Electronic Warfare Specifics
From: "Phillip Pournelle" <emisle@e...>
Date: Mon, 6 Sep 1999 21:41:32 -0400
Subject: Electronic Warfare Specifics
Hello,
A while back I sent out thoughts on how to redo the sensor rules for
Full Thrust. Here I repost them before I send out my summary idea. Use
these rules in games with few ships or when interested in the effects of
detecting a target (I.E. Submarine style ships).
The means to detect a ship comes in four flavors: Passive Detection
of his engines, Passive Detection of his Active Sensors, your own Active
Sensors and Visually.
Visual Sensors are on all ships and craft. Larger vessels, etc have
larger telescopes and therefore a better visual range. Fighters can
Visually identify and track targets within 6 MUs, Ships less than 100
Mass can visually ID and track targets within 12 MUs while all bases and
ships greater than 100 Mass can visually ID and track targets within 24
MUs.
Passive sensors can attempt to locate and ID a ship based on its
engine signature. The effects of an engine signature are based on how
hard it is thrusting and in what relative target angle. The affects of
an engine burn are full if the ship is accelerating away from the
observer (stern aspect), half if ship is 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,
possibly an ID, and even an estimated position.
Active sensors can possibly ID a ship at long range.
Fire Control sensors can be used towards one contact previously
located or down a single Line of Bearing. Therefore, you would queue a
FC sensor with some other sensor and then use the modifier as your FC
sensor attempts to "Lock-On" to the target. For ships using Jammers, on
the following turn the FC sensor re-rolls to maintain lock on. Ships
being targeted by a FC sensor will know by the peculiar ACTIVE signal of
a FC sensor.
To attempt a detection the Observer rolls 1D6 modified as follows:
-2 If Observer using Civilian style Navigation Sensors.
+0 If Observer using normal military sensor.
+1 If Observer is using an Enhanced Fighter Sensor.
+2 If Observer is using Enhanced Military Sensor.
+4 If Observer using Superior Military Sensor.
+6 If Observer using Normal Fire Control Sensor (One contact only).
+8 If Observer using Enhanced Fire Control Sensor (One Contact
only).
-1 per 12 Measuring Units (MUs) between target and observer rounding
down.
-1 per 5% of mass devoted to stealth by the target.
-2 per ECM unit effectively jamming the observer. Note: The
Observer automatically gets a line of Bearing to the Jamming unit.
-1 if mass of target between 0 and 10.
+0 if mass of target between 11 and 25.
+1 if mass of target between 26 and 50.
+2 if mass of target between 51 and 100.
+1 additional per 50 mass after 100. (150 -> +3, etc)
Roll Passive Sensor Effect Active Sensor Effect
3 Loose Line of Bearing Bogey
4 Line of Bearing Track
6 System ID/Mass Mass
8 Bogey ID
Loose Line of Bearing: Line of Bearing based in engine
exhaust/sensor signature accurate within 1 firing arc.
Line of Bearing: Accurate Line of Bearing towards target.
System ID: If using passive system against an active system, then
Observer gains a general description of the system in question (i.e.
"Enhanced Active Sensor used by NAC ships").
Mass: Apparent mass of the target in question, rounded up to the
nearest 20 mass units. This includes mass spoofed by Weasel Systems.
Bogey: A general position of a target ("Captain there is
something out there...") Not sufficient to fire upon. Accurate within
1D6 * 2 MUs of actual position. If Observer has LOB then the bearing
accuracy is based on true position and only range is off.
ID: Actual Mass of the target, Fire control Quality Track and
general statement of the target's design (military, cruiser, etc) If
the Observer know this enemy, then the class' general name ("Los Angeles
Class Attack Sub...")
Track: A Fire Control Quality Track. You can fire on the target
with this one or better.