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Classic Traveller Sensor Rules

---SENSOR SUITE--- (rules page 1 of 3)


Pick a sensor package for the vessel. Most commercial and privately owned ships are fitted with Class I sensors. Most military vessels and some scout ships have Class IV sensors installed.

The sensor suite includes multiple sensors in both Passive and Active arrays.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Suite Range
Class I One-half Light Second (150,000 km or 15 Range Bands)
Class II One Light Second (300,000 km or 30 Range Bands)
Class III One and One-half Light Seconds (450,000 km or 45 Range Bands)
Class IV Two Light Seconds (600,000 km or 60 Range Bands)</pre>[/QUOTE]DESIGNER'S NOTE: I have not considered yet how much these sensors suites will cost. Your input on this is welcome.


===================================
-EDIT-

I was attempting to list all three pages of rules consecutively, but I was called away--too late to get my consecutive posts in before a couple of (welcome) replies hit the forum.

There are only three pages (posts) of rules for these sensor rules, and I've labeled them at the top of each post.

If you are looking to use/read/study/follow these rules, the three pages should be easy to find in this thread.

Also look for a single page (single post) rules appendix I added to compliment these rules.

--- --- ---

These sensor rules are contained in: 3 pages (posts), and 1 appendix.
 
---SENSOR SUITE--- (rules page 1 of 3)


Pick a sensor package for the vessel. Most commercial and privately owned ships are fitted with Class I sensors. Most military vessels and some scout ships have Class IV sensors installed.

The sensor suite includes multiple sensors in both Passive and Active arrays.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Suite Range
Class I One-half Light Second (150,000 km or 15 Range Bands)
Class II One Light Second (300,000 km or 30 Range Bands)
Class III One and One-half Light Seconds (450,000 km or 45 Range Bands)
Class IV Two Light Seconds (600,000 km or 60 Range Bands)</pre>[/QUOTE]DESIGNER'S NOTE: I have not considered yet how much these sensors suites will cost. Your input on this is welcome.


===================================
-EDIT-

I was attempting to list all three pages of rules consecutively, but I was called away--too late to get my consecutive posts in before a couple of (welcome) replies hit the forum.

There are only three pages (posts) of rules for these sensor rules, and I've labeled them at the top of each post.

If you are looking to use/read/study/follow these rules, the three pages should be easy to find in this thread.

Also look for a single page (single post) rules appendix I added to compliment these rules.

--- --- ---

These sensor rules are contained in: 3 pages (posts), and 1 appendix.
 
Originally posted by WJP:
The sensor suite includes multiple sensors in both Passive and Active arrays.
But there is the rub; civilians really don't need dedicated passive sensors, just transceivers (i.e. comms gear, radar, etc.). Passive sensors aren't really useful for navigation unless buoys or other nav aids are broadcasting on a frequency in your band width.

I agree that civilians should have very simple sensor suites (really not much more than decent comms gear, a good grav sensor, radar or lidar, and a high energy radiation detector). The economics of commercial shipping really doesn't have room for hauling around expensive sensor gear that really serves no purpose (except for adventuring).

As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe. The real meat behind passive sensors is computer processing speed and software. You gotta eliminate the junk you're not interested in and focus on the stuff you do. IMTU, it computing power that differentiates the military sensors from the civies.
 
Originally posted by WJP:
The sensor suite includes multiple sensors in both Passive and Active arrays.
But there is the rub; civilians really don't need dedicated passive sensors, just transceivers (i.e. comms gear, radar, etc.). Passive sensors aren't really useful for navigation unless buoys or other nav aids are broadcasting on a frequency in your band width.

I agree that civilians should have very simple sensor suites (really not much more than decent comms gear, a good grav sensor, radar or lidar, and a high energy radiation detector). The economics of commercial shipping really doesn't have room for hauling around expensive sensor gear that really serves no purpose (except for adventuring).

As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe. The real meat behind passive sensors is computer processing speed and software. You gotta eliminate the junk you're not interested in and focus on the stuff you do. IMTU, it computing power that differentiates the military sensors from the civies.
 
