[GZG] Stealth, ECM and FCS suggestion (long)

6 posts ยท Sep 9 2005 to Sep 12 2005

From: Jared Hilal <jlhilal@y...>

Date: Fri, 9 Sep 2005 01:56:54 -0700 (PDT)

Subject: [GZG] Stealth, ECM and FCS suggestion (long)

I have collected what we use for Stealth and ECM. This is inspired by the WDA
stealth rules, but has some significant differences. The base system assumes
that there is only one "mode of operation" for ships (no "silent running"),
and ships stand out for whatever techno reasoning. We have also been tinkering
with an "advanced system" for backgrounds that allow "silent running"
situations, but this is more in the stage of ideas than rules to try.

First, some definitions:
*Stealth: all of the passive methods of low-observability technologies
and techniques to reduce the ship's emissions and reflections. Includes but
not limited to shape, materials, coatings, and emissions control. Specifically
does NOT include "cloaking devices".

*ECM: all of the active methods of creating false or misleading sensor
readings.  Better described as "Active Counter-Measures".  Includes,
but not limited to, spoofing, jamming, and/or misleading the enemy
through the use of emissions and unlimited use decoys. Specifically does NOT
include "cloaking devices". Modern equivalents would include not just EM
emissions, but also IR "flicker" devices and disposable decoys like flares and
chaff.

*Sensors: A broad spectrum suite of devices for detecting objects through both
passive and active means. Not precise enough to generate a firing solution.
Modern equivalent might be search radar and detectors.

*Fire Control: A suite of sensor transceivers and computing capability capable
of locating an object with sufficient precision for accurate weapons fire.

Next, system tech/quality levels are used.  These lay on a 6 level
scale, from 0-5, for each system of Stealth, ECM, FireCon, and Sensors:

Level 0 = None Level 1 = Inferior or Antiquated Level 2 = Basic Military,
Poor, or Obsolescent Level 3 = Standard Military Level 4 = Enhanced Level 5 =
Superior

We assume that the basic FT/FB combat rules reflect a situation where
all ships are equipped with Standard (QL3) systems in all areas, and that the
ship construction rules reflect this.

Basically, various levels of Stealth, ECM, and FC alter the effective range
bands of weapons. Sensors are assumed sufficient to detect the presence of
ships anywhere on the game area, but may not be sufficient to give data or
firing solution if the opponent has better tech
stealth/ECM.

Stealth is represented by hexagons above the ships hull block, one (1)
for each level of stealth.  So all FB1/2 ships have 3 stealth hexagons
representing Standard Stealth (Stealth 3), while a ship with Superior stealth
would have 5 hexagons. When a ship takes threshold checks, roll for EACH
hexagon as for any other system. The number surviving is the remaining level
of stealth. Stealth cannot be repaired during the course of a game. Stealth
takes up no MASS but is related to the cost of the ships basic hull, not
structure or ablative armor (so related to TMF). None = x0.25 Inferior = x0.5
Basic = x0.75 Standard = x1 Enhanced = x1.5 Superior = x2 This is irrespecive
of whether you use NPV or CPV.

ECM is represented by a system Icon (we use a box with a signals branch
lightning bolt) with boxes/circles below it representing the level.  So
all FB1/2 ships have an ECM icon with 3 boxes/circles representing
Standard ECM (ECM3), while a ship with Superior ECM would have 5
boxes/circles.
When a ship takes a threshold check, roll once for the ECM system. If the roll
is a failure, roll another die to determine how many levels are lost:
1-3 = 1 level lost
4-5 = 2 levels lost
6 = 2 levels lost and roll again
this is similar to the beam die results.  Cross out one box/circle for
each level lost.  The remaining boxes/circles represent the remaining
ECM capability. Each Level of ECM requires a separate repair roll. Several
levels can be rolled for by separate DCPs. The ECM system comes standard with
the ship. Increasing or decreasing its Quality applies the same multiplier to
the ship's hull cost as Stealth. The multiplication is cumulative with the
costs for stealth. Enhanced ECM takes up 1% of the ships TMF (round up), and
Superior ECM takes up 2% (round up).

