From: Beth Fulton <beth.fulton@m...>
Date: Tue, 11 Apr 2000 10:18:43 +1000
Subject: More EW and operational movement
G'day guys,
Derek asked me to post the following for him, I haven't really been following
the thread so if this has all been said before I'm sorry. By the way this
covers operational movement too due to the ranges involved. I've chopped an
reordered this a bit so those after just a tabletop version can just grab it
and run, hope it still makes sense.
Cheers
Beth
> [quoted text omitted]
TABLETOP ONLY EW When to use Sensors and ECM on the table top: While using
these rules there is a new phase in the game turn after the 'Roll for
initiative' phase and before the 'Move fighter groups' all sensor rolls for
possible contacts should be made in this phase.
How to use Sensors and ECM on the table top: The side with the initiative
chooses a ship and attempts a sensor
scan(s).
A ship may scan (at a maxiumum) as many contacts as it has fire control
systems (it does these scans one at a time because if one fails then the ship
must stop regardless of how many it had left). After that ships scan(s) are
ended, regardless of the scan(s)'s success, the opposing side then chooses a
ship from their fleet to carry out a sensor scan(s). When this ship has
finished, once again the side with the initiative chooses a ship to carry out
a sensor scan(s) and so on until both sides' ships have all attempted to carry
out sensor scans. Of course if a player desires, a ship may opt not to carry
out any sensor scans.
The actual scanning: Some time in 1998 (I think?) somebody posted to the list
the idea of using the beam dice mechanic to resolve sensor rolls I forget who
it was, but it's a great idea! Here is a table we used in a campaign we ran
last year, there was no operational movement and the ranges were based on
those given in the FULL THRUST rule book. We added a sensor range for fighters
and allowed increased effectiveness of ship based sensors and this 'new'
range.
For each possible contact roll the required number of D6 for the type and
grade of sensor and range from the sensing ship to the contact. Total the
number of hits and use this number to determine the information gathered about
the contact. Once one ship in the fleet makes detection with a sensor contact
all other friendly ships automatically know everything the sensing ship has
discovered.
Sensor grade Mass & points cost Sensor ranges (passive / active)
18 MU/27 MU 36 MU/54 MU 72 MU/108 MU 144
MU/216 MU
Fighter sensors Nil 1D6 ---- ---- ----
Standard Nil 2D6 1D6 ---- ----
Enhanced 1 mass, 15 points 3D6 2D6 1D6 ----
Superior 2 mass, 30 points 4D6 3D6 2D6 1D6 The Mass and points costs are for a
sensor system that includes both active and passive sensors.
ECM system Mass & points cost Individual Area
No ECM Nil Nil 1-2; no result 3-5; 1 'hit' 6; 2 'hits' +
reroll.
Standard 2 mass, 20 points 3 mass, 30 points 1-3; no
result 4-5; 1 'hit' 6;
2 'hits' + reroll.
Enhanced 4 mass, 40 points 6 mass, 60 points 1-4; no
result 5; 1 'hit' 6; 2
'hits' + reroll.
Superior 8 mass, 80 points 12 mass, 120 points 1-4; no
result 5; 1 'hit' 6;
1 'hits' + reroll.
All rerolls count as if boogie has no ECM.
Die Modifiers:
+1 to each dice rolled if using passive sensors and target is using
active sensors.
+2 if using passive sensors and optional vector movement is being used
and the target is using Main drive burn and facing away from sensing ship in
the previous movement phase.
If ship is protected by area ECM; Add DM of -1, if standard.
Add DM of -2, if enhanced.
Add DM of -3, if superior.
Note: A roll of 6 on a D6 before adding modifiers always results in a reroll.
Results
Number of hits Passive sensors 0 No information. 1 Size class, velocity,
course and facing (if using vector movement) and screens (if any) data of the
target is known. Place a Boogie maker on the playing area to represent the
ship being scanned. Good enough for firing solution. 2 Mass is known.
3 Configuration / Class is known replace boogie marker with
miniature.
