RE: EW, Sensors, Stealth and Ships that go *BLIP* in the night
From: "Dean Gundberg" <dean.gundberg@n...>
Date: Mon, 10 Apr 2000 16:23:12 -0500
Subject: RE: EW, Sensors, Stealth and Ships that go *BLIP* in the night
Roger wrote:
> > In MT we have ship ECM and area ECM, for combat purposes, have them
> > increase effective ranges when targeting a ship with ECM active,
150%
> > actual range for area ECM, 200% for ship ECM. Example, if
> firing at a ship
> > with actual range 10" but covered by area ECM, effective range
> is 150% of
> > actual so combat is resolved as if the ship was 15" away.
> >
> > Now to burn through, a target's ECM, how about for each
> additional fire con
> > dedicated to targeting the ECM covered ship, either:
> > A) Gain an additional beam die per beam and keep the highest
> (per Anthony's
> > thought above) or get an additional to-hit roll for Pulse
> Torps, K-guns etc
> > and if either roll is high enough, it is a hit (but with range
> modification
> > still in effect), or
> > B) Roll a beam die and if a 4-5, area ECM is negated and ship ECM is
> > reduced to 150% effective range, and if a 6, both area ship ECM are
> > negated. Which would work better? What to the rest of you think?
> >
> > These could be some quick and easy rules for EW, but it is
> Monday so I may
> > be way off :)
> >
>
> Now, I think I have made it fairly obvious I am not thrilled by the
> idea of using extra FC to negate ECM, but if you must do it what about
> doing it this way:
>
> use your range mods for area/ship ECM. For each extra fire control
> used you gain back a lost die for each weapon fired, up to what
> is normal for the range.
Possible but this would benefit smaller ships more than larger ships. A
cruiser using a second fire con gets a higher percentage of its dice
back
than a dreadnought, who would have a tough time to get all its beams
back to
an unmodified state unless it has lots of firecons. Option A) adds back
a
die per beam and B) removes the penalty if the die roll is high enough
so
they affect all ships equally.
> How do sensors fit into this system though?
I would think the same as in MT but I don't have it handy right now and
I
can't rememeber the details well enough right now :)
Dean Gundberg
Starship Combat News
The latest information on Space Games and Miniatures
http://star_ranger.homestead.com/
star_ranger@my-deja.com