The Ships: RKF-6C | HF-27 | STM-3 | FAS-2B | MMS-4A | MHA-1 | PF-12 | MDS-3A
The Weapons: Overview | Autocannons | Railguns | Plasma Guns | Missiles | Rockets | Mines | Plasma Torpedo | Grunts | PIDs | Radar Countermeasures
The Story: Original | Planetary Raiders?


Mines. Everybody hates 'em. Looking just like the millions of other bits of debris drifting through the Belt, they are essentially undetectable on radar. No aiming is required. Mines will come to a halt shortly after launch and remain in position until detonated. Mine automatically destruct themselves after a set time, which is a good thing. Otherwise all of space would be cluttered with the things.

Normal Mine (MN)
High explosive. Proximity fuse sets it off if you get too close.

Laser Mine (LS-MN)
A defensive weapon. Fires a laser at incoming missiles or projectiles, hopefully detonating them before they hit the ship which dropped the mine.

Gravity Mine (GR-MN)
Starman's technology allows these little packages of joy. Once dropped, they come to a halt and create a powerful gravitational field which draws in any nearby object using a Baryon Stimulation drive engine, which unfortunately includes such things as fighter ships. Unfortunate because in the Belt, as a rule, any ship sitting still gets dead in a hurry. After a set time, they lose power and become inert. Some pilots speak of using these mines for a "Slingshot launch", but no reliable reports are available regarding how this is done.

EMP Mine (EP-MN)
Detonation causes pulse which momentarily blanks all radar systems nearby.

Decoy Mine (DC-MN)
Same as the decoy rocket, defeats missile seekers by simulating the missile's target.

Disco Ball Mine (DISCO)
Somewhat like the laser mine, but with a more offensive bent. Fires multiple autocannon at any enemy ship nearby. If you're close, chances are you'll leave with a few holes. No one is sure where the name comes from...


(Compiled from the Raider Wars helpfile.)

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