4+ The sensing ship knows layout and current condition of ship
being scanned (ie: is it damaged).
Number of hits Active Sensors 0 No information. 1 Mass, velocity, course and
facing (if using vector movement and screens
(if any) data of the target is known. Configuration / Class is known,
place a miniature representing the scanned ship on the play area. Good enough
for firing solution.
2+ The sensing ship knows layout and current
condition of ship being scanned (ie: is it damaged).
Size class
1 Mass 1 -4; Fighters and missiles.
2 Mass 5 - 49; Light escorts.
3 Mass 50 - 99; Cruisers
4 Mass 100 - 299; Capitals.
5 Mass 300 +; Very large.
If any sensor 'hits' are scored then the detection attempt was successful and
owning player reveals information about the detected ship based on the level
of success.
On a successful detection attempt the 'sensing' ship can continue making
detection attempts against any further possible contacts within the taskforce
and any other taskforce in range, up to the number of fire control systems the
sensing ship has, if a detection attempt fails (no sensor 'hits') then no
further detection attempts may be made with that ship.
Note, ships that cloak are lost from the enemies sensor locks, but they also
lose their own locks and attempts to regain the locks must be made when they
later decloak.
----- END TABLETOP ----
OPERATIONAL MOVEMENT AND EW With the disscussion about sensors and EW systems
I thought I might throw what I've been playing around with into the ring. Not
too much original thought here, more a bringing together of ideas from
postings to the list and other game systems, GDW's Battlerider is one I drew
on heavily. It is important to note that this is a work in progress and as
such incomplete in some areas.
Aim & overview: The aim of this document is to provide a set of rules that
will provide an environment that will allow players to manoeuvre their fleets
beyond the confines of the tabletop at the operational level.
Basically opposing players will plot the movement of the ships; etc under
their control on a hex map and when opposing forces come into contact with one
another the action is transferred to the tabletop.
Scales, definitions & explanations: 1 Movement Unit (MU, 1 inch on the
tabletop): 1000 kms. 1 ÂTactical turn (Full Thrust game turn): 15 minutes.
1 Operational hex: 55 000 kms. (55 MU) 1 Operational turn: 150 minutes (2.5
hours or 10 'tactical turns)
Vector: A vector represents the course and velocity of a taskforce, this is
shown with the projected end point marker. A line drawn from the taskforce
marker through to the projected end point marker shows the course of the
taskforce and the distance in hexes between these two points is the velocity.
Taskforces: Ships in the game are grouped together as taskforces, a taskforce
is represented on the operational map with a counter and it's projected
endpoint marker. A taskforce manoeuvres at the rate of the ship with the
lowest thrust rating in the taskforce. Dummy taskforces: Taskforces without
ships are referred to as dummy taskforces, these are there to confuse the
other side. Once detected as such the dummy taskforces are removed from play
and can be recreated by splitting them off from taskforces already in play.
Unless dictated by the situation the number of dummy taskforces in play should
be 1D6 per side.
There are two types of sensors; active and passive, each type is graded as
standard, enhanced and superior. Types of sensors and ECM: Passive sensors
work by receiving radiation (light, heat, radio, whatever) from a possible
target, active sensors work by emitting radiation and seeing what is reflected
back, much the same way as a you might use a torch. The torch emits a beam of
light and you see what the beam falls on because the light is reflected back
to your eyes. There are two types of electronic counter measures (ECM);
individual and area, like sensors both are graded as standard, enhanced and
superior. The ECM packages basically perform a similar function as stated in
MORE THRUST, individual packages protect only the ships they are installed on
and area packages protect all friendly ships within 12".
Operational turn: Each operational turn is broken down into the following
steps.
· Initiative phase. Both sides roll a D6, the side with the highest score has
the initiative. · Detection phase. Make detection attempts against enemy
taskforces. Players alternate making detection attempts one taskforce at a
time with the player who lost the initiative going first. · Operations phase.
