From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Tue, 2 May 2000 13:54:18 -0400
Subject: [FT] Simple Simon Sensors v1.2
Simple Simon Sensors v1.2 (Last submitted 4/11/00 v1.1) A diceless tactical and strategic sensor system for FT Changes since v1.1: 1) Clarification of terms, tightening of language, reorganized presentation. 2) Range Band 2 - no automatic revealing SSD when firing/fired upon 3) Optional rules added (Scout Squadron, Silent Running, Blip Enhancer/Masker) Sensors operate on both Tactical and Strategic scales. Tactical: All sensors have three tactical sensing range bands (SRBs). Information is additive as range decreases. SRB 1: 0-12 MU - Ships in this range must show current SSDs to each other whenever asked. SRB 2: 12-36 MU a) True mass and Threshold level of all ships in range is known on demand. b) A ship may scan one opposing ship for each Firecon it has - can see the scanned target's current SSD. SRB 3 36-72 MU: a) Ships at this range reveal apparent mass/silhouette. b) Crippled (last damage row and/or critical hit) status of all ships in range is known. c) A ship may scan one opposing ship for each 2 Firecons it has. Odd Firecon can either scan every other turn (pick odd or even turns at start of game). Use logic for change in working Firecons during combat. Strategic: Long range sensors (standard) extend to 600-700 MU range. Long range sensor information provides rough numbers of ships (+/- some percentage if desired) and a guestimate of total fleet mass. (Errors can be determined by dice, or can be rounded to some significant figure to remain truly diceless). Ships within extreme range will show as "bogeys" until tactical range is reached. Strategic long range information could be considered SRB 4: 72-700 MU Special: * Long range weapons - Ships carrying direct fire weapons with range 36+X MU increase SRB 2 and 3 by X MU. * Enhanced/Special Sensors - Enhanced Sensors increase all standard SRBs by 50%. Special Sensors double all SRBs. * ECM/Stealth hulls - ECM/Stealth reduces all standard SRBs by 1/3 to 1/2. Area effect ECM covers multiple ships. * Fighters - Fighters rely mainly on allied ship sensors, but their own scanners have SRB 1 to 6", SRB 2 to 12", and no SRB 3. Optional: * Scout Squadron - Non-combat fighters. Standard cost. Dogfight as Torpedo Fighters, anti-ship as Interceptors. Full group senses as std. starship with 6 Firecons (expending one CEF/turn for scanning SRB 3 and long range scan). Effective Firecons decrease as fighters are lost * Silent running - Ships that emit no energy (sensors/weapons/drives) have the equivalent of ECM. * Blip Enhancer/Masker - Ship system. 1 mass/2 pts increases or decreases apparent mass of carrying ship by up to 20 mass until successfully scanned. SRB 3 of unscanned ship may show misleading silhouette.