Originally posted by Ran Targas:
As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe. The real meat behind passive sensors is computer processing speed and software. You gotta eliminate the junk you're not interested in and focus on the stuff you do. IMTU, it computing power that differentiates the military sensors from the civies.
Don't necessarily agree with that, Ran. Sure, the computer behind the gear is important, but the detection gear itself is also important. If it can't filter ambient noise, a cpu down the chain isn't likely to, either.

Originally posted by WJB:
Pick a sensor package for the vessel. Most commercial and privately owned ships are fitted with Class I sensors. Most military vessels and some scout ships have Class IV sensors installed.
I would throw in TL adjustment to the class of suite available. For example, A TL12 ship can't go Class IV, but Class II instead. At TL9, Class I ought to be the best available. Otherwise, who would buy the Class III suite?

As for cost, I would definitely make it non-linear. Like double the previous class plus 20%.
 
Originally posted by Ran Targas:
As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe. The real meat behind passive sensors is computer processing speed and software. You gotta eliminate the junk you're not interested in and focus on the stuff you do. IMTU, it computing power that differentiates the military sensors from the civies.
Don't necessarily agree with that, Ran. Sure, the computer behind the gear is important, but the detection gear itself is also important. If it can't filter ambient noise, a cpu down the chain isn't likely to, either.

Originally posted by WJB:
Pick a sensor package for the vessel. Most commercial and privately owned ships are fitted with Class I sensors. Most military vessels and some scout ships have Class IV sensors installed.
I would throw in TL adjustment to the class of suite available. For example, A TL12 ship can't go Class IV, but Class II instead. At TL9, Class I ought to be the best available. Otherwise, who would buy the Class III suite?

As for cost, I would definitely make it non-linear. Like double the previous class plus 20%.
 
---SENSOR LISTING--- (rules page 2 of 3)


Add a line to the ship's data that looks like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2+ 4+ 6+ 8+</pre>[/QUOTE]The four numbers represent the required roll (on 2D) for a successful sensor check at a given range: Close / Short / Medium / Long.

Notice that the range categories correspond with like titles used in personal combat. Very Long range is any range past Long (Very Long range will be discussed later in these rules).

These rules are designed for use with the Range Band version of Book 2 starship combat originally presented in Starter Traveller (and described, on a different scale, in the Mayday rules set) but can easily be used with the Vector Movement rules presented in Book 2 and The Traveller Book.

1 Range Band = 10,000 km

The term "Range Band", "hex", and "square" are used interchangeably in these rules. They all refer to a unit that measures 10,000 km.

The sensor suite's Close range will always be the same hex in which the ship is located, so a 0 will always be written under the 2+ in the sensor listing.

Short range for the ship's sensor package is determined by the model number of the ship's computer. Model 1 or 1bis indicates that the sensor's short range is the single hex surrounding the ship. A Model 4 computer would indicate 1-4 hexes out from the ship as the sensor's short range area. Write the sensor's short range under the 4+ in the ship's sensor listing.

Medium range for the ship's sensor arrays is determined by the ship's powerplant letter code. More powerful powerplants tend to push better sensor units, and this is represented by wider ranges in the crucial Medium range category.

Consider the ship's powerplant letter code in hexidecimal notation (where A=10, D=13, W=30, etc.) and indicate this as the Medium range limit on the ship's sensor listing under 6+.

Long range for the ship's sensor package has already been determined when the sensor suite was selected. Indicate this range under the 8+ in the ship's sensor listing.

Very Long range is any range past the Long range upper limit.

Here are example sensor listings for some of the ships described in Book 2:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">100T Type S Scout
PP-A
Suite: Class IV C-1bis

2+ 4+ 6+ 8+
0 1 2-10 11-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">200T Type A Free Trader
PP-A
Suite: Class I C-1

2+ 4+ 6+ 8+
0 1 2-10 11-15</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type R Sub Merch
PP-C
Suite: Class I C-1

2+ 4+ 6+ 8+
0 1 2-12 13-15</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">200T Type Y Yacht
PP-A
Suite: Class II C-1

2+ 4+ 6+ 8+
0 1 2-10 11-30</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">800T Type C Merc Cruiser
PP-M
Suite: Class IV C-5

2+ 4+ 6+ 8+
0 1-5 6-21 22-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type T Patrol Cruiser
PP-H
Suite: Class IV C-3

2+ 4+ 6+ 8+
0 1-3 4-17 18-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type L Lab Ship
PP-F
Suite: Class III C-2

2+ 4+ 6+ 8+
0 1-2 3-15 16-45</pre>[/QUOTE]SPEED PLAY: These rules are designed (like all Classic Traveller rules) with simplicity in mind.

