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Land Mine

Land Mine

A concealed pressure mine with a fragmentation charge against light vehicles.

BuildingDefensesTier 1Light

Stats

Tier
Tier 1
Cost
60 metal
Build time
4 s
Hit points
45
Armor
Light
Vision
0 tiles
Footprint
1×1 tiles
Blast damage
200
Range
0.7 tiles

Weapons

Fragmentation charge

Ground
Damage
200
Range
0.7 tiles
Splash
48 px
vs Light
×1.20
vs Medium
×1
vs Heavy
×0.25
vs Structure
×0.10

Counters

×1LightMediumHeavyStructureShipSubmarineAircraft
Effective againstCountered by
Light
Effective against: ×1.20; Countered by: ×1.50
Medium
Effective against: ×1; Countered by: ×1.50
Heavy
Effective against: ×0.25; Countered by: ×1.20
Structure
Effective against: ×0.10; Countered by: ×1.50
Ship
Effective against: —; Countered by: ×1.50
Submarine
Effective against: —; Countered by: ×1.20
Aircraft
Effective against: —; Countered by: ×1.40

A concealed pressure charge laid by an Engineer or an Engineer Boat. It costs 60 metal, takes four seconds to build, then arms after another three seconds. It needs no power and occupies no production slot. Vehicles can cross its tile, including while it is under construction.

The first enemy ground vehicle to enter its trigger range sets off one blast and consumes the mine. Its charge deals up to 200 damage before armour modifiers, with a 1.5-tile blast radius and damage falling toward the edge. The multiplier is ×1.2 against light armour, ×1 against medium armour, and ×0.25 against heavy armour. A Wolf has medium armour: the mine wounds a packed wave rather than erasing it. Allies do not trigger it or take its blast damage. Aircraft and ships do not trigger it.

It has 45 hit points and can be shot apart without triggering its charge. Ordinary units reveal it only at very close range; Scouts reveal concealed objects within four tiles, Engineers within three, and a Radar Tower within eight. Mines must be spaced apart. They can be placed beyond the headquarters building radius on suitable ground.

How to use

Lay a few charges along the approach to your gun line. Their blast softens closely packed light vehicles while your turrets and army finish the fight. Spread them across an entrance: one explosion spends one charge, and a follow-up wave needs a fresh field.

Scout ahead of your tanks when approaching defended ground. A revealed mine can be cleared from a safe distance. Heavy armour reduces the damage, while aircraft can bypass the field entirely. Veteran AI commanders lay two opening charges after establishing their first two extractors, then can maintain up to four; the field supplements their army and permanent turrets.

Last edited