From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 11 Jul 1996 21:52:41 -0400
Subject: ST ??
> Now, as to scanning them: how about allowing passive sensors to
From: Sean Bayan Schoonmaker <schoon@a...>
Date: Thu, 11 Jul 1996 21:52:41 -0400
Subject: ST ??
> Now, as to scanning them: how about allowing passive sensors to
From: Mark A. Siefert <cthulhu@c...>
Date: Thu, 11 Jul 1996 23:50:09 -0400
Subject: Re: ST ??
> Sean Bayan Schoonmaker wrote: > What's ST?
From: FieldScott@a...
Date: Fri, 12 Jul 1996 00:07:29 -0400
Subject: Re: ST ??
> Sean Bayan Schoonmaker wrote: > And Mark Seifert wrote: > Most probably "Star Trek." Right. And yes, RL meant Real Life. Sorry -- gotta watch those acronyms! The sensor rules Monty referred to are sensor "sweeps" to search an arc for cloaked ships. The rules we've been using are: Any ship equipped with superior or enhanced sensors may attempt to scan for cloaked ships. The scanning ship must scan through a specified firing arc (one arc only), and rolls 1d6. Any cloaked ships in that firing arc (out to max. sensor range of 54Â) are revealed on a 6 for enhanced sensors, or a 5-6 for superior sensors. The position fix is not precise enough to target the cloaked ship with beam weapons, etc, but it can be affected by area effect weapons (if you use any). After a bit of playtesting, I feel like this makes it far too easy to detect cloaked ships. If you have more than 3 or 4 ships scanning, you're almost guaranteed to locate most cloakers out there long before they get close enough to uncloak and attack. I've thought about trying the following rule in future games: Roll one die, modified as follows; any cloaked ships are revealed on a 6. Superior sensors: +2 Enhanced sensors: +0 Basic (Active) sensors: -2 -1 for each 6" range to the cloaked ship +1 for each 3" velocity of the cloaked ship Of course, this is a good deal more complex and would be difficult to play without a referee. Any comments? Scott
From: Timothy Klaus <tklaus@m...>
Date: Fri, 12 Jul 1996 22:09:54 -0400
Subject: RE: ST ??
---------- From: FieldScott@aol.com Sent: Thursday, July 11, 1996 11:07 PM To: FTGZG-L@bolton.ac.uk Subject: Re: ST ?? > Sean Bayan Schoonmaker wrote: > And Mark Seifert wrote: > Most probably "Star Trek." Right. And yes, RL meant Real Life. Sorry -- gotta watch those acronyms! The sensor rules Monty referred to are sensor "sweeps" to search an arc for cloaked ships. The rules we've been using are: Any ship equipped with superior or enhanced sensors may attempt to scan for cloaked ships. The scanning ship must scan through a specified firing arc (one arc only), and rolls 1d6. Any cloaked ships in that firing arc (out to max. sensor range of 54") are revealed on a 6 for enhanced sensors, or a 5-6 for superior sensors. The position fix is not precise enough to target the cloaked ship with beam weapons, etc, but it can be affected by area effect weapons (if you use any). After a bit of playtesting, I feel like this makes it far too easy to detect cloaked ships. If you have more than 3 or 4 ships scanning, you're almost guaranteed to locate most cloakers out there long before they get close enough to uncloak and attack. I've thought about trying the following rule in future games: Roll one die, modified as follows; any cloaked ships are revealed on a 6. Superior sensors: +2 Enhanced sensors: +0 Basic (Active) sensors: -2 -1 for each 6" range to the cloaked ship +1 for each 3" velocity of the cloaked ship Of course, this is a good deal more complex and would be difficult to play without a referee. Any comments? Scott