You will find that these rules are easy to use in-game. Note that it is not necessary to write the sensor listing down--it's easy to figure ranges and required throws quickly in your head.

Simply remember that the required throws are multiples of 2: 2-4-6-8.

Then remember that any range at a ship's PP code or less is a 6+ throw. Medium range. Most ship combat will occur at either Medium or Long range.

Long range is an 8+ throw--Long range being any range past the ship's PP code to the limit of the ship's sensors.

Close and Short range will not come up that often in a starship combat scenario, but these range categories are easy to remember too.

Short range is always the ship's computer model number.

Close range is always the same hex the ship occupies.

Quick. Easy. Fun!
 
---SENSOR LISTING--- (rules page 2 of 3)


Add a line to the ship's data that looks like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2+ 4+ 6+ 8+</pre>[/QUOTE]The four numbers represent the required roll (on 2D) for a successful sensor check at a given range: Close / Short / Medium / Long.

Notice that the range categories correspond with like titles used in personal combat. Very Long range is any range past Long (Very Long range will be discussed later in these rules).

These rules are designed for use with the Range Band version of Book 2 starship combat originally presented in Starter Traveller (and described, on a different scale, in the Mayday rules set) but can easily be used with the Vector Movement rules presented in Book 2 and The Traveller Book.

1 Range Band = 10,000 km

The term "Range Band", "hex", and "square" are used interchangeably in these rules. They all refer to a unit that measures 10,000 km.

The sensor suite's Close range will always be the same hex in which the ship is located, so a 0 will always be written under the 2+ in the sensor listing.

Short range for the ship's sensor package is determined by the model number of the ship's computer. Model 1 or 1bis indicates that the sensor's short range is the single hex surrounding the ship. A Model 4 computer would indicate 1-4 hexes out from the ship as the sensor's short range area. Write the sensor's short range under the 4+ in the ship's sensor listing.

Medium range for the ship's sensor arrays is determined by the ship's powerplant letter code. More powerful powerplants tend to push better sensor units, and this is represented by wider ranges in the crucial Medium range category.

Consider the ship's powerplant letter code in hexidecimal notation (where A=10, D=13, W=30, etc.) and indicate this as the Medium range limit on the ship's sensor listing under 6+.

Long range for the ship's sensor package has already been determined when the sensor suite was selected. Indicate this range under the 8+ in the ship's sensor listing.

Very Long range is any range past the Long range upper limit.

Here are example sensor listings for some of the ships described in Book 2:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">100T Type S Scout
PP-A
Suite: Class IV C-1bis

2+ 4+ 6+ 8+
0 1 2-10 11-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">200T Type A Free Trader
PP-A
Suite: Class I C-1

2+ 4+ 6+ 8+
0 1 2-10 11-15</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type R Sub Merch
PP-C
Suite: Class I C-1

2+ 4+ 6+ 8+
0 1 2-12 13-15</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">200T Type Y Yacht
PP-A
Suite: Class II C-1

2+ 4+ 6+ 8+
0 1 2-10 11-30</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">800T Type C Merc Cruiser
PP-M
Suite: Class IV C-5

2+ 4+ 6+ 8+
0 1-5 6-21 22-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type T Patrol Cruiser
PP-H
Suite: Class IV C-3

2+ 4+ 6+ 8+
0 1-3 4-17 18-60</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">400T Type L Lab Ship
PP-F
Suite: Class III C-2

2+ 4+ 6+ 8+
0 1-2 3-15 16-45</pre>[/QUOTE]SPEED PLAY: These rules are designed (like all Classic Traveller rules) with simplicity in mind.

You will find that these rules are easy to use in-game. Note that it is not necessary to write the sensor listing down--it's easy to figure ranges and required throws quickly in your head.

Simply remember that the required throws are multiples of 2: 2-4-6-8.

Then remember that any range at a ship's PP code or less is a 6+ throw. Medium range. Most ship combat will occur at either Medium or Long range.

