From: Sean Bayan Schoonmaker <schoon@a...>
Date: Sat, 8 Apr 2000 07:51:24 -0700
Subject: My Attempt at Simple EW/Sensors
OK, I think that Brian was on the right track. His assumptions: 1) Affects combat 2) Quick and easy 3) Stick with FT d6 system Those work for me! Electronics Systems To ensure that redesign of existing ships is NOT necessary, we'll give ALL ships a Class 0 system with the hull. Class 0 Electronics - Included with Hull Class 1 Electronics - Mass 1 Class 2 Electronics - Mass 3 Class 3 Electronics - Mass 9 Class 4 Electronics - Mass 27... Point Cost is Total Mass x 5 The Class 0 system will be inherent to all ships, so it should give the same info that we get now: Range (Info): 24" 48" 72" 96" 120" Class 0 Passive All Size Bogey None None Class 0 Active All All Size Bogey None Ships using Active detect AND are detected at the listed ranges. Ships using active mode roll a number of dice equal to their sensor class. These dice are scored just like beam weapons, including re-rolls on a natural 6. The "Hits" are then spent: 1 Hit - Increase/Decrease effective firing range by 6", OR increase/decrease effective sensor range by 24", OR falsify Size information by 1 size class* 2-3 Hits - Increase/Decrease effective firing range by 6" and treat as +/-1 level screens (2 max), OR increase/decrease effective sensor range by 48", OR falsify Size information by 2 size classes* 4+ Hits - Increase/Decrease effective firing range by 12" and treat as +/-1 level screens (2 max), OR increase/decrease effective sensor range by 96", OR falsify Size information by 3 size classes* *Reported size class may only be altered for the ship mounting the electronics system. There. Simple. Comments?