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Re: Sensor Rules

From: Aron_Clark@d...
Date: Fri, 7 Apr 2000 10:37:01 -0700
Subject: Re: Sensor Rules



D Adams wrote -
> I am doing a conversion between GURPS Traveller and FT, and thought my
take on
> sesnors and FC might be of interest.

I like your ideas, here are my thoughts on what you're putting together.
 I
understand your concept of X points available to the sensor pool, where
X is
based on the class of system.  What I think you need is a fixed value EW
or
Sensor system.	Might as well class everything as Basic, Enhanced, and
Superior.
That keeps it in line with current FT doctrine.

Does this sensor pool relate to Fire Controls, and if so how?  I'm
thinking of
Fire Controls as the number of separte targets you can engage, or devote
to
dedicated weapons.  Most of your examples seemed to deal with detection.
 How do
you use these points in relation to Fire Controls?

Must you attempt to detect your target every turn, or may you pay X
points to
maintain your lock?

While I understand your intial design is for a FT / Traveller crossover
I would
recomend first defining the FT modifiers then work on the Traveller
ones.  Good
luck - Aron

dadams@parracity.nsw.gov.au on 04/06/2000 02:24:14 PM

Please respond to gzg-l@CSUA.Berkeley.EDU

To:   gzg-l@CSUA.Berkeley.EDU
cc:    (bcc: Aron Clark/AM/Avid)
Subject:  Sensor Rules

I am doing a conversion between GURPS Traveller and FT, and thought my
take on
sesnors and FC might be of interest.

Fire Control & Sensors

There is no FC in GURPS Traveller Full Thrust (GTT) , instead each ship
has a
sensor pool, based on the complexity of the ships computer (Complexity
is a
computer term in GURPS Vehicles wich dictate computer power and
compacity).

In order to "Detect" a vessle, points is allocated from the pool,
dependant on
the range and Tech level of the sensors (basicly subsumed into the
bridge
componant in GT). You allocate 1 point minimum, and Must allways use 1
dice from
the pool per detection.

Modifiers To detection attempt.

Range : +1 point per range band
Basic Stealth : +1 point per TL difference  higher (minimum +1)
Radical Stealth : +2 points per TL Difference higher (minimum +2)
Active Black Globe (Cloak) : +3 points
Target has active sensors : - 3points
Sensing ship is active : -2 points
Tracked last turn : -1 dice per turn

Total upp the points. This is the cost from the pool of 1 dice worth of
detection. More dice may be added to the attempt at a cost of 1 point
per dice.

After totalling up the points. Roll the dice as per normal beam combat.

Results:

1 HIT : Bogey detected. +2 range bands to fire on.
2 HIT : Soft Lock. +1 range bands to fire on
3 HIT : Hard lock. Fire as normal
4 HIT+ : Hard Lock and movement compensated. Fire as -1 range bands
(minimum 1)

Example:

A Beowolf is attempting to detect a missile comming in. Range is 1 band
(1
point), it is a GTL12 basic stealth (Since the Beowolf is GTL10, point
cost is 2
points). The Beowolf, being paranoid about being hit, goes active (-2
points),
so its points cost for 1 dice is 1 point. He desides to add another 2
dice into
the pool, at a cost of 2 points, so all up the cost is 3 points from the
sensor
pool.

A Zhodani cruiser is attempting to detect  a Tigress (A GTL12 BD). The
range is
3 bands (3 points), the Tigress has radical stealth (GTL difference of
+1, so 2
points). It tracked the Tigress last turn (-1 point). So the cost of 1
dice of
detection is 4 points .

Datalinks

Sensor pools can be combined and allocated at the discretion of the
Flagship.
1/2 of the sensor pool is sacrifised to the Flag sensor pool (allowing
point
defence and independant fire for the ships part of the Flag sensor
pool). It
then allows the flag to detect enemy vessles from the closest ship that
is part
of the pool. It also allows all ships as part of the Flag sensor pool to
use the
detection level of the detected ships (Ie, if the flag detects a cruiser
with a
Hard lock, all ships in the pool treat the cruiser as a hard lock).

If the flag is distroyed, the alternate flag takes up the pool, but
since looses
half of the available points (they do not go back to the ships
allocating , this
represents the confusion of rebuilding the sensor net during battle). If
the
alternate is distroyed, the flag pool is no longer usable, and all sesor
points
go back to their ships.

Feedback please.

Darryl

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