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[NIFT] Simple Simon Sensors (v1.2)

From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Mon, 10 Jul 2000 11:13:49 -0400
Subject: [NIFT] Simple Simon Sensors (v1.2)

I'm reposting these rules to the list, largely for the benefit of the
players in the NIFT games, but also for those interested. I don't intend
on
reposting it every 2 months normally unless the rules undergo major
overhauls _and_ the subject comes back around to discussion on the list.
The
NIFT games can use the optional rules. These rules are still open for
comment and ammendment until the NIFT games start, then they'll be
frozen
for the playtest.

Noam

----

Simple Simon Sensors v1.2 (Last modified 5/2/00 v1.2)
A diceless tactical and strategic sensor system for FT

     Sensors operate on both Tactical and Strategic scales.

     Tactical:
     All sensors have three tactical sensing range bands (SRBs).
Information
is additive as range decreases.

	  SRB 1: 0-12 MU - Ships in this range must show current SSDs to
each other whenever asked.
	  SRB 2: 12-36 MU
	       True mass and Threshold level of all ships in range is
known
on demand.
	       A ship may scan one opposing ship for each Firecon it has
-
can see the scanned target's current SSD.
	  SRB 3 36-72 MU:
	       Ships at this range reveal apparent mass/silhouette.
	       Crippled (last damage row and/or critical hit) status of
all
ships in range is known.
	       A ship may scan one opposing ship for each 2 Firecons it
has.
Odd Firecon can scan every other turn (pick odd or even turns at start
of
game). Use logic for change in working Firecons during combat.

     Strategic:
     Long range sensors (standard) extend to 600-700 MU range. Long
range
sensor information provides rough numbers of ships (+/- some percentage
if
desired) and a guestimate of total fleet mass. (Errors can be determined
by
dice, or can be rounded to some significant figure to remain truly
diceless). Ships within extreme range will show as "bogeys" until
tactical
range is reached. Strategic long range information could be considered
SRB
4: 72-700 MU

     Special:
	  Long range weapons - Ships carrying direct fire weapons with
range
36+X MU increase SRB 2 and 3 by X MU.
	  Enhanced/Special Sensors - Enhanced Sensors increase all
standard
SRBs by 50%. Special Sensors double all SRBs.
	  ECM/Stealth hulls - ECM/Stealth reduces all standard SRBs by
1/3
to 1/2. Area effect ECM covers multiple ships.
	  Fighters - Fighters rely mainly on allied ship sensors, but
their
own scanners have SRB 1 to 6", SRB 2 to 12", and no SRB 3.

     Optional:
	  Scout Squadron - Non-combat fighters. Standard cost. Dogfight
as
Torpedo Fighters, anti ship as Interceptors. Full group senses as std.
starship with 6 Firecons (expending one CEF/turn for scanning SRB 3 and
long
range scan). Effective Firecons decrease as fighters are lost
	  Silent running - Ships that emit no energy
(sensors/weapons/drives) have the equivalent of ECM.
	  Blip Enhancer/Masker - Ship system. 1 mass/2 pts increases or
decreases apparent mass of carrying ship by up to 20 mass until
successfully
scanned. SRB 3 of unscanned ship may show misleading silhouette.


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