Full Thrust : Electronic Warfare
From: "Phillip E. Pournelle" <pepourne@n...>
Date: Mon, 02 Nov 1998 17:39:44 -0800
Subject: Full Thrust : Electronic Warfare
Hello,
In the past I've posted some idea on how to simulate Electronic
Warfare, etc. in Full Thrust.
Here is my current proposal :
Sensors:
Civilian sensors: 1D4
Basic Military sensor: 1D6
Enhanced Military sensor: 1D8
Superior Military sensor: 1D10
To fire on a target, you must establish a lock on. You cannot engage
the enemy ship with a weapon without getting a lock on first. A
successfull lock on tells the scanner the speed of the enemy ship and
direction of travel as well as a fire control solution. The Scanner
must
make a scan roll greater than that of the target in question to gain a
lock
on. If the scanners roll is two times that of the defenders roll then
he
gets an estimate of the Mass of the enemy ship rounded off to either
upper
or lower factor of ten(15 becomes 10 or 20, target owners choice). If
the
Scanners roll is three times that of the defenders roll, the he knows
the
class type of ship being scanned, and must during the next turn will
know
if the enemy ship is changing velocity in what direction (course
change(left or right), speed change(faster or slower)) before writing
his
ships orders. Four Times, he gains critical information (Flag Ship,
etc.)
and knows the course and speed of the enemy ship before he writes his
own
orders.
Counter Measures:
Stealth:
All Ships start of with 1D2 for the first 24 inches and shifts up one
die per 24 inches of distance between them. Ships shift down one die
type
per 50 mass and up one die type for every 10 percent of mass devoted to
stealthing.
ECM:
Active Jamming systems get a die proportional to their quality type:
Civilian Jammer: 1D4 (FuzzBuster)
Basic Military Jammer: 1D6
Enhanced Military Jammer: 1D8
Superior Military Jammer: 1D10
Active jamming creates a background that the scanner must beat in
addition to the targets die. Therefore, ECM systems are a "Secondary
Die"
for target ships. A Scanner would have to beat both dice to get a lock
on.
However, while active the enemy has an idea where the target is and
will
know a raid is on its way in. Standard Missiles from More Thrust may be
fired on jamming ships using Home on Jam mode. Self Jamming systems
work
for the ship they are operating on while barrage jammers protect ships
within six inches of the jamming ship. Active Jamming is cheaper than
stealth but the enemy knows that you are on your way in. Stealth ships
have the advantage of not alerting their foes.
Therefore, a Mass 50 special ops ships with:
Mass 50
Thrust: 6 15 Mass 30%
Aerodynamic hull: 5 Mass 10%
Stealth: 10 Mass 20%
2 C Batteries: 2 Mass 4%
1 FC 1 Mass 2%
14 Mass of troops 16 Mass 32%
Would start at a 1D6 defensive die at close range out to 24 inches
and
shift up one die for each 24 inches from there.
While a Cloaker would have:
Mass 50
Thrust 6: 15 Mass 30%
Stealth: 25 Mass 50%
1 FC 1 Mass 2%
Weapons 9 Mass 18%
Would start at a 1D12 defensive die at close range out to 24 inches.
Weasel Boats.
For each Mass devoted to Weasel Systems a ship can "add" 20
Mass to its
apparent mass. When an opponent is able to ask the mass of the ship add
the actual mass to the "Weasel" mass and round up to the nearest value
of
ten. If a scanner rolls three times of higher than the defensive die of
a
weasel boat then the jig is up and the Weasel boat has to tell the
actual
mass...
All Stealth and/or ECM systems, including Weasel systems cost 4 *
Mass.
Just to keep thing challenging for the stealth ships, all ships
are
spotted if they end their move within 6 inches of and enemy vessel.
"Thar
she blows!"
Gort, Klaatu barada nikto!