Each level of Stealth and/or ECM above Standard (so Enhanced = +1, and
Superior = +2) reduces the effective range bands of attacking weapons
by 1/6.  Thus making the ship harder to hit.  Enhanced quality reduces
RBs by 1/6 and Superior reduces RBs by 2/6 = 1/3.
The effects of Stealth and ECM are cumulative.

Stealth/ECM Quality      Alteration  Multiplier  Range Bands
Both Std		   None        x1	6     12     18
1 Enhanced System           -1/6       x5/6     5     10     15
Both Enhanced               -2/6       x4/6     4      8     12
1 Superior System           -2/6       x4/6     4      8     12
1 Superior, 1 Enhanced      -3/6       x3/6     3      6      9
Both Superior               -4/6       x2/6     2      4      6

So if a ship has Enhanced Stealth and Standard ECM, then P-Torps and
K-Guns will use 5mu RBs and Beams will use 10mu RBs instead of their
normal 6 and 12.

Notice that ships can have stealth and ECM below Standard level, either
because that is how they began the game or through damage. This causes
incoming fire to use larger range bands, thus making the ship easier to hit.
For each level of Stealth or ECM below Standard, increase the RBs of
incoming fire by 1/6.  Note that there are three levels below Standard,
including level 0, so that when firing on a ship with neither ECM nor Stealth,
RBs are doubled. These are cumulative with the modifiers if the other system
is not Standard.

Stealth/ECM Quality    Alteration Multiplier   Range Bands
Standard System 	 None	      x1       6     12     18
Basic System             +1/6         x7/6     7     14     21
Inferior System          +2/6         x8/6     8     16     24
No System                +3/6         x9/6     9     18     27

Fire Control Systems Theoretically, FCS should be integrated into this system
also. So far, we have only done so for specific "high tech" races in specific
settings, such as Centuari and Minbari, or low tech, such as EA during Minbari
war. As such it has been a case of all of the FCS on a ship are of the same
level, though theoretically, you might be able to build a ship with differing
FCS qualities, representing secondary systems.

For the system to zero out, an FCS of a given level, firing at a ship with
both Stealth and ECM of the same level as the FCS should have the
same RBs as basic FT/FB.  Therefore the FCS modifier should equal the
combined modifier of both Stealth and ECM:

FCS Quality    Alteration     Range Bands
Superior FCS     +4/6         10    20     30
Enhanced FCS     +2/6         8     16     24
Standard FCS	 None	      6     12	   18
Basic FCS        -2/6         4      8     12
Inferior FCS     -4/6         2      4      6
No FCS           -6/6         0      0      0

With the alteration to the RBs being cumulative with the alterations due to
Target ECM and Stealth.

Having Enhanced FCS increases the cost of direct fire weapons (those which
benefit from the FCS bonus) by x1.5, and having Superior FCS increases the
cost of direct fire weapons by x3.

Salvo Missiles: Under the FB rules for salvo missiles, applying the modifiers
for
target ECM/Stealth as above does not give the right effect.  Therefore,
when detremining which target the missiles attack, divide the measured range
by the multiplier normally aplied to the RB. So a target with Enhanced Stealth
and Enhanced ECM would divide the measured range to a
SM volley by 4/6 (wich is the same as multiplying by 6/4).  Thus the SM
will, in effect, see the ship as farther away. This is better that simly
reducing the SM's attack radius.

Comments? Critiques?

J

From: Jared Hilal <jlhilal@y...>

Date: Fri, 9 Sep 2005 01:57:06 -0700 (PDT)

Subject: [GZG] Stealth, ECM and FCS suggestion (long)

I have collected what we use for Stealth and ECM. This is inspired by the WDA
stealth rules, but has some significant differences. The base system assumes
that there is only one "mode of operation" for ships (no "silent running"),
and ships stand out for whatever techno reasoning. We have also been tinkering
with an "advanced system" for backgrounds that allow "silent running"
situations, but this is more in the stage of ideas than rules to try.

