[FT]Sensors -Xeno Sensors & FTL

4 posts ยท Mar 9 1999 to Mar 9 1999

From: Denny Graver <den_den_den@t...>

Date: Tue, 9 Mar 1999 00:00:00 -0000

Subject: [FT]Sensors -Xeno Sensors & FTL

Hi Listers, Me again.:)

A couple of things....

Full Thrust's sensor rules were written before the introduction of Aliens to
the FT universe (there was background, but no aliens).

More Thrust introduced expanded sensor rules and aliens, but all share the
same sensor systems.

Passive (Civilian) Sensors have 36" range. Active (Military) Sensor have 54"
range for detection purposes.

Strangely enough 36" is also the max range of the A Battery, the longest
ranged weapon in the human arsenal (excluding AA Batteries).

This got me thinking about Kra'Vak and Sa'Vasku sensors. The longest ranged
Kra'Vak weapon, a Class 3 Railgun has a max range of
30".
The longest ranged Sa'Vasku weapon, a Long range Energy Pulse has a max range
of 24".

In a post last week I mentioned that I would be doubling Active sensor range
to expand the Fog of War aspect in a PBEM game between Human and Kravak.

Therefore we now have

Passive Sensors 36" (6)    (civilian)
Active Sensors 54" (9) (military) Long Range Sensors 104" (18) (all)

Long ranged sensors are mentioned in the FT campaign rules for when fleets
occupy the same system (p34). Effectively, you opponent must reveal the number
of Escorts, Cruisers, or
Capital ships (numbers confused by Decoy Drones/weasel boats emitting
false signals). This should give you an idea whether you want to disengage, or
not.

Anyhoo, I extrapolated similar tables (based on longest ranged weapons) for
the Kra'Vak and Sa'Vasku and they look like this:

	    PASSIVE    ACTIVE	 LONG RANGE
Humans 36" 54" 72"
Kra'Vak       30"	 45"	    60"
Sa'Vasku      24"	 36"	    48"

Looking at this Table Humans have the best sensors - typical Human
arrogance, even if unintentional. I can live with that as the KV are kicking
butt according to GZG history. However, In my very strange way, I felt I had
to make things even somehow..

Having just done new FTL Entry/Exit rules (posted last week) I thought
of a way to 'compensate' the Aliens without giving too much away (after all,
sensors only really come into play at the beginning of a tabletop game or
during a campaign game).
              FTL Danger
Space Other notes Human 6 Causes Nausea in Humans, most require drugs Kra'Vak
4 Causes adrenal rush, some requires drugs to avoid fighting amongst the crew!
Sa'Vasku 2 No Effect.
Sa'Vasku ships _never_ misjump into their own ships.

Any comments?

From: John Leary <john_t_leary@y...>

Date: Mon, 08 Mar 1999 18:08:29 -0800

Subject: Re: [FT]Sensors -Xeno Sensors & FTL

> Denny Graver wrote:
...Snip...JTL
> Anyhoo, I extrapolated similar tables (based on longest ranged
XXX
     And just what will the E-sensor and the S-sensor
do in the table?   JTL
XXX
...Snip...JTL
> FTL Danger
XXX This does not look as if it would have any effect on the game. JTL XXX Any
comments?

Bye for now,

From: Denny Graver <den_den_den@t...>

Date: Tue, 9 Mar 1999 03:07:46 -0000

Subject: Re: [FT]Sensors -Xeno Sensors & FTL

> Anyhoo, I extrapolated similar tables (based on longest ranged
for
> the Kra'Vak and Sa'Vasku and they look like this:

They do nothing currently  - unless within active  sensor range.

> XXX
JTL
> XXX

It may do.

It means that Kra'Vak ships can travel closer together than Human Ships, and
Sa'Vasku can Travel even closer together and _Never_ affect their own
ships
on FTL entry/exit unless they hit aliens ships (which fits with my
forming
views of the SV - I can see 'swarms' of SV warping into a systems to
graze...

It could also make both KV and SV fleets use different methods/tactics
during games.  KV/SV fleets can FTL into/out of a battle with less
chance of mishap.
Combined with the Xeno-Sensor rules they add (I think) a little flavour

From: Tim Jones <Tim.Jones@S...>

Date: Tue, 9 Mar 1999 08:22:15 -0000

Subject: RE: [FT]Sensors -Xeno Sensors & FTL

> views of the SV - I can see 'swarms' of SV warping into a systems to

I don't see the actual SV ships as creatures requiring feeding like a swarm of
space cows. My view of the SV is as master genetic
bio-engineers
the ships are just large biots that don't require feeding as such. They
probably contain the bio-engineered equivalent of a warp core or fusion
reactor to provide energy. The screwyness of these systems is what gives us
the SV energy generation profile seen in MT.