Long range is an 8+ throw--Long range being any range past the ship's PP code to the limit of the ship's sensors.

Close and Short range will not come up that often in a starship combat scenario, but these range categories are easy to remember too.

Short range is always the ship's computer model number.

Close range is always the same hex the ship occupies.

Quick. Easy. Fun!
 
On cost, how about a geometric scale.

Class I cost N
Class II cost 2N
Class III cost 4N
Class IV cost 8N

I agree with Ran Targas point that civilian ships will not need great passive sensors, besides a cost savings maybe a dton savings? This may change things too much from CT though.

The range question is also interesting. Hubbble can see things billions of light years away IIRC. IIRC, these images however take very, very long acquisition times, and they look at a very, very, very small piece of the sky at any one time. Time scales far exceeding the combat turn and space scales far, far smaller than needed in a combat situation. The best analogy I can think of is binoculars, sure they magnify the image, but at the exspence of field of view.

In addition, the object is not moving for Hubble, well it is but Hubble keeps pointing at the same reagion of sky, so the telescope can focus on a small solid angle. Contrast a moving space craft, if you are not looking at the spot it was at, at the right time, all that light has gone past you and you will never see the ship.

Finally, a sensor "lock" I take it that which is sufficient to obtain a firing solution, which is more information than just detection.

A very long way of saying, could there be a target number/range, for just detecting something? ("Sir had a faint blip on the screen, bogey at 12-6, range 75, mass indeterminate. Should we launch a patrol?")
 
On cost, how about a geometric scale.

Class I cost N
Class II cost 2N
Class III cost 4N
Class IV cost 8N

I agree with Ran Targas point that civilian ships will not need great passive sensors, besides a cost savings maybe a dton savings? This may change things too much from CT though.

The range question is also interesting. Hubbble can see things billions of light years away IIRC. IIRC, these images however take very, very long acquisition times, and they look at a very, very, very small piece of the sky at any one time. Time scales far exceeding the combat turn and space scales far, far smaller than needed in a combat situation. The best analogy I can think of is binoculars, sure they magnify the image, but at the exspence of field of view.

In addition, the object is not moving for Hubble, well it is but Hubble keeps pointing at the same reagion of sky, so the telescope can focus on a small solid angle. Contrast a moving space craft, if you are not looking at the spot it was at, at the right time, all that light has gone past you and you will never see the ship.

Finally, a sensor "lock" I take it that which is sufficient to obtain a firing solution, which is more information than just detection.

A very long way of saying, could there be a target number/range, for just detecting something? ("Sir had a faint blip on the screen, bogey at 12-6, range 75, mass indeterminate. Should we launch a patrol?")
 
WJP,
Why the power plant code instead of power output or excess power?

I can mount a huge PP on a 10 ton fighter, but the power output would be less than PP=1 on a 5,000 dton ship.

Just asking, this may be desired to make fighters have a good patrol role with a small computer and Class I sensors.
 
WJP,
Why the power plant code instead of power output or excess power?

I can mount a huge PP on a 10 ton fighter, but the power output would be less than PP=1 on a 5,000 dton ship.

Just asking, this may be desired to make fighters have a good patrol role with a small computer and Class I sensors.
 
As you just pointed out, Ptah, purely visual sensors would be worthless in a starship fight.
At least, I think that's what you implied.

In the RW sensor situations I am familiar with, range would depend on a lot of factors besides the detection gear. Like ambient noise, what the target is doing, what the aspect of the target is, and so on, and don't forget speed of light. Range 30 is a light-second, so any detection at that range is already a second behind.

by Ptah ("Sir had a faint blip on the screen, bogey at 12-6, range 75, mass indeterminate. Should we launch a patrol?")
In a passive sensor environment, it takes time to approximate a range. Best you can get quickly is bearing. A reasonable expectation is about an hour, maybe more, to guesstimate a range. Hubble uses at least six months to get a fix, sometimes more. He needs Earth's perihelion and apihelion (did I spell that right ??) to determine range to a star or cluster or galaxy.

Remember, parallax to determine range is based on the geometry of triangles. It gets harder when the target is also moving.
 
As you just pointed out, Ptah, purely visual sensors would be worthless in a starship fight.
At least, I think that's what you implied.