First, some definitions:
*Stealth: all of the passive methods of low-observability technologies
and techniques to reduce the ship's emissions and reflections. Includes but
not limited to shape, materials, coatings, and emissions control. Specifically
does NOT include "cloaking devices".

*ECM: all of the active methods of creating false or misleading sensor
readings.  Better described as "Active Counter-Measures".  Includes,
but not limited to, spoofing, jamming, and/or misleading the enemy
through the use of emissions and unlimited use decoys. Specifically does NOT
include "cloaking devices". Modern equivalents would include not just EM
emissions, but also IR "flicker" devices and disposable decoys like flares and
chaff.

*Sensors: A broad spectrum suite of devices for detecting objects through both
passive and active means. Not precise enough to generate a firing solution.
Modern equivalent might be search radar and detectors.

*Fire Control: A suite of sensor transceivers and computing capability capable
of locating an object with sufficient precision for accurate weapons fire.

Next, system tech/quality levels are used.  These lay on a 6 level
scale, from 0-5, for each system of Stealth, ECM, FireCon, and Sensors:

Level 0 = None Level 1 = Inferior or Antiquated Level 2 = Basic Military,
Poor, or Obsolescent Level 3 = Standard Military Level 4 = Enhanced Level 5 =
Superior

We assume that the basic FT/FB combat rules reflect a situation where
all ships are equipped with Standard (QL3) systems in all areas, and that the
ship construction rules reflect this.

Basically, various levels of Stealth, ECM, and FC alter the effective range
bands of weapons. Sensors are assumed sufficient to detect the presence of
ships anywhere on the game area, but may not be sufficient to give data or
firing solution if the opponent has better tech
stealth/ECM.

Stealth is represented by hexagons above the ships hull block, one (1)
for each level of stealth.  So all FB1/2 ships have 3 stealth hexagons
representing Standard Stealth (Stealth 3), while a ship with Superior stealth
would have 5 hexagons. When a ship takes threshold checks, roll for EACH
hexagon as for any other system. The number surviving is the remaining level
of stealth. Stealth cannot be repaired during the course of a game. Stealth
takes up no MASS but is related to the cost of the ships basic hull, not
structure or ablative armor (so related to TMF). None = x0.25 Inferior = x0.5
Basic = x0.75 Standard = x1 Enhanced = x1.5 Superior = x2 This is irrespecive
of whether you use NPV or CPV.

ECM is represented by a system Icon (we use a box with a signals branch
lightning bolt) with boxes/circles below it representing the level.  So
all FB1/2 ships have an ECM icon with 3 boxes/circles representing
Standard ECM (ECM3), while a ship with Superior ECM would have 5
boxes/circles.
When a ship takes a threshold check, roll once for the ECM system. If the roll
is a failure, roll another die to determine how many levels are lost:
1-3 = 1 level lost
4-5 = 2 levels lost
6 = 2 levels lost and roll again
this is similar to the beam die results.  Cross out one box/circle for
each level lost.  The remaining boxes/circles represent the remaining
ECM capability. Each Level of ECM requires a separate repair roll. Several
levels can be rolled for by separate DCPs. The ECM system comes standard with
the ship. Increasing or decreasing its Quality applies the same multiplier to
the ship's hull cost as Stealth. The multiplication is cumulative with the
costs for stealth. Enhanced ECM takes up 1% of the ships TMF (round up), and
Superior ECM takes up 2% (round up).

Each level of Stealth and/or ECM above Standard (so Enhanced = +1, and
Superior = +2) reduces the effective range bands of attacking weapons
by 1/6.  Thus making the ship harder to hit.  Enhanced quality reduces
RBs by 1/6 and Superior reduces RBs by 2/6 = 1/3.
The effects of Stealth and ECM are cumulative.