In this phase the following happens and both sides carry out these actions
simultaneously.
· Launch/recover any ordnance, 'fighter strikes' or 'small craft'.
· Both sides reconfigure taskforces, merge existing taskforces or divide them
into two or more smaller taskforces. Taskforces can only be merged when they
are in the same hex and have the same vector, new taskforces created when a
single taskforce was split all start with the same vector. · Movement phase.
Taskforces are moved. Players alternate moving taskforces with the side who
lost the initiative going first.
· 'Move to/from tabletop' phase.
Detection: When a player chooses a taskforce with which to resolve detection
attempts, the first thing the player must decide is which ships in the
taskforce are going to make detection attempts using active sensors. For each
active sensor being used in a taskforce place an active sensor counter with
the taskforce counter on the operational map and make a note of which actual
ship is using the active sensor.
******DEREK'S DESIGN COMMENT***********
Originally I had rules to deal with Electronic Support Measures (ESM), but
using markers to denote active sensors within a taskforce works just as well
without the extra rules (so the ESM rules got binned).
******COMMENT ENDS************
To resolve a detection attempt the 'sensing' player chooses a ship from his
taskforce and chooses an enemy taskforce within range, the player owning that
taskforce picks the easiest ship to detect within that taskforce. Normally the
ship with the poorest ECM, if there is more than one ship to choose from then
it is the owning players choice on which ship the detection attempt will be
made.
A ship may scan as many contacts as it has fire control systems.
For each possible contact roll the required number of D6 for the type and
grade of sensor and range from the sensing ship to the contact.
Total the number of hits and use this number to determine the information
gathered about the contact.
Once one ship in the fleet makes detection with a sensor contact all other
friendly ships automatically know everything the sensing ship has discovered.
******DEREK'S DESIGN COMMENT***********
This is exactly as for tabletop but with longer ranges, we started with this,
but then realised they were a bit ridiculous for pure tabletop use and scaled
down the ranges for that option (above).
******COMMENT ENDS************
Sensor grade Mass & points cost Sensor ranges (passive[MU,Op
hex] /
active[MU,Op hex])
150 MU, 2 / 600 MU, 10 300 MU, 5 /1200 MU, 21 600 MU,
10 / 2400 MU, 43
Standard Nil 1D6 ---- ----
Enhanced 1 mass, 15 points 2D6 1D6 ----
Superior 2 mass, 30 points 3D6 2D6 1D6 The Mass and points costs are for a
sensor system that includes both active and passive sensors.
ECM system Mass & points cost Individual Area
No ECM Nil Nil 1-2; no result 3-5; 1 'hit' 6; 2 'hits' +
reroll.
Standard 2 mass, 20 points 3 mass, 30 points 1-3; no
result 4-5; 1 'hit' 6;
2 'hits' + reroll.
Enhanced 4 mass, 40 points 6 mass, 60 points 1-4; no
result 5; 1 'hit' 6; 2
'hits' + reroll.
Superior 8 mass, 80 points 12 mass, 120 points 1-4; no
result 5; 1 'hit' 6;
1 'hits' + reroll.
All rerolls count as if boogie has no ECM.
Die Modifiers:
+1 to each dice rolled if using passive sensors and target is using
active sensors.
+2 if using passive sensors and optional vector movement is being used
and the target is using Main drive burn and facing away from sensing ship in
the previous movement phase.
If ship is protected by area ECM; Add DM of -1, if standard.
Add DM of -2, if enhanced.
Add DM of -3, if superior.
Note: A roll of 6 on a D6 before adding modifiers always results in a reroll.
Results
Number of hits Passive sensors 0 No information. 1 Size class, velocity,
course and facing (if using vector movement) and screens (if any) data of the
target is known. Place a Boogie maker on the playing area to represent the
ship being scanned. Good enough for firing solution. 2 Mass is known.
3 Configuration / Class is known replace boogie marker with
miniature.
4+ The sensing ship knows layout and current condition of ship
being scanned (ie: is it damaged).