In the RW sensor situations I am familiar with, range would depend on a lot of factors besides the detection gear. Like ambient noise, what the target is doing, what the aspect of the target is, and so on, and don't forget speed of light. Range 30 is a light-second, so any detection at that range is already a second behind.

by Ptah ("Sir had a faint blip on the screen, bogey at 12-6, range 75, mass indeterminate. Should we launch a patrol?")
In a passive sensor environment, it takes time to approximate a range. Best you can get quickly is bearing. A reasonable expectation is about an hour, maybe more, to guesstimate a range. Hubble uses at least six months to get a fix, sometimes more. He needs Earth's perihelion and apihelion (did I spell that right ??) to determine range to a star or cluster or galaxy.

Remember, parallax to determine range is based on the geometry of triangles. It gets harder when the target is also moving.
 
---SENSOR TASKS--- (rules page 3 of 3)


Sensor tasks are made during the ship's Movement phase of the Book 2 starship combat round. There are only two types of sensor tasks: a check for Detection, and a check for Locking onto a target that has already been detected. Either of these two sensor tasks can be attempted with either the ship's Active or Passive sensors.


---------------------------------------------
TWO TYPES OF SENSOR TASKS

1: Sensor Scan
(Detection task)
2: Sensor Lock (Targeting task)

---------------------------------------------


Detection of a target provides vague details about the bogey. GMs are encouraged to tantalize players with hints about what the bogey may be without revealing too much about the target ("You're not sure what it is, but it's got a large power signature!"). A sensor operator who detects a bogey will know that something is "there" without knowing exactly what it is.

Obtaining a target lock is required for more detailed information about a bogey, and a lock is required before the target can be fired upon using either lasers or missiles. Locks can only be attempted on bogeys that have previously been detected.

A sensor scan is an omni-directional search pattern--a sphere with the ship at its center. Most detection attempts are made with either a Passive or Active sensor scan (most likely a Passive scan). When a target lock is attempted, the sensors (either Active or Passive) are tightly focused on a specific target.

If playing Book 2 starship combat on a hex board or graph paper, place a non-descriptive counter on the board to represent the target's position once it is detected (turning a ship counter upside down is a method often used). When a target lock is achieved, the counter can be turned right-side up.

If playing the starship combat scenario using the Range Band method, the GM should be more descriptive about a target after a lock on that target has been obtained.

Number of Detection Tasks: A ship's Passive sensors will always be "on" (they are constantly scanning). One scan (Detection throw), whether Active or Passive, is allowed each starship combat round (one detection task allowed per 15 minutes or so).

Any sensor task (for detection or a lock) represents the sensor operator's ability to read and evaluate sensor data. Some of the DMs imposed on sensor tasks represent situational modifiers, some represent time restrictions during the combat round, and some represent equipment quality.

Number of Targeting Tasks: A number of sensor locks can be attempted during a single starship combat round as there are bogies that have previously been detected (limited to one lock attempt per bogey per combat round). But, given the distances involved and time required to analyze sensor data, a -6DM penalty is assigned to each targeting task that numbers higher than the ship's computer model number. For example, a -6DM penalty would be assigned to sensor lock attempts made from a ship with a model 1bis computer starting on the second task throw. Sensor lock attempts can be made during the same round that bogies were detected, and a ship can track any number of targets. (Note that sensor locks can be attempted with either Passive or Active sensors, but the -6DM is applied to all sensor locks attempted with Passive sensors regardless of computer model number.)

Bogies that have been detected will remain detected unless some circumstance presents itself to hinder the detection (Examples: the bogey retreats behind a planet; sensor damage or jamming interferes with tracking; or the bogey moves beyond detection range.) Likewise, targets that have been locked by ship's sensors remain locked unless similar tracking interference occurs. (In effect, ship counters placed on the game board will likely remain on the game board throughout the entire space combat encounter).

Once detection or a sensor lock is obtained, a bogey can be tracked up to a range of three light seconds (900,000 km or 90 Range Bands).

SENSOR OPS skill: The ship's Navigator is the primary sensor operator for a vessel. Sensor Ops skill is equivalent to Navigation minus one (Navigation skill at one level lower).

Sensor Ops skill represents expertise in not only operating sensors but in also intepreting data. In a pinch, though, some GMs allow characters to operate sensors using Computer skill at minus two (thus Computer-2 equals Sensor Ops-0).

