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[FT] WotW #11 Stealth Systems - Final? (long)

From: Charles Taylor <charles.taylor@c...>
Date: Fri, 17 Aug 2001 19:43:23 +0100
Subject: [FT] WotW #11 Stealth Systems - Final? (long)

Well, I think I'll summarise the results (so far):

Poll results
============

Option A (Shrink Range Bands): 5 Votes

Option B (As modified Screens): 3 Votes

Both Options: 2 Votes

I think I've got everyones votes :-)

Well, the majority seem to favour option A, but at least 2 of suggested
having the option of both mechanics.

So here's my suggestion for the final form:

========================================================================
===
Stealth Technology
========================================================================
===

Stealth Technologies are defensive systems that function by reducing the
sensor signature of the ship, making it harder to get a target lock.
Additionally, stealth technologies can also make the ship harder to
identify with sensors.

Stealth Technologies fall into two main types, Stealth Hulls, that use a
combination of hull materials and geometry to minimise the ships sensor
profile, and Stealth Generators, that use some kind of 'stealth field'
to
produce an equivalent effect.

Stealth Hull
============
In game terms, a Stealth Hull is represented by placing stealth hull
symbols (a filled hexagon) at the right hand end of the hull box rows,
as follows:

Stealth Hull Level	Hull Box Row
1			2
2			2 & 3
3			1 & 2 & 3
4			As 3, but with a 2nd on on row 2.
Further levels are as a level 3 lower, but with an extra symbol at the
end of rows 1, 2 & 3.

Once the last box is crossed of a row, the stealth hull level associated
with that row is also crossed off. Stealth hulls cannot be repaired
using damage control parties.

Stealth Field Generator
=======================
In game terms, each level of Stealth Field has its own stealth field
generator symbol on the SSD (a small black hexagon with 'screen' arcs).
Each Stealth Field Generator makes a threshold check as normal.

Game Effects of Stealth
=======================

The default game mechanic is that proposed by Noam Izenberg, which
involved reducing the size of the range bands of weapons targeting the
stealthed ship. The reduction applies to all ranged weapons, including
fighters, and also applied to the lock-on range of missiles. Phalon
Plasma bolts, Spinal Mount Nova Cannon, and Wave Guns are NOT affected,
however.

Stealth 	Range			Range Bands		Sensor
Level		Reduction	12mu	9mu	6mu	3mu	Profile
1		1/4		9	7	5	2.5	1/2
2		1/3		8	6	4	2	1/4
3		3/5		7	5	4	2	1/6
4		1/2		6	5	3	1.5	1/8

Further levels of stealth have no further effect, but add increased
levels of redundancy.

The 9mu column is provided for those using the optional reduced range
bands for Sa'Vas'Ku stingers. The 3mu column is used for the reduction
in missile lock-on ranges when using Vector movement.

Both a Stealth Hull and Stealth Field Generator have a MASS equal to 5%
of the hull mass times the Stealth level. The COST is 10 times the MASS.

Enhanced or Superior Sensors can be partially negate the effects of
stealth. If a ship uses Enhanced Sensors to lock onto a stealthed ship
(in addition to the usual fire control), then the Stealth level is
reduced by 1. If the ship uses Superior Sensors, then the stealth level
is reduced by 2. If the target has more than 4 levels of stealth, then
treat is as having 4 levels minus the sensor reduction.

Stealth Systems cannot function with other screen or shield systems, and
use of an active ECM system negates the stealth effect.

Optional, Alternative Stealth Mechanic
======================================

As an alternative Game Mechanic, use the following.

A stealth system provides the same protection as an equivalent level of
screens against all beam-types weapons. In addition, it protects (in the
same way as screens) against any directly aimed weapon that uses a
beam-dice mechanic (this includes Submunitions Packs, Scatterguns used
against ships, Multiple Kinetic Penetrator packs, and Kra'Vak fighters).
Against Pulse Torpedoes, K-Guns, and Pod Launchers (any any weapon with
a similar mechanic), it subtracts the stealth level from the hit
determination dice roll.
Against missiles, it uses the range reduction rules (above). It has no
effect of area-effect attacks, such as Plasma Bolts.

Levels beyond 2 are treated as level 2, except for the sensor profile
and reduced missile lock-on ranges.

Sensor systems likewise reduce the effective level of stealth, but a
level of 3 or 4 is treated as that level minus the sensor reduction.

Under this system, the MASS is the same as the standard mechanic,
however, the COST is reduced to 8 times the MASS.

The rules on sensor profile reduction and combination with other
defences still apply.

The is no reason why both mechanics could not be used in the same game,
just not on the same ship.

============================
Typical Stealth Technologies
============================

Blind Field
===========

This is treated as a Level 4 Stealth Field Generator, however, it has
two notable differences:

Firstly, any weapon fired by a ship protected by a Blind Field suffers
the same reduction in effect as any weapons targeting the protected
ship.

Secondly, the Blind Field has an area of effect, based on the size of
the generator.

The MASS of the blind field is 10 times the square of the radius of
effect (minimum area of effect is 1mu radius), while the COST is 8 times
the MASS (5 times if using the alternative game mechanic).

The Blind Field can be activated or deactivated. Its status for a turn
should be noted in the written orders for that turn (if not, it is
considered in the same state as in the previous turn).

*A bit of a heavy re-design, I just liked the idea of the area-effect -
*The MASS/COST needs testing I think.

Holofield
=========
*Yes, We've already covered this one, I just thought it should class as
*a Stealth-type system.

This is a Level-1 Stealth Field Generator.

Mimbari Jammer System
=====================

This is a level 4 Stealth Field Generator.

Alien Stealth Technologies
==========================

Kra'Vak use Stealth Hulls only, the others use the following:

Sa'Vas'Ku Stealth Nodes
=======================
This are treated as an equal number of Stealth Field Generators,
however, they require 1 power point per MASS of node from the Defence
(D) power pool to activate.

*Maybe allow Sa'Vas'Ku to have a REPAIRABLE steal hull, with an
*increased cost?

Phalon Stealth Shroud Gland
===========================
This is as Stealth Level 2, but the Phalon ship cannot fire on any turn
that the Shroud is active (c.f. Vapour Shroud). The MASS is 5% of the
hull mass (minimum 1), COST is 4 times the MASS.

*Not sure about COST

Stealth Fighters
================

Use Noam's rules for these.

========================================================================

Well, does everyone agree with this?

Charles

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