From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 1 Mar 2000 15:57:36 -0500
Subject: Stealth in SG2 - how to implement it?
What is stealth from DS2? I assume it is a combination of electronic/EM countermeasures, thermal ducting and countermeasures, and visual countermeasures. What is the effect? In DS2, it makes the vehicle harder to hit by reducing its effective signature. How to best represent this in SG2? Ideas: 1) A reduction of size class as a target 2) An increase of effective ECM by 1 or more levels (an open shift that moves from the defenders ECM die to the attackers guidance or FC/FP die) 3) A stealth die - a 1 level stealth is D4, 2 level is D6, etc. Each has advantages and disadvantages. 1) Pros: Easy to do, somewhat similar in mechanic to DS2 Cons: Works not a whit against GMS or infantry small arms - useless to size class 1 vehicles. 2) Pros: Easy to do. Works against all attacking weapons systems. Similar shift can be applied to spotting rolls. Cons: Means shifting more than 1 die conceivably. 3) Pros: Extra die is probably most advantageous option for defender. Also works for spotting. Cons: Means attacker would have to beat both stealth and range or ECM dice. I implemented PDS for vehicles using method 3 (an extra die). I'm not sure which makes the most sense. Q: Can infantry have stealth? A: Perhaps? 1 level = phototrophic cammie jammies. 2 level = predator-like cloak shields. Q: Can other vehicles types have implicit stealth? A: I think perhaps some things like motorbikes have something like this versus being hit (spot normally - a bike makes noise). Comments, rebuttals, other theories, like it, lump it, want to put a bullet in me?