From: GBailey@a...
Date: Mon, 10 Apr 2000 00:57:34 EDT
Subject: FT: my EW rules/ideas
I warned you. I had 5 classes of scanners & jammers but realized that the difference in a level 1 scanner and a level 5 jammer would be way to much. 4 classes are plenty anyway. I also gave Basic scanners a die roll so the the book ships have scanning capability and gave passive scanners a die roll of 1 with other mods. I also changed the MT scanning chart to expand it a little and got rid of the military/merchant classification since it no longer mattered. I almost added in a 9+ scanning result: Knowledge of the captain's favorite hobby, whether its gun collecting, CCG playing, or prancing about as Barney.:) It's a favorite joke of ours when someone maxes their scan roll. I also added some new gadgets to try out. The scanner and jammer icons would have to be altered somewhat to allow for a letter or number to be placed in it for class designation. I also added a "silent running" option. Read and critique. Please, do not launch too many pulse torpedoes my way.:) Glen ELECTRONIC WARFARE SCANNERS.............Mass...Cost...Roll Class 1 (Basic)........0......0....1D6 Class 2 (Enhanced).....1.....15....1D6+2 Class 3 (Superior).....2.....30....1D6+4 Class 4 (Ultimate).....3.....45....1D6+6 Sensor Netting.........5%...x10....+1D6 (minimum mass = 2) JAMMERS..............Mass...Cost...Roll Class 1 (Basic)........2.....20....1D6 Class 2 (Enhanced).....3.....30....1D6+2 Class 3 (Superior).....4.....40....1D6+4 Class 4 (Ultimate).....5.....50....1D6+6 Cloaking...............5%...x10....3D6+6 (minimum mass = 2) Camouflage.............5%...x10....+1D6 (minimum mass = 2) An area jammer of the same class has +1 mass and costs 50% more. An area jammer has a radius of 12". A cloaking jammer cannot be made into an area wide cloaking jammer. A ship with an active cloaking jammer may not fire weapons or actively scan but may fire PDS defensively for itself. Sensor Netting is additional materials to aid in scanning while Camouflage is additional materials and design choices to help hide the ship from detection and does not affect scanning done by the ship itself. Camouflage may only be used for the ship itself and cannot help a wide area jammer hide other ships. Camouflage and Sensor Netting cannot be damaged. Sensor Netting cannot be used without an active scanner while Camouflage can be used without a jammer. A ship always has a Basic scanner unless the bridge has been damaged. SCANNING The scanning ship gets to make as many active scans equal to the scanner class of its best scanner. A jammer makes one die roll and subtracts that roll from all rolls from one scanner. A ship is always considered to be making passive scans. The "roll" is 1, +1 if the target used its Main Drive, modified by range, and the target may only use Cloaking Jammer and Camouflage. Optional: a ship without any active systems for the previous or current turn, excepting minimal life support, can gain an additional 1D6 for jamming purposes. The ship may not actively scan, fire weapons, launch missiles or any craft such as fighters, or use screens, jammers, or any drives during the previous and current turns. Modify the scanner roll based on distance: 0"-6" = +2 6"-36" = 0 36"-48" = -1 48"-60" = -2 60"-72" = -3 72"-84" = -4 etc. A ship making an active scan while under the effects of a jammer must also suffer the effects of its own jamming. Check the final result against the Scanning Chart. Scanning Chart <1 no information 1+ recognized as a construct (i.e., ship, station) 2+ Main Drive rating used this turn 3+ Mass 4+ Drives: original Main Drive rating and FTL 4+ Hull Rating (total number of hull boxes) 5+ current screen level 5+ original weapons including PDS and ADFC 6+ original data of all systems 7+ current status of all systems except charge status 8+ current Nova Cannon and Wave Gun charge TARGETTING A target without any jammers is automatically locked onto and can be fired upon. Otherwise allocate weapons to fire controls and for every FC used to fire at a ship under active jammers then the firing ship makes a lock on roll just like scanning and the jamming ship rolls to counter it. If the final result is zero or positive then the firing ship may fire normally. If the result is negative then add double the absolute value of the result to the range and then conduct the attack for that FC. Each FC can only make one lock on attempt per turn no matter the class of scanner. Treat missiles and fighters as if they have scanners of the ships they came from but use the range from the target to the missiles or fighters. If the target plans on using defensive fire then add +1 to the lock on roll. If missiles fail to get a non-negative result then they target the next nearest enemy object within range. If fighters fail to get a non-negative result then they may be redirected to another target within range, if none exist then they do not make an attack nor expend combat endurance. Nova Cannons and Wave Guns ignore jamming effects.