All mines have Area of Effect: 3.3m radius, and can be created using a Lab Station with sufficient Demolitions rank and Chemicals:
Mine | Flash | Frag | Sonic | Plasma | Gas | |||||
---|---|---|---|---|---|---|---|---|---|---|
Rank | Cost | Rank | Cost | Rank | Cost | Rank | Cost | Rank | Cost | |
Minor | 2 | 50 | 3 | 50 | 4 | 50 | 5 | 50 | 6 | 50 |
Average | 8 | 125 | 9 | 125 | 10 | 100 | 11 | 125 | 12 | 125 |
Strong | 14 | 175 | 15 | 175 | 16 | 150 | 17 | 175 | 18 | 175 |
Deadly | 20 | 200 | 21 | 200 | 22 | 200 | 23 | 200 | 24 | 200 |
Devastating | 26 | 300 | 27 | 300 | 28 | 300 | 29 | 300 | 30 | 300 |
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, and greater skill allows 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 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
Minor Flash Mine
- Skill Required to Create: Demolitions (2)
- Damage: None
- Secondary: Stun for 9sec
- Save (Will): DC15 to negate stun
Carefully set flash mines can stun any enemies unfortunate enough to step on them. This is the basic model.
Average Flash Mine
- Skill Required to Create: Demolitions (8)
- Damage: None
- Secondary: Stun for 9sec
- Save (Will): DC25 to negate stun
This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount.
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Nar Shaddaa | Jekk'Jekk Tarr Tunnels | Combat Pit | 250 | 2 |
Strong Flash Mine
- Skill Required to Create: Demolitions (14)
- Damage: None
- Secondary: Stun for 9sec
- Save (Will): DC25 to negate stun
This variant of the stun mine is an improvement on the basic model. Larger power cells increase its effectiveness a considerable amount.
Blinding Flash Mine
- Skill Required to Create: Demolitions (20)
- Damage: None
- Secondary: Stun for 9sec
- Save (Will): DC35 to negate stun
This variant of the stun mine uses a large-capacity capacitor to get a stronger discharge.
Devastating Flash Mine
- Skill Required to Create: Demolitions (26)
- Damage: None
- Secondary: Stun for 9sec
- Save (Will): DC35 to negate stun
This variant of the stun mine uses a large-capacity capacitor to get a stronger discharge.
Frag mines
Minor Frag Mine
- Skill Required to Create: Demolitions (3)
- Damage: Piercing, 18pts
- Save (Reflex): DC15 for half damage
Frag mines send blasts of shrapnel through any nearby enemies. This is the basic model.
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Telos | Czerka Site | Restoration Zone | 100 | 4 |
Average Frag Mine
- Skill Required to Create: Demolitions (9)
- Damage: Piercing, 42pts
- Save (Reflex): DC25 for half damage
Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Nar Shaddaa | Jekk'Jekk Tarr Tunnels | Combat Pit | 250 | 2 |
Dxun | Mandalorian Ruins | Kex | 250 | Infinite |
Korriban | Secret Tomb | Chasm Room | 250 | 6 |
Strong Frag Mine
- Skill Required to Create: Demolitions (15)
- Damage: Piercing, 42pts
- Save (Reflex): DC25 for half damage
Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.
Deadly Frag Mine
- Skill Required to Create: Demolitions (21)
- Damage: Piercing, 66pts
- Save (Reflex): DC35 for half damage
Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.
Devastating Frag Mine
- Skill Required to Create: Demolitions (27)
- Damage: Piercing, 66pts
- Save (Reflex): DC35 for half damage
Like all frag mines, this item sends a blast of shrapnel through any nearby enemies.
Sonic mines
Minor Sonic Mine
- Skill Required to Create: Demolitions (4)
- Damage: 18
- Secondary: DEX -2 for 30 sec
- Save: DC15 for half damage and to negate DEX loss
Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.
Average Sonic Mine
- Skill Required to Create: Demolitions (10)
- Damage: 30
- Secondary: DEX -2 for 30 sec
- Save: DC20 for half damage and to negate DEX loss
Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.
Strong Sonic Mine
- Skill Required to Create: Demolitions (16)
- Damage: 54
- Secondary: DEX -4 for 30 sec
- Save: DC25 for half damage and to negate DEX loss
Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.
Deadly Sonic Mine
- Skill Required to Create: Demolitions (22)
- Damage: 54
- Secondary: DEX -4 for 30 sec
- Save: DC30 for half damage and to negate DEX loss
Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.
Devastating Sonic Mine
- Skill Required to Create: Demolitions (28)
- Damage: 66
- Secondary: DEX -6 for 30 sec
- Save: DC35 for half damage and to negate DEX loss
Sonic mines both inflict damage and can mildly stun their target, leaving them off-balance for many seconds.
Plasma mines
Minor Plasma Mine
- Skill Required to Create: Demolitions (5)
- Damage: Heat, 24pts
- Save: DC15 for half damage
When stepped on, plasma mines emit a short burst of intense heat, searing all enemies nearby. This is the basic model.
Average Plasma Mine
- Skill Required to Create: Demolitions (11)
- Damage: Heat, 60pts
- Save: DC25 for half damage
An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Dxun | Mandalorian Ruins | Kex | 250 | 2 |
Strong Plasma Mine
- Skill Required to Create: Demolitions (17)
- Damage: Heat, 60pts
- Save: DC25 for half damage
An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.
Deadly Plasma Mine
- Skill Required to Create: Demolitions (23)
- Damage: Heat, 96pts
- Save: DC35 for half damage
An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.
Devastating Plasma Mine
- Skill Required to Create: Demolitions (29)
- Damage: Heat, 96pts
- Save: DC35 for half damage
An extremely volatile mixture of incendiary chemicals makes all plasma mines a danger to all to trigger them.
Gas mines
Minor Gas Mine
File:KotORII Item Gas Mine.png |
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When stepped on, gas mines saturate the immediate area with poisonous gas. This is the basic model.
Average Gas Mine
File:KotORII Item Gas Mine.png |
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When tripped, gas mines release toxic and inherently corrosive chemicals into the air.
World | Area | Source | Cost | Amount |
---|---|---|---|---|
Nar Shaddaa | Jekk'Jekk Tarr Tunnels | Combat Pit | 250 | 2 |
Strong Gas Mine
File:KotORII Item Gas Mine.png |
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When tripped, gas mines release toxic and inherently corrosive chemicals into the air.
Deadly Gas Mine
File:KotORII Item Gas Mine.png |
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When tripped, gas mines release toxic and inherently corrosive chemicals into the air.
Devastating Gas Mine
File:KotORII Item Gas Mine.png |
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When tripped, gas mines release toxic and inherently corrosive chemicals into the air.