Stealth/ECM Quality      Alteration  Multiplier  Range Bands
Both Std		   None        x1	6     12     18
1 Enhanced System           -1/6       x5/6     5     10     15
Both Enhanced               -2/6       x4/6     4      8     12
1 Superior System           -2/6       x4/6     4      8     12
1 Superior, 1 Enhanced      -3/6       x3/6     3      6      9
Both Superior               -4/6       x2/6     2      4      6

So if a ship has Enhanced Stealth and Standard ECM, then P-Torps and
K-Guns will use 5mu RBs and Beams will use 10mu RBs instead of their
normal 6 and 12.

Notice that ships can have stealth and ECM below Standard level, either
because that is how they began the game or through damage. This causes
incoming fire to use larger range bands, thus making the ship easier to hit.
For each level of Stealth or ECM below Standard, increase the RBs of
incoming fire by 1/6.  Note that there are three levels below Standard,
including level 0, so that when firing on a ship with neither ECM nor Stealth,
RBs are doubled. These are cumulative with the modifiers if the other system
is not Standard.

Stealth/ECM Quality    Alteration Multiplier   Range Bands
Standard System 	 None	      x1       6     12     18
Basic System             +1/6         x7/6     7     14     21
Inferior System          +2/6         x8/6     8     16     24
No System                +3/6         x9/6     9     18     27

Fire Control Systems Theoretically, FCS should be integrated into this system
also. So far, we have only done so for specific "high tech" races in specific
settings, such as Centuari and Minbari, or low tech, such as EA during Minbari
war. As such it has been a case of all of the FCS on a ship are of the same
level, though theoretically, you might be able to build a ship with differing
FCS qualities, representing secondary systems.

For the system to zero out, an FCS of a given level, firing at a ship with
both Stealth and ECM of the same level as the FCS should have the
same RBs as basic FT/FB.  Therefore the FCS modifier should equal the
combined modifier of both Stealth and ECM:

FCS Quality    Alteration     Range Bands
Superior FCS     +4/6         10    20     30
Enhanced FCS     +2/6         8     16     24
Standard FCS	 None	      6     12	   18
Basic FCS        -2/6         4      8     12
Inferior FCS     -4/6         2      4      6
No FCS           -6/6         0      0      0

With the alteration to the RBs being cumulative with the alterations due to
Target ECM and Stealth.

Having Enhanced FCS increases the cost of direct fire weapons (those which
benefit from the FCS bonus) by x1.5, and having Superior FCS increases the
cost of direct fire weapons by x3.

Salvo Missiles: Under the FB rules for salvo missiles, applying the modifiers
for
target ECM/Stealth as above does not give the right effect.  Therefore,
when detremining which target the missiles attack, divide the measured range
by the multiplier normally aplied to the RB. So a target with Enhanced Stealth
and Enhanced ECM would divide the measured range to a
SM volley by 4/6 (wich is the same as multiplying by 6/4).  Thus the SM
will, in effect, see the ship as farther away. This is better that simly
reducing the SM's attack radius.

Comments? Critiques?

J

From: Charles Lee <xarcht@y...>

Date: Sun, 11 Sep 2005 08:37:59 -0700 (PDT)

Subject: Re: [GZG] Stealth, ECM and FCS suggestion (long)

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lDo not forget ESM.
This is essentially radio direction detection. It does not give your location
away by transmittitting and can give you the loudest (ie jammers or ECM)
users.

J L Hilal <jlhilal@yahoo.com> wrote:I have collected what we use for Stealth
and ECM. This is inspired by the WDA stealth rules, but has some significant
differences. The base system assumes that there is only one "mode of
operation" for ships (no "silent running"), and ships stand out for whatever
techno reasoning. We have also been tinkering with an "advanced system" for
backgrounds that allow "silent running" situations, but this is more in the
stage of ideas than rules to try.

First, some definitions:
*Stealth: all of the passive methods of low-observability technologies
and techniques to reduce the ship's emissions and reflections. Includes but
not limited to shape, materials, coatings, and emissions control. Specifically
does NOT include "cloaking devices".

*ECM: all of the active methods of creating false or misleading sensor
readings. Better described as "Active Counter-Measures". Includes,
but not limited to, spoofing, jamming, and/or misleading the enemy
through the use of emissions and unlimited use decoys. Specifically does NOT
include "cloaking devices". Modern equivalents would include not just EM
emissions, but also IR "flicker" devices and disposable decoys like flares and
chaff.

