Simple Sensors III
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Sun, 30 Apr 2000 21:22:40 -0700
Subject: Simple Sensors III
OK Folks, for those who don't want to wade through the whole thing, here
are the changes...
(1) Changed all Size Class references to straight MASS based system.
(2) Upped MASS for higher Class systems to dissuade those who might try
for
a cheap range extender.
(3) Changed effects so "1 hit" no longer effects combat range for the
same
reason.
(4) Most effects are now only applicable to the ship mounting the
system.
Electronics Systems
These systems represent a combination of ECM, ECCM, stealth shielding,
or
other deceptive and detective technologies.
ALL ships receive a Class 0 system with the hull.
Class 0 Electronics - Included with Hull
Class 1 Electronics - Mass 1
Class 2 Electronics - Mass 4
Class 3 Electronics - Mass 10
Class 4 Electronics - Mass 22...
Point Cost is Total Mass x 5
The Class 0 system will be inherent to all ships, so it should give the
same info that we get now:
Range (Info): 24" 48" 72" 96" 120"
Class 0 Passive All MASS Bogey None None
Class 0 Active All All MASS Bogey None
Ships using Active detect & are DETECTED at the listed ranges.
Ships using active mode roll a number of dice equal to their sensor
class.
These dice are scored just like beam weapons, including re-rolls on a
natural 6. The "Hits" are then spent:
1 Hit - Increase/Decrease sensor range by 24", OR falsify MASS
information
by 50 MASS*
2-3 Hits - Increase/Decrease effective firing range by 6", OR
increase/decrease effective sensor range by 48", OR falsify MASS
information by 100 MASS*
4+ Hits - Increase/Decrease effective firing range by 12", OR
increase/decrease effective sensor range by 96", OR falsify MASS
information by 200 MASS*
*All effects are solely for the ship mounting the system, though
information may be freely distributed to the rest of the fleet for
non-targeting purposes.