[FT] really quick 'n' simple sensor rules

4 posts · Oct 13 2001 to Oct 17 2001

From: Charles Taylor <charles.taylor@c...>

Date: Sat, 13 Oct 2001 15:37:17 +0100

Subject: [FT] really quick 'n' simple sensor rules

Hello all,

some time ago I proposed a concept for a really simple sensor mechanic for
Full Thrust, based largely on the concept that most of the sensor usage will
be before the battle actually starts, and that the fleet with the best sensor
intelligence will have some advantage in its initial positioning.

Well, I've given the idea some more thought, and expanded it a bit,
hopefully, what I've got is still useable :-). In most games, it becomes
a single dice roll at the beginning of the game.

The system is designed so that sensors _could_ play some part in 'pick
up' and tournament play, and also be useable in campaign play (but see 'Things
to do' later).

Anyway:-

######################################################################

Really Simple Sensors

The basic concept is that sensors are mostly used during the initial
set-up of the scenario.

The Basic Rules

Sensor Systems

Total up all the fire controls in a fleet, and divide by 10 (round to nearest
whole number), add the number of enhanced sensor systems in fleet, and add 2x
the number of superior sensor systems in the fleet.
Roll that number of d6's, scoring them as beam dice (re-roll 6s), and
total, this gives the sensor score of the fleet. The player with the lowest
Sensor Score must set up their fleet first.
For more than two players, the set-up is in order of lowest to highest.
Halve the difference in score between the Sensor Scores of the winner and
loser, rounded down, this is the number of free turns worth of acceleration
the winner can add to their starting move above the maximum starting move of
the scenario. For games with three or more sides, compare everyone's Sensor
Scores against the lowest to determine how much acceleration they can add. If
no specific starting move is specified, then the maximum starting move of any
ship is half its total Sensor Score multiplied by its thrust rating.

ECM Systems

Ships with ECM are represented as an 'unidentified bogey' during set-up,
and remain unidentified until they fire or get within identification range
(q.v.) of an enemy ship. If a ship has area ECM, then all ships within the
area are treated as unidentified while within the area, or until one of the
conditions for identification given above occur. Unidentified ships can still
be targeted by any weapons within range.

Stealth, Decoy Drones and Weasel Systems

If a ship has stealth, then it should be represented by a smaller model than
its actual size until it reveals its capabilities (fires or gets within
identification range of an enemy ship). If stealth level 1, it should be a
model of a ship half its actual size, if stealth level 2, a
model of a ship one-quarter of its size.
Conversely, ships with weasel systems are represented by a model of a larger
class of ship then they actually are. Decoy drones just get a model
representing their decoy signature. Decoy drones are moved as if they were
real ships, with a thrust of 6,
and can be targeted by ship-scale weapons (despite being fighter or
missile sized, as they are generating a large sensor blip). Any weapons hit
will destroy a decoy drone. As an option, each decoy has 6 CEF, and applying
up to 6 points of main drive or manoeuvre costs 1 CEF, the drone can spend up
to 3 CEF per turn.

Optional Rules

Cloaking Devices

Ships with cloaking devices can, of course, begin the game cloaked. However,
if the fleet with a cloaked ship does not have the highest sensor score, then
the player should reveal the initial location of the cloaked ship to any
player with a higher score. A player may attempt a sensor sweep to detect a
suspected, cloaked ship, this is carried out during the fire phase.. A ship
must be activated to carry out a sensor sweep, roll 1d6 for every enhanced
sensor system, or 2d6 for each superior sensor system. Any roll of 6 will give
the
location on the cloaked ship, or a roll of 5+ if the ship had been
successfully detected the previous turn. Multiple ships can combine their
sensor sweeps, and can use their basic sensors to assist. In this case, all
ships should wait until the last one performing the sensor sweep is activated.
The ships may use their fire control systems to assist the sensor sweep,
divide the number of fire control systems being used this way by 10, rounding
to the nearest whole number, this gives the number of additional d6s that can
be rolled. Fire controls used in this way cannot be used to direct fire on the
same turn. Ships with multiple fire control systems could use one to direct
fire normally, while have some or all of the others assist in a sensor sweep
later in the turn. The knowledge of the location of the cloaked ship is
maintained until the cloaked ship's next movement phase.

Sensor-Improved Targeting

Enhanced or superior sensor systems can negate the effects of stealth systems
if they are used to assist in targeting the stealth ship in addition to the
fire control system. An enhanced sensor system can negate 1 level of stealth,
while a superior sensor system can be used to negate two levels of stealth.
Multiple sensor systems used to target a single ship have no cumulative
effect.

