From: Charles Taylor <charles.taylor@c...>
Date: Fri, 17 Aug 2001 19:43:23 +0100
Subject: [FT] WotW #11 Stealth Systems - Final? (long)
Well, I think I'll summarise the results (so far): Poll results ============ Option A (Shrink Range Bands): 5 Votes Option B (As modified Screens): 3 Votes Both Options: 2 Votes I think I've got everyones votes :-) Well, the majority seem to favour option A, but at least 2 of suggested having the option of both mechanics. So here's my suggestion for the final form: ======================================================================== === Stealth Technology ======================================================================== === Stealth Technologies are defensive systems that function by reducing the sensor signature of the ship, making it harder to get a target lock. Additionally, stealth technologies can also make the ship harder to identify with sensors. Stealth Technologies fall into two main types, Stealth Hulls, that use a combination of hull materials and geometry to minimise the ships sensor profile, and Stealth Generators, that use some kind of 'stealth field' to produce an equivalent effect. Stealth Hull ============ In game terms, a Stealth Hull is represented by placing stealth hull symbols (a filled hexagon) at the right hand end of the hull box rows, as follows: Stealth Hull Level Hull Box Row 1 2 2 2 & 3 3 1 & 2 & 3 4 As 3, but with a 2nd on on row 2. Further levels are as a level 3 lower, but with an extra symbol at the end of rows 1, 2 & 3. Once the last box is crossed of a row, the stealth hull level associated with that row is also crossed off. Stealth hulls cannot be repaired using damage control parties. Stealth Field Generator ======================= In game terms, each level of Stealth Field has its own stealth field generator symbol on the SSD (a small black hexagon with 'screen' arcs). Each Stealth Field Generator makes a threshold check as normal. Game Effects of Stealth ======================= The default game mechanic is that proposed by Noam Izenberg, which involved reducing the size of the range bands of weapons targeting the stealthed ship. The reduction applies to all ranged weapons, including fighters, and also applied to the lock-on range of missiles. Phalon Plasma bolts, Spinal Mount Nova Cannon, and Wave Guns are NOT affected, however. Stealth Range Range Bands Sensor Level Reduction 12mu 9mu 6mu 3mu Profile 1 1/4 9 7 5 2.5 1/2 2 1/3 8 6 4 2 1/4 3 3/5 7 5 4 2 1/6 4 1/2 6 5 3 1.5 1/8 Further levels of stealth have no further effect, but add increased levels of redundancy. The 9mu column is provided for those using the optional reduced range bands for Sa'Vas'Ku stingers. The 3mu column is used for the reduction in missile lock-on ranges when using Vector movement. Both a Stealth Hull and Stealth Field Generator have a MASS equal to 5% of the hull mass times the Stealth level. The COST is 10 times the MASS. Enhanced or Superior Sensors can be partially negate the effects of stealth. If a ship uses Enhanced Sensors to lock onto a stealthed ship (in addition to the usual fire control), then the Stealth level is reduced by 1. If the ship uses Superior Sensors, then the stealth level is reduced by 2. If the target has more than 4 levels of stealth, then treat is as having 4 levels minus the sensor reduction. Stealth Systems cannot function with other screen or shield systems, and use of an active ECM system negates the stealth effect. Optional, Alternative Stealth Mechanic ====================================== As an alternative Game Mechanic, use the following. A stealth system provides the same protection as an equivalent level of screens against all beam-types weapons. In addition, it protects (in the same way as screens) against any directly aimed weapon that uses a beam-dice mechanic (this includes Submunitions Packs, Scatterguns used against ships, Multiple Kinetic Penetrator packs, and Kra'Vak fighters). Against Pulse Torpedoes, K-Guns, and Pod Launchers (any any weapon with a similar mechanic), it subtracts the stealth level from the hit determination dice roll. Against missiles, it uses the range reduction rules (above). It has no effect of area-effect attacks, such as Plasma Bolts. Levels beyond 2 are treated as level 2, except for the sensor profile and reduced missile lock-on ranges. Sensor systems likewise reduce the effective level of stealth, but a level of 3 or 4 is treated as that level minus the sensor reduction. Under this system, the MASS is the same as the standard mechanic, however, the COST is reduced to 8 times the MASS. The rules on sensor profile reduction and combination with other defences still apply. The is no reason why both mechanics could not be used in the same game, just not on the same ship. ============================ Typical Stealth Technologies ============================ Blind Field =========== This is treated as a Level 4 Stealth Field Generator, however, it has two notable differences: Firstly, any weapon fired by a ship protected by a Blind Field suffers the same reduction in effect as any weapons targeting the protected ship. Secondly, the Blind Field has an area of effect, based on the size of the generator. The MASS of the blind field is 10 times the square of the radius of effect (minimum area of effect is 1mu radius), while the COST is 8 times the MASS (5 times if using the alternative game mechanic). The Blind Field can be activated or deactivated. Its status for a turn should be noted in the written orders for that turn (if not, it is considered in the same state as in the previous turn). *A bit of a heavy re-design, I just liked the idea of the area-effect - *The MASS/COST needs testing I think. Holofield ========= *Yes, We've already covered this one, I just thought it should class as *a Stealth-type system. This is a Level-1 Stealth Field Generator. Mimbari Jammer System ===================== This is a level 4 Stealth Field Generator. Alien Stealth Technologies ========================== Kra'Vak use Stealth Hulls only, the others use the following: Sa'Vas'Ku Stealth Nodes ======================= This are treated as an equal number of Stealth Field Generators, however, they require 1 power point per MASS of node from the Defence (D) power pool to activate. *Maybe allow Sa'Vas'Ku to have a REPAIRABLE steal hull, with an *increased cost?