Number of hits Active Sensors 0 No information. 1 Mass, velocity, course and
facing (if using vector movement and screens
(if any) data of the target is known. Configuration / Class is known,
place a miniature representing the scanned ship on the play area. Good enough
for firing solution.
2+ The sensing ship knows layout and current
condition of ship being scanned (ie: is it damaged).
Size class
1 Mass 1 -4; Fighters and missiles.
2 Mass 5 - 49; Light escorts.
3 Mass 50 - 99; Cruisers
4 Mass 100 - 299; Capitals.
5 Mass 300 +; Very large.
If any sensor 'hits' are scored then the detection attempt was successful and
owning player reveals information about the detected ship based on the level
of success.
On a successful detection attempt the 'sensing' ship can continue making
detection attempts against any further possible contacts within the taskforce
and any other taskforce in range, up to the number of fire control systems the
sensing ship has, if a detection attempt fails (no sensor 'hits') then no
further detection attempts may be made with that ship.
When every ship in the taskforce has been successfully detected or the
taskforce was a dummy taskforce and there were never any ships, don't
immediately reveal this fact to the opposing player. Instead allow the
opposing player to think that there are still ships to be detected. Next time
a detection attempt is made against the taskforce treat the attempt as a
normal 'no ECM' roll, with any applicable modifiers of course. Upon success
the 'sensing' player is told that he has detected all the ships currently in
the taskforce or in the case of the dummy taskforce that it is a dummy and
there were never any ships.
Movement.
The taskforce manoeuvres by moving the projected end point marker, the end
point marker is moved one hex in the direction desired by expending 1 thrust.
Whenever a taskforce expends thrust a thrust marker is placed on the one hex
side that is closest to being exactly the opposite direction from which the
projected endpoint marker was moved. If two hex sides are equally close, the
opposing player decides which hex side the marker is placed on.
Once the manoeuvres are completed the taskforce is moved by moving the
taskforce marker to the same hex as the projected end point marker and the end
point marker is then moved an identical number of hexes to show the new
projected end point.
******DEREK'S DESIGN COMMENT***********
Another method of movement is to use INTRA SYSTEM FTL TRAVEL that's right use
the FTL drive to travel within the system. Haven't decided on any actual
mechanics yet, but Beth and I did decide that being within the 1G threshold of
a large body precluded the use of a FTL drive.
******COMMENT ENDS************
Velocity.
When moving from the operational map to the tabletop, to determine the
tabletop velocity of the ships in a task force consult the following table.
Velocity Operational Map Tabletop
1 6
2 11 3 17 4 22 5 28 6 33 7 39 8 44 9 50 10 55
11 61 12 66 13 72 14 77 15 83 16 88 17 94 18 99 19 105 20 110
Facing.
When transferring a ship from the operational map to the tabletop determine
the ship's facing using the following method.
Determine the base facing: If thrust was used to manoeuvre, the base facing is
the hex side opposite that containing the thrust marker for the taskforce. If
no thrust was used to manoeuvre then there is no base facing and proceed to
the next step. Deviation: Once the base facing is established, determine the
amount of leeway to either side of that facing that the player has when
choosing the craft's facing for the tabletop. Deviation is determined by the
amount of thrust used to manoeuvre as a proportion of that's ships total
thrust.
· If the thrust used equals the thrust of the ship, the final facing must
equal the base facing. · If the thrust used is equal to more than half the
thrust of the ship but less than the ship's full thrust rating, the final
facing must be the base facing or either of the adjacent hex sides. · If the
thrust spent is greater than zero but less than half of the ship's thrust, the
final facing may be any hex side except the one containing the thrust marker.
· When no thrust is used to manoeuvre and there is no base facing the player
may select any facing for the final facing.
COMMENTS WELCOME (PLEASE) like I said it's incomplete, but one day (BAH HA HA
HA!!!!!!!!!!! and all my miniatures will be painted too HE HE HE).
Derek (the MAD WARGAMER).