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?