If the Universal Game Mechanic task system is used for sensor tasks (or any other Traveller task system, such as the popular Universal Task Profile used in MegaTraveller), the sensor operator's EDU score is typically used as the governor attribute on the task. The ship's TL can be substituted as the task governor on any sensor task--the ship's computer, in effect, aiding the operator in his evaluation of the sensor data.

GMs should consider making secret rolls when sensor tasks are made. Players should react to what the GM describes--not from viewing a low or high dice roll. One method that works well is to have the player of the ship's Navigator roll several 2D throws, recording these for later use by the GM when a sensor roll is required.

Sensor locks (and sensor bogey detections) can be handed off to other vessels via tight-beam transmission. The ship receiving the data can be considered as having the data on the following space combat round during that ship's Movement phase.

VERY LONG RANGE: The ship's sensor listing provides information on all sensor range categories except Very Long Range. This last range category is any range farther than the Long range limit up to a maximum of 90 Range Bands. Sensor tasks made for objects in this range category are made on a roll of 8+ with a penalty of -1DM for each hex past Long range. For example, a ship with a Class II sensor suite has a Long range limit of 30 hexes. A bogey at 35 hexes would require a roll of 13+.

A ship is considered to have "gone active" when Active sensors are used. If a ship fires its weaponry (lasers, missiles, or sand), the ship is considered "active". Missiles, treated as separate "ships" in Book 2 space combat, are considered "active" once they are launched.

These rules promote the idea of cat-n-mouse tag during space combat. When a ship "goes active", it is almost guaranteed that opposing vessels will both detect and lock onto it on their following sensor phase.

If playing the game on a hex board, it will be easy to view bogies that have been detected (blobs or upside down ship counters on the playing surface) and on which the players' ship has obtained target locks (the counters that are right-side up).

When playing the game using the Range Band method from Starter Traveller, the GM will have to to make note ticks to keep track of which of the targets the players have locked onto.

Ships that are "coasting" are not using their M-Drives to change velocity (Velocity is described as part of the Range Band version of the Book 2 rules in both Starter Traveller and Mayday).

Ships that are rigged for "silent running" have powered down all systems, leaving minimal life support only, in order to decrease their detection signature. The "running silent" DM cannot be combined with the "coasting" DM since "running silent" is basically "coasting" with all but the barest necessities shut down. Ships that are rigged for "silent running" cannot fire weapons (missiles, lasers, or sand), use the ship's M-Drive or the ship's sensors during that combat round.


---------------------------------------------
DMs to SENSOR TASK ROLLS

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> SENSOR OPERATOR DMs
+DM Sensor Ops Skill

SENSOR DMs
-2DM Active Scan
-6DM Active or Passive Lock

TARGET DMs
+6DM Target "went Active" using Active sensors
-2DM Target "coasting" (no velocity change)
-4DM Target "running silent" (powered down)
-3DM Target equipped with EM Mask

TARGET SIZE DMs
-2DM Target size 0-99 tons (including missiles)
-1DM Target size 100-1,000 tons
+0DM Target size 2,000-10,000 tons
+1DM Target size 20,000-50,000 tons
+2DM Target size 75,000+ tons</pre>[/QUOTE]GMs may apply other situational DMs as appropriate. (A -2DM might be applied in these examples: A ship operates in an asteroid field flush with radioactive ore; passive sensors pick up distortion from the local star; or the horrendous magnetic field of a gas giant hinders the sensing capability of a ship as it skims fuel.)


==============================================
--EDIT--


JUMP
When a ship jumps (either in or out of a system), it's signature is bright, and the ship is considered "active". Vessels with a target lock on a ship about to jump will be able to read indications of its intent about a game round or so before the ship jumps (see the notes below on Sensor Lock data).


TRANSPONDER
A ship's transponder transmits ID data about the ship to any/all in the same vicinity the ship is traveling. A ship's transponder is typically (legally required) to broadcast, alerting all within broadcast range of the ship's presence.

Under certain circumstances (such as in the case of suspected corsair attack), Imperial Law allows for a ship's transponder to be set "off" (although ship's found not broadcasting their transponder code are automatically boarded by Imperial Customs and Naval vessels and possibly fined).

