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[GZG] Stealth, ECM and FCS suggestion (long)

From: J L Hilal <jlhilal@y...>
Date: Fri, 9 Sep 2005 01:57:06 -0700 (PDT)
Subject: [GZG] Stealth, ECM and FCS suggestion (long)

I have collected what we use for Stealth and ECM.  This is inspired by
the WDA stealth rules, but has some significant differences.  The base
system assumes that there is only one "mode of operation" for ships (no
"silent running"), and ships stand out for whatever techno reasoning. 
We have also been tinkering with an "advanced system" for backgrounds
that allow "silent running" situations, but this is more in the stage
of ideas than rules to try.

First, some definitions:
*Stealth: all of the passive methods of low-observability technologies
and techniques to reduce the ship's emissions and reflections. 
Includes but not limited to shape, materials, coatings, and emissions
control.  Specifically does NOT include "cloaking devices".

*ECM: all of the active methods of creating false or misleading sensor
readings.  Better described as "Active Counter-Measures".  Includes,
but not limited to, spoofing, jamming, and/or misleading the enemy
through the use of emissions and unlimited use decoys.	Specifically
does NOT include "cloaking devices".  Modern equivalents would include
not just EM emissions, but also IR "flicker" devices and disposable
decoys like flares and chaff.

*Sensors:  A broad spectrum suite of devices for detecting objects
through both passive and active means.	Not precise enough to generate
a firing solution.  Modern equivalent might be search radar and
detectors.

*Fire Control:	A suite of sensor transceivers and computing capability
capable of locating an object with sufficient precision for accurate
weapons fire. 

Next, system tech/quality levels are used.  These lay on a 6 level
scale, from 0-5, for each system of Stealth, ECM, FireCon, and Sensors:

Level 0 = None
Level 1 = Inferior or Antiquated
Level 2 = Basic Military, Poor, or Obsolescent
Level 3 = Standard Military
Level 4 = Enhanced
Level 5 = Superior

We assume that the basic FT/FB combat rules reflect a situation where
all ships are equipped with Standard (QL3) systems in all areas, and
that the ship construction rules reflect this.

Basically, various levels of Stealth, ECM, and FC alter the effective
range bands of weapons.  Sensors are assumed sufficient to detect the
presence of ships anywhere on the game area, but may not be sufficient
to give data or firing solution if the opponent has better tech
stealth/ECM.

Stealth is represented by hexagons above the ships hull block, one (1)
for each level of stealth.  So all FB1/2 ships have 3 stealth hexagons
representing Standard Stealth (Stealth 3), while a ship with Superior
stealth would have 5 hexagons.
When a ship takes threshold checks, roll for EACH hexagon as for any
other system.  The number surviving is the remaining level of stealth. 
Stealth cannot be repaired during the course of a game.
Stealth takes up no MASS but is related to the cost of the ships basic
hull, not structure or ablative armor (so related to TMF).
None = x0.25
Inferior = x0.5 
Basic = x0.75
Standard = x1
Enhanced = x1.5
Superior = x2
This is irrespecive of whether you use NPV or CPV.

ECM is represented by a system Icon (we use a box with a signals branch
lightning bolt) with boxes/circles below it representing the level.  So
all FB1/2 ships have an ECM icon with 3 boxes/circles representing
Standard ECM (ECM3), while a ship with Superior ECM would have 5
boxes/circles.
When a ship takes a threshold check, roll once for the ECM system.  If
the roll is a failure, roll another die to determine how many levels
are lost:
1-3 = 1 level lost
4-5 = 2 levels lost
6 = 2 levels lost and roll again
this is similar to the beam die results.  Cross out one box/circle for
each level lost.  The remaining boxes/circles represent the remaining
ECM capability.  Each Level of ECM requires a separate repair roll. 
Several levels can be rolled for by separate DCPs.
The ECM system comes standard with the ship.  Increasing or decreasing
its Quality applies the same multiplier to the ship's hull cost as
Stealth.  The multiplication is cumulative with the costs for stealth. 
Enhanced ECM takes up 1% of the ships TMF (round up), and Superior ECM
takes up 2% (round up).

Each level of Stealth and/or ECM above Standard (so Enhanced = +1, and
Superior = +2) reduces the effective range bands of attacking weapons
by 1/6.  Thus making the ship harder to hit.  Enhanced quality reduces
RBs by 1/6 and Superior reduces RBs by 2/6 = 1/3.
The effects of Stealth and ECM are cumulative.

Stealth/ECM Quality	 Alteration  Multiplier  Range Bands  
Both Std		   None        x1	6     12     18
1 Enhanced System	    -1/6       x5/6	5     10     15
Both Enhanced		    -2/6       x4/6	4      8     12
1 Superior System	    -2/6       x4/6	4      8     12
1 Superior, 1 Enhanced	    -3/6       x3/6	3      6      9
Both Superior		    -4/6       x2/6	2      4      6

So if a ship has Enhanced Stealth and Standard ECM, then P-Torps and
K-Guns will use 5mu RBs and Beams will use 10mu RBs instead of their
normal 6 and 12.

Notice that ships can have stealth and ECM below Standard level, either
because that is how they began the game or through damage.  This causes
incoming fire to use larger range bands, thus making the ship easier to
hit.
For each level of Stealth or ECM below Standard, increase the RBs of
incoming fire by 1/6.  Note that there are three levels below Standard,
including level 0, so that when firing on a ship with neither ECM nor
Stealth, RBs are doubled.  These are cumulative with the modifiers if
the other system is not Standard.

Stealth/ECM Quality    Alteration Multiplier   Range Bands  
Standard System 	 None	      x1       6     12     18
Basic System		 +1/6	      x7/6     7     14     21
Inferior System 	 +2/6	      x8/6     8     16     24
No System		 +3/6	      x9/6     9     18     27

Fire Control Systems
Theoretically, FCS should be integrated into this system also.	So far,
we have only done so for specific "high tech" races in specific
settings, such as Centuari and Minbari, or low tech, such as EA during
Minbari war.  As such it has been a case of all of the FCS on a ship
are  of the same level, though theoretically, you might be able to
build a ship with differing FCS qualities, representing secondary
systems.

For the system to zero out, an FCS of a given level, firing at a ship
with both Stealth and ECM of the same level as the FCS should have the
same RBs as basic FT/FB.  Therefore the FCS modifier should equal the
combined modifier of both Stealth and ECM:

FCS Quality    Alteration     Range Bands  
Superior FCS	 +4/6	      10    20	   30
Enhanced FCS	 +2/6	      8     16	   24
Standard FCS	 None	      6     12	   18
Basic FCS	 -2/6	      4      8	   12
Inferior FCS	 -4/6	      2      4	    6
No FCS		 -6/6	      0      0	    0

With the alteration to the RBs being cumulative with the alterations
due to Target ECM and Stealth.

Having Enhanced FCS increases the cost of direct fire weapons (those
which benefit from the FCS bonus) by x1.5, and having Superior FCS
increases the cost of direct fire weapons by x3.

Salvo Missiles:
Under the FB rules for salvo missiles, applying the modifiers for
target ECM/Stealth as above does not give the right effect.  Therefore,
when detremining which target the missiles attack, divide the measured
range by the multiplier normally aplied to the RB.  So a target with
Enhanced Stealth and Enhanced ECM would divide the measured range to a
SM volley by 4/6 (wich is the same as multiplying by 6/4).  Thus the SM
will, in effect, see the ship as farther away.	This is better that
simly reducing the SM's attack radius.

Comments?  Critiques?

J
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