness and Wookiee Toughness (2 points each).
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- Damage: Poison, 3 points every 3 seconds
- Duration: 30 seconds
- Area of Effect: 3.3m radius
- Fortitude Save: DC15 for no effect
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When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model. |
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- Damage: Poison, 4 points every 3 seconds
- Duration: 30 seconds
- Area of Effect: 3.3m radius
- Fortitude Save: DC20 for no effect
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This item emits a far more toxic cloud of gas than the basic model mine of this type. |
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- Damage: Poison, 5 points every 3 seconds
- Duration: 30 seconds
- Area of Effect: 3.3m radius
- Fortitude Save: DC30 for no effect
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The most toxic poison mine available, this item can quickly reduce the effectiveness of entire enemy groups. |
Plasma mines inflict energy damage on targets within a 3.3m radius. A successful Reflex save halves damage. Damage can be further reduced or even negated by using any shield other than a Mandalorian Melee Shield (20-120 points total), the Force power Improved Energy Resistance (15 points) and the feats Improved Toughness and Wookiee Toughness (2 points each).
According to Feedback plasma mines inflict energy damage, not heat (fire) as stated by their descriptions: a Thermal Shield Generator's Damage Immunity: 100% vs. Fire has no effect on damage whatsoever (neither does Damage Resistance: Resist #/- vs. Fire, or Energy Resistance), whereas a simple Energy Shield (or Improved Energy Resistance) absorbs it.
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- Damage:
Heat Energy, 24 points
- Area of Effect: 3.3m radius
- Reflex Save: DC15 for half damage
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When stepped on, plasma mines emit a short burst of intense heat, searing all enemies nearby. This is the basic model. |
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- Damage:
Heat Energy, 42 points
- Area of Effect: 3.3m radius
- Reflex Save: DC20 for half damage
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An extremely volatile mixture of incendiary chemicals makes this plasma mine much more powerful than the basic model. |
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- Damage:
Heat Energy, 72 points
- Area of Effect: 3.3m radius
- Reflex Save: DC25 for half damage
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The most damaging plasma mine available, this item throws intense heat over a wide radius. |