Because of Imperial Law, many encounters in-system will begin with most bogies detected.

This is because a ship, with a broadcasting transponder, is considered "active".

GM's could take this another step and set up "transponder traps" in the same way we have "speed traps" here in the RW.

"Pysadi? Naw, can't stand that piddly TL world. They don't have an inter-system Navy, and sometimes pirates make a run through that system...but the Pysadians sure don't have a problem using one of their three ancient patrol cutters to board ya and fine ya for being safe and runnin' with your transponder down."



SENSOR LOCK DATA
As described above in the rules, targets that are "locked" will stay locked (barring the target diving behind a planet or some such sensor-barring circumstance), but the GM should roll Book 2 damage secretly, behind the screen, whenever the player's hit their enemy.

This way, they'll not know what damage they did to the enemy unless they use their sensors.

In effect, gameplay with these sensor rules remains unchanged--you're not rolling to maintain the lock each combat round.

But, if the sensor operator wants additional specific information about a target vessel (like the amount of damage it just received), then the sensor operator is going to have to read his sensors and see what he can determine.

The roll is the same as a Sensor Lock except the operator is provided a beneficial +2DM (and he can attempt one of these readings in place of a sensor lock against a bogey each round).

With this rule, knowing the damage you just did to your enemy is not "automatic" just because you've got a sensor lock on him. Your sensor operator is an important compenent of your ship-board armory, feeding data to the ship's gunners, and decerning damage done to enemy vessels.

Book 2 combat charts indicate a check that must be made after the ship's computer has been damaged (the check is 1+, rolled on 2D, with a -1DM for each hit to the computer), and it is suggested that this check be rolled once per combat phase.

Since the ship's sensor tasks are rolled during the Movement Phase, sensor locks can be lost due to computer failure if this check is failed.


GUNNERS
High Guard notes that the ship's Navigator is many times the Gunnery Supervisor as well (one step above the Chief Gunner).

This makes a lot of sense. Sensors is the name of the navigation game, and what piece of equipment is more important to a gunner firing a light beam out at 500,000 km or more than sensors?

Gunnery minus two = Sensor Ops skill.


In Book 2 combat, the Navigator will be at his post, interpreting sensor data, feeding it to the gunner. The gunner will be doing his thing, reading his board, programming the computer to make a hit on the target.

So, during Book 2 combat, if the Navigator leaves his post or is incapacitated, this makes it harder for the gunner to do his job.

If a sensor operator is not working in-conjunction with the gunner(s), then they operate at one level lower (Gunner minus one, using the CT rule for a crewmember doing two jobs).

Note, that this will be moot unless the Gunner Interact program is working.

If the sensor operator is incapacitated or leaves his post, a character with Gunnery skill can take his place provided that character has Gunnery-2 (because Gunnery minus two = Sensor Ops).

So, if a ship's Navigator gets incapacitated (Crew Critical Hit on the Book 2 damage tables), then that post can be filled by someone with either Computer-2 or higher, or Gunnery-2 or higher (if no character with Sensor Ops skill is aboard the vessel, then no sensor rolls for detection or targeting are allowed...and no detection means no targeting...and no targeting means no firing of the ship's weapons).

The ship's Navigator/Sensor Operator is an important position--just as important as the ship's Pilot or Engineer.
 
---SENSOR TASKS--- (rules page 3 of 3)


Sensor tasks are made during the ship's Movement phase of the Book 2 starship combat round. There are only two types of sensor tasks: a check for Detection, and a check for Locking onto a target that has already been detected. Either of these two sensor tasks can be attempted with either the ship's Active or Passive sensors.


---------------------------------------------
TWO TYPES OF SENSOR TASKS

1: Sensor Scan
(Detection task)
2: Sensor Lock (Targeting task)

---------------------------------------------


Detection of a target provides vague details about the bogey. GMs are encouraged to tantalize players with hints about what the bogey may be without revealing too much about the target ("You're not sure what it is, but it's got a large power signature!"). A sensor operator who detects a bogey will know that something is "there" without knowing exactly what it is.

Obtaining a target lock is required for more detailed information about a bogey, and a lock is required before the target can be fired upon using either lasers or missiles. Locks can only be attempted on bogeys that have previously been detected.