*Sensors: A broad spectrum suite of devices for detecting objects through both
passive and active means. Not precise enough to generate a firing solution.
Modern equivalent might be search radar and detectors.

*Fire Control: A suite of sensor transceivers and computing capability capable
of locating an object with sufficient precision for accurate weapons fire.

Next, system tech/quality levels are used. These lay on a 6 level
scale, from 0-5, for each system of Stealth, ECM, FireCon, and Sensors:

Level 0 = None Level 1 = Inferior or Antiquated Level 2 = Basic Military,
Poor, or Obsolescent Level 3 = Standard Military Level 4 = Enhanced Level 5 =
Superior

We assume that the basic FT/FB combat rules reflect a situation where
all ships are equipped with Standard (QL3) systems in all areas, and that the
ship construction rules reflect this.

Basically, various levels of Stealth, ECM, and FC alter the effective range
bands of weapons. Sensors are assumed sufficient to detect the presence of
ships anywhere on the game area, but may not be sufficient to give data or
firing solution if the opponent has better tech
stealth/ECM.

Stealth is represented by hexagons above the ships hull block, one (1)
for each level of stealth. So all FB1/2 ships have 3 stealth hexagons
representing Standard Stealth (Stealth 3), while a ship with Superior stealth
would have 5 hexagons. When a ship takes threshold checks, roll for EACH
hexagon as for any other system. The number surviving is the remaining level
of stealth. Stealth cannot be repaired during the course of a game. Stealth
takes up no MASS but is related to the cost of the ships basic hull, not
structure or ablative armor (so related to TMF). None = x0.25 Inferior = x0.5
Basic = x0.75 Standard = x1 Enhanced = x1.5 Superior = x2 This is irrespecive
of whether you use NPV or CPV.

ECM is represented by a system Icon (we use a box with a signals branch
lightning bolt) with boxes/circles below it representing the level. So
all FB1/2 ships have an ECM icon with 3 boxes/circles representing
Standard ECM (ECM3), while a ship with Superior ECM would have 5
boxes/circles.
When a ship takes a threshold check, roll once for the ECM system. If the roll
is a failure, roll another die to determine how many levels are lost:
1-3 = 1 level lost
4-5 = 2 levels lost
6 = 2 levels lost and roll again
this is similar to the beam die results. Cross out one box/circle for
each level lost. The remaining boxes/circles represent the remaining
ECM capability. Each Level of ECM requires a separate repair roll. Several
levels can be rolled for by separate DCPs. The ECM system comes standard with
the ship. Increasing or decreasing its Quality applies the same multiplier to
the ship's hull cost as Stealth. The multiplication is cumulative with the
costs for stealth. Enhanced ECM takes up 1% of the ships TMF (round up), and
Superior ECM takes up 2% (round up).

Each level of Stealth and/or ECM above Standard (so Enhanced = +1, and
Superior = +2) reduces the effective range bands of attacking weapons
by 1/6. Thus making the ship harder to hit. Enhanced quality reduces
RBs by 1/6 and Superior reduces RBs by 2/6 = 1/3.
The effects of Stealth and ECM are cumulative.

Stealth/ECM Quality Alteration Multiplier Range Bands
Both Std None x1 6 12 18
1 Enhanced System -1/6 x5/6 5 10 15
Both Enhanced -2/6 x4/6 4 8 12
1 Superior System -2/6 x4/6 4 8 12
1 Superior, 1 Enhanced -3/6 x3/6 3 6 9
Both Superior -4/6 x2/6 2 4 6

So if a ship has Enhanced Stealth and Standard ECM, then P-Torps and
K-Guns will use 5mu RBs and Beams will use 10mu RBs instead of their
normal 6 and 12.