Enhanced or superior sensors can also aid targeting ships in dust clouds or
nebulae (see More Thrust p.9), enhanced sensors used in conjunction
with a fire control will allow a successful lock-on on a roll of 3+,
while superior sensors allow a successful lock-on on a roll of 2+.
Neither sensor system will negate the screening effect of the dust or nebula.

MASS and Points Cost

System MASS COST Identification Range Basic Sensors free with Fire Control 36
mu Enhanced Sensors 3 12 48 mu Superior Sensors 6 24 60 mu Individual ECM
Package 4 16 ˜
Area-Effect ECM Package         6       24              ˜
Decoy Drone (Max. Signature 50) 1*      Signature/3     ˜
Decoy Drone Rack                2       As Drone +3     ˜
'Weasel' Decoy System           1       Signature/3     ˜
* Occupies 1 MASS in fighter bay or Salvo Missile Magazine

Things to do:

Large 'fixed installation' sensor arrays for campaign play and special
scenarios.

Some system to allow for dedicated EW ships to direct fire of other
ships (ie. 'Sensor-Improved targeting where the sensors are on a
different ship to the weapons - of course, only applied vs. stealthed
ships or in nebulae ATM - might help vs. cloaked ships as well).

From: Beth Fulton <beth.fulton@m...>

Date: Mon, 15 Oct 2001 10:11:15 +1100

Subject: RE: [FT] really quick 'n' simple sensor rules

G'day,

> Total up all the fire controls in a fleet,

I take it this is easier to do than say?

> Optional Rules

I take it these are the only bits that aren't covered in the one roll at the
start stuff?

How does it all actually play? Does it slow down stuff much?

Cheers

From: Charles Taylor <charles.taylor@c...>

Date: Mon, 15 Oct 2001 19:10:10 +0100

Subject: RE: [FT] really quick 'n' simple sensor rules

In message <576A86EC05E22742A26B1D742DE7529225763F@molly.tas.csiro.au>
> Beth.Fulton@csiro.au wrote:

> G'day,

I hope so, ok, lets looks at a sample fleet (one of the tournament fleets me &
Paul Radford use).

NAC SDN Fleet

1x Valley Forge SDN: 3 Firecons 1x Vandenburg CH: 2 Firecons 1x Huron CL: 2
Firecons 2x Ticonderoga DD: 2 x 1 Firecons = 2 3x Minerva FF: 3 x 1 Firecons =
3
Total:                  12 Firecons - so rolls 1 sensor dice

Change one of the Tico's to a sensor platform (remove 1 B-1 and 1 B-2,
change arcs on other B-2 to be FP/F/FS, add enhanced sensors, increase
NPV by 3). This adds an additional sensor dice.

Most of the other fleets had about 12-13 Firecons, the smallest number
IIRC was the FSE carrier fleet with 9.

Hopefully this should not pose to much of a challenge, as it only has to
be done once :-)

Oh, and I think I forgot, if the sensor rolls are a tie - set up
simultainiously.

> >Optional Rules

Thats the idea!
> How does it all actually play? Does it slow down stuff much?
Well, when I get round to testing it I'll let you all know, but ATM I'm
in the middle of buying a house :-|.

But I don't think it will affect play speed much (the intention was to
minimise this) unless the optional rules come into play, which would
require either cloaking devices, stealth technology, and/or space
terrain to be in use.

From: Allan Goodall <agoodall@a...>

Date: Tue, 16 Oct 2001 22:43:42 -0400

Subject: Re: [FT] really quick 'n' simple sensor rules

On Sat, 13 Oct 2001 15:37:17 +0100, Charles Taylor
> <charles.taylor@cableol.co.uk> wrote:

> The system is designed so that sensors _could_ play some part in 'pick

Well, my idea was "really, REALLY simple sensors", then. I had proposed an
idea with fixed range bands for sensors. Beyond long range you put down bogey
markers. Within the next range band, you put down the model. Next range band
you got to see the ship status display. That sort of thing. No dice rolling.

I don't like using firecons for sensors. They aren't sensors, they are fire
controls. Sensors are listed in the fleet books as a separate item. That's why
I came up with my system, as it fits in with the fleet book framework. If
later ships were to get enhanced or superior sensors, it's easy to retrofit
them by simply changing the range bands.

I should look to see if I can find the e-mail that I laid out my
ideas...