FT: my EW rules/ideas
From: GBailey@a...
Date: Mon, 10 Apr 2000 00:57:34 EDT
Subject: FT: my EW rules/ideas
I warned you. I had 5 classes of scanners & jammers but realized
that the difference in a level 1 scanner and a level 5 jammer would
be way to much. 4 classes are plenty anyway. I also gave Basic
scanners a die roll so the the book ships have scanning capability
and gave passive scanners a die roll of 1 with other mods. I also
changed the MT scanning chart to expand it a little and got rid of
the military/merchant classification since it no longer mattered.
I almost added in a 9+ scanning result: Knowledge of the captain's
favorite hobby, whether its gun collecting, CCG playing, or prancing
about as Barney. :) It's a favorite joke of ours when someone maxes
their scan roll. I also added some new gadgets to try out. The
scanner and jammer icons would have to be altered somewhat to
allow for a letter or number to be placed in it for class designation.
I also added a "silent running" option.
Read and critique.
Please, do not launch too many pulse torpedoes my way. :)
Glen
ELECTRONIC WARFARE
SCANNERS.............Mass...Cost...Roll
Class 1 (Basic)........0......0....1D6
Class 2 (Enhanced).....1.....15....1D6+2
Class 3 (Superior).....2.....30....1D6+4
Class 4 (Ultimate).....3.....45....1D6+6
Sensor Netting.........5%...x10....+1D6
(minimum mass = 2)
JAMMERS..............Mass...Cost...Roll
Class 1 (Basic)........2.....20....1D6
Class 2 (Enhanced).....3.....30....1D6+2
Class 3 (Superior).....4.....40....1D6+4
Class 4 (Ultimate).....5.....50....1D6+6
Cloaking...............5%...x10....3D6+6
(minimum mass = 2)
Camouflage.............5%...x10....+1D6
(minimum mass = 2)
An area jammer of the same class has +1 mass and costs 50%
more. An area jammer has a radius of 12". A cloaking
jammer cannot be made into an area wide cloaking jammer. A
ship with an active cloaking jammer may not fire weapons or
actively scan but may fire PDS defensively for itself.
Sensor Netting is additional materials to aid in scanning
while Camouflage is additional materials and design choices
to help hide the ship from detection and does not affect
scanning done by the ship itself. Camouflage may only be
used for the ship itself and cannot help a wide area jammer
hide other ships. Camouflage and Sensor Netting cannot be
damaged. Sensor Netting cannot be used without an active
scanner while Camouflage can be used without a jammer. A
ship always has a Basic scanner unless the bridge has been
damaged.
SCANNING
The scanning ship gets to make as many active scans equal to
the scanner class of its best scanner. A jammer makes one
die roll and subtracts that roll from all rolls from one scanner.
A ship is always considered to be making passive scans. The
"roll" is 1, +1 if the target used its Main Drive, modified
by range, and the target may only use Cloaking Jammer and
Camouflage.
Optional: a ship without any active systems for the
previous or current turn, excepting minimal life support,
can gain an additional 1D6 for jamming purposes. The ship
may not actively scan, fire weapons, launch missiles or any
craft such as fighters, or use screens, jammers, or any
drives during the previous and current turns.
Modify the scanner roll based on distance:
0"-6" = +2
6"-36" = 0
36"-48" = -1
48"-60" = -2
60"-72" = -3
72"-84" = -4
etc.
A ship making an active scan while under the effects of a
jammer must also suffer the effects of its own jamming.
Check the final result against the Scanning Chart.
Scanning Chart
<1 no information
1+ recognized as a construct (i.e., ship, station)
2+ Main Drive rating used this turn
3+ Mass
4+ Drives: original Main Drive rating and FTL
4+ Hull Rating (total number of hull boxes)
5+ current screen level
5+ original weapons including PDS and ADFC
6+ original data of all systems
7+ current status of all systems except charge status
8+ current Nova Cannon and Wave Gun charge
TARGETTING
A target without any jammers is automatically locked onto
and can be fired upon. Otherwise allocate weapons to fire
controls and for every FC used to fire at a ship under
active jammers then the firing ship makes a lock on roll
just like scanning and the jamming ship rolls to counter it.
If the final result is zero or positive then the firing ship
may fire normally. If the result is negative then add
double the absolute value of the result to the range and
then conduct the attack for that FC. Each FC can only make
one lock on attempt per turn no matter the class of scanner.
Treat missiles and fighters as if they have scanners of the
ships they came from but use the range from the target to
the missiles or fighters. If the target plans on using
defensive fire then add +1 to the lock on roll. If missiles
fail to get a non-negative result then they target the next
nearest enemy object within range. If fighters fail to get
a non-negative result then they may be redirected to another
target within range, if none exist then they do not make an
attack nor expend combat endurance.
Nova Cannons and Wave Guns ignore jamming effects.