Notice that ships can have stealth and ECM below Standard level, either
because that is how they began the game or through damage. This causes
incoming fire to use larger range bands, thus making the ship easier to hit.
For each level of Stealth or ECM below Standard, increase the RBs of
incoming fire by 1/6. Note that there are three levels below Standard,
including level 0, so that when firing on a ship with neither ECM nor Stealth,
RBs are doubled. These are cumulative with the modifiers if the other system
is not Standard.

Stealth/ECM Quality Alteration Multiplier Range Bands
Standard System None x1 6 12 18
Basic System +1/6 x7/6 7 14 21
Inferior System +2/6 x8/6 8 16 24
No System +3/6 x9/6 9 18 27

Fire Control Systems Theoretically, FCS should be integrated into this system
also. So far, we have only done so for specific "high tech" races in specific
settings, such as Centuari and Minbari, or low tech, such as EA during Minbari
war. As such it has been a case of all of the FCS on a ship are of the same
level, though theoretically, you might be able to build a ship with differing
FCS qualities, representing secondary systems.

For the system to zero out, an FCS of a given level, firing at a ship with
both Stealth and ECM of the same level as the FCS should have the
same RBs as basic FT/FB. Therefore the FCS modifier should equal the
combined modifier of both Stealth and ECM:

FCS Quality Alteration Range Bands
Superior FCS +4/6 10 20 30
Enhanced FCS +2/6 8 16 24
Standard FCS None 6 12 18
Basic FCS -2/6 4 8 12
Inferior FCS -4/6 2 4 6
No FCS -6/6 0 0 0

With the alteration to the RBs being cumulative with the alterations due to
Target ECM and Stealth.

Having Enhanced FCS increases the cost of direct fire weapons (those which
benefit from the FCS bonus) by x1.5, and having Superior FCS increases the
cost of direct fire weapons by x3.

Salvo Missiles: Under the FB rules for salvo missiles, applying the modifiers
for
target ECM/Stealth as above does not give the right effect. Therefore,
when detremining which target the missiles attack, divide the measured range
by the multiplier normally aplied to the RB. So a target with Enhanced Stealth
and Enhanced ECM would divide the measured range to a
SM volley by 4/6 (wich is the same as multiplying by 6/4). Thus the SM
will, in effect, see the ship as farther away. This is better that simly
reducing the SM's attack radius.

Comments? Critiques?

J

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

Date: Mon, 12 Sep 2005 09:50:04 +1000

Subject: RE: [GZG] Stealth, ECM and FCS suggestion (long)

G'day,

Just on the cursory read I've had they look interesting. How do they play?

Cheers

From: Jared Hilal <jlhilal@y...>

Date: Mon, 12 Sep 2005 16:05:05 -0700 (PDT)

Subject: RE: [GZG] Stealth, ECM and FCS suggestion (long)

> --- Beth.Fulton@csiro.au wrote:

They are actually pretty simple to play, although it is complex to explain.

If you are going to try them, I would suggest first adding them straight to
the ships that you normally play with. I.e. adding these
rules with everyone "as per FB SSD's/construction rules" at Standard
Quality (lvl 3) Stealth, ECM, and FCS. As ships are damaged, they will loose
Stealth and ECM levels, and become easier to hit. Over the course of a couple
of games, you can get the feel of the system before
you add Enhanced and/or Superior Stealth and ECM.

However, since the loss of levels is tied to threshold checks, the really
small ships that some listers seem to like might not suffer much degrading of
their abilities before they go *pop*. <shrug>

On the other hand, another interesting side effect of this system is
that the tiny "decoy escorts" people like to use to bait away FB-style
salvo missiles are not effective if they use enhanced stealth or ECM, since
the missiles think they are out of range. If they are unstealthed or turn off
their ECM, then they are easier to pick off with other weapons before the
missiles arrive.

J

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

Date: Tue, 13 Sep 2005 09:44:57 +1000

Subject: RE: [GZG] Stealth, ECM and FCS suggestion (long)

G'day,

> They are actually pretty simple to play, although it is complex to

Seems many good ideas are;)

> If you are going to try them, I would suggest first adding them

Ok.

> On the other hand, another interesting side effect of this system is

Actually that strikes me as a nice hard choice to make people make;)

Have fun