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[FT] Sensors

From: Laserlight <laserlight@c...>
Date: Sun, 30 May 1999 16:19:32 -0400
Subject: [FT] Sensors

How about:

Basic Sensors: 4d at 12" Passive (18" active)
Enhanced: 5d
Superior: 6d

Roll to hit as for Beam weapons.  Lose a Passive die at 12" increments;
lose
an Active die at 18" increments.

# Hits:
0: No trace
1: Bogey
2: Mass & Firing Solution
3: Ship ID
4+: Damage reports

Stealth costs 5% of ship's mass per level (and something like Mass x 5
in
points) and acts as screens.  No mass-based breakpoints for penalties or
bonuses, but small ships will de facto find it cheaper to buy Stealth
than
large ships, due to being a percentage based charge.

Example: Alarishi ship on patrol is using Superior passive sensors and
comes
within 60" of a stealth-1 New Israeli ship (on a training exercise)
which
has weapons hot.  At 60" the AE ship rolls 1d; result is 4, which would
have
detected a normal ship but fails against the Stealth effect.
Next turn the ships are 47" apart.  The AE vessel rolls a 5 and a 2,
registering one "hit".	The Alarishi skipper decides not to go with an
active scan because they're still out of weapons range, but they know
there's a bogey out there.
Third turn, the Alarishi switch to active mode.  The NI ship is at 30".
Superior 5d - 1d for range = 4d.  Rolls of 5, 3, 5, 4 mean two "hits",
enough for a firing solution.  The AE vessel locks on fire control,
which
the NI ship automatically detects.

Ideally you'd start off with numbered marker corresponding to numbered
cards.	On each card's back would be a stealth level.  If you get a hit,
you
can look at the face of the card and see whether the marker is a "real"
bogey or just a rock.

--Chris  DeBoe laserlight@cwix.com
Opportunity knocks:
Quixtar(sm) Pre-Launch Site: www.countdown9199.com

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