Updated Electronic Warfare Rules
From: "Phillip Pournelle" <emisle@e...>
Date: Thu, 8 Jul 1999 22:44:06 -0700
Subject: Updated Electronic Warfare Rules
Hello,
These are the updated versions of my EW rules based on several other
people's inputs.
Below are some thoughts on how to expand the Electronic Warfare
rules from More Thrust. The means to detect another ship come in four
flavors. Passive detection of his engines, Passive detection of his
active sensors, Active sensors, Visually.
Visual sensors are established on all ships. Any ship, fighter, etc
is automatically IDed, tracked and assessed when it comes within 6
inches of an interested party. Large Facilitates like a Base can double
or triple this ability.
Passive sensors can make an attempt to ID a ship based on its
engine signature. The effects of an engine burn are full if the ship is
accelerating away from the observer ( stern aspect), half if orthogonal
to the observer (beam aspect) and 1/4 if accelerating towards the
observer (Bow Aspect).
Passive Sensors can get at least a bearing on active sensors,
possible an ID, and even an estimated range.
Active sensors can possibly ID a ship at a long range.
Basic, Enhanced and Superior sensor systems are considered to have
both active and passive capabilities. The extra mass not only signifies
more power and better active processing, but also better passive
processing and larger analysis libraries. Therefore, all bonus
additives are used in either active or passive mode.
Navigation Sensor operated by civilian ships modify the 1D6 roll by
-2
Standard Basic Military sensors modify the 1D6 roll by 0.
Fighter Enhanced sensors modify the 1D6 roll by +1. This is a
dedicated platform like an E-2C, etc.
They cost 5 each
Enhanced Military sensors modify the 1D6 roll by +2.
Superior Military sensors modify the 1D6 roll by +4.
Modifiers:
-1 per 12 Measuring Unit (MU) between target and observer.
-1 per 5% of mass devoted to stealth by the observer.
-2 per ECM unit effectively jamming the observer. Note: Observer
automatically gets a line of Bearing towards the jamming unit.
Mass of the target:
0 to 10: -1
11 to 25: 0
26 to 50: +1
51 to 100: +2
+1 per 50 mass after 100.
+1 per thrust factor of target unit. Note: only applies to passive
detection of engines on ship and subject to modifications noted above.
+ 6 to passive detection of active sensor or ECM in use on target.
Roll Passive Sensor Active Sensor
3 Loose LOB Bogey
4 LOB Track
6 System ID/Mass Mass
8 Bogey ID
Loose LOB: Line of Bearing (LOB) based on engine exhaust/Sensor signal
accurate within nearest clock direction (30 degrees).
LOB: Accurate LOB towards contact.
System ID: If using passive systems against Enemy active system, then
a general statement of the system in question ("Enhanced Active Sensor
used by NAC.")
Mass: Apparent mass of the target in question. This includes
mass spoofed using Weasel systems. Round up to the nearest 20 Mass.
Passive systems may only estimate mass based on engine exhaust of
target.
Bogey: A general position of a target ("Captain, there is something
out there...") Not sufficient to fire upon. Accurate within 1D6 * 2
MUs of accuracy in any direction. Bogeys on passive systems will have
range error only, bearing will be accurate.
Track: A Fire Control quality track of a contact.
ID: Actual Mass of the contact, Fire Control Quality track, and
general statement of the target's design (military, cruiser, etc.) If
you know this enemy, then the class type.
Data Links. Tight communications is possible between ships within
72 MUs. Beyond 72 MUs they must use less accurate systems and that
provides the enemy with the knowledge that the link is operating and a
Loose LOB to the sources. Units within the data link have all the data
the other ships have. If necessary, one ship can fire off another's
track, but the range to the target is resolved normally.