A sensor scan is an omni-directional search pattern--a sphere with the ship at its center. Most detection attempts are made with either a Passive or Active sensor scan (most likely a Passive scan). When a target lock is attempted, the sensors (either Active or Passive) are tightly focused on a specific target.

If playing Book 2 starship combat on a hex board or graph paper, place a non-descriptive counter on the board to represent the target's position once it is detected (turning a ship counter upside down is a method often used). When a target lock is achieved, the counter can be turned right-side up.

If playing the starship combat scenario using the Range Band method, the GM should be more descriptive about a target after a lock on that target has been obtained.

Number of Detection Tasks: A ship's Passive sensors will always be "on" (they are constantly scanning). One scan (Detection throw), whether Active or Passive, is allowed each starship combat round (one detection task allowed per 15 minutes or so).

Any sensor task (for detection or a lock) represents the sensor operator's ability to read and evaluate sensor data. Some of the DMs imposed on sensor tasks represent situational modifiers, some represent time restrictions during the combat round, and some represent equipment quality.

Number of Targeting Tasks: A number of sensor locks can be attempted during a single starship combat round as there are bogies that have previously been detected (limited to one lock attempt per bogey per combat round). But, given the distances involved and time required to analyze sensor data, a -6DM penalty is assigned to each targeting task that numbers higher than the ship's computer model number. For example, a -6DM penalty would be assigned to sensor lock attempts made from a ship with a model 1bis computer starting on the second task throw. Sensor lock attempts can be made during the same round that bogies were detected, and a ship can track any number of targets. (Note that sensor locks can be attempted with either Passive or Active sensors, but the -6DM is applied to all sensor locks attempted with Passive sensors regardless of computer model number.)

Bogies that have been detected will remain detected unless some circumstance presents itself to hinder the detection (Examples: the bogey retreats behind a planet; sensor damage or jamming interferes with tracking; or the bogey moves beyond detection range.) Likewise, targets that have been locked by ship's sensors remain locked unless similar tracking interference occurs. (In effect, ship counters placed on the game board will likely remain on the game board throughout the entire space combat encounter).

Once detection or a sensor lock is obtained, a bogey can be tracked up to a range of three light seconds (900,000 km or 90 Range Bands).

SENSOR OPS skill: The ship's Navigator is the primary sensor operator for a vessel. Sensor Ops skill is equivalent to Navigation minus one (Navigation skill at one level lower).

Sensor Ops skill represents expertise in not only operating sensors but in also intepreting data. In a pinch, though, some GMs allow characters to operate sensors using Computer skill at minus two (thus Computer-2 equals Sensor Ops-0).

If the Universal Game Mechanic task system is used for sensor tasks (or any other Traveller task system, such as the popular Universal Task Profile used in MegaTraveller), the sensor operator's EDU score is typically used as the governor attribute on the task. The ship's TL can be substituted as the task governor on any sensor task--the ship's computer, in effect, aiding the operator in his evaluation of the sensor data.

GMs should consider making secret rolls when sensor tasks are made. Players should react to what the GM describes--not from viewing a low or high dice roll. One method that works well is to have the player of the ship's Navigator roll several 2D throws, recording these for later use by the GM when a sensor roll is required.

Sensor locks (and sensor bogey detections) can be handed off to other vessels via tight-beam transmission. The ship receiving the data can be considered as having the data on the following space combat round during that ship's Movement phase.

VERY LONG RANGE: The ship's sensor listing provides information on all sensor range categories except Very Long Range. This last range category is any range farther than the Long range limit up to a maximum of 90 Range Bands. Sensor tasks made for objects in this range category are made on a roll of 8+ with a penalty of -1DM for each hex past Long range. For example, a ship with a Class II sensor suite has a Long range limit of 30 hexes. A bogey at 35 hexes would require a roll of 13+.

A ship is considered to have "gone active" when Active sensors are used. If a ship fires its weaponry (lasers, missiles, or sand), the ship is considered "active". Missiles, treated as separate "ships" in Book 2 space combat, are considered "active" once they are launched.

These rules promote the idea of cat-n-mouse tag during space combat. When a ship "goes active", it is almost guaranteed that opposing vessels will both detect and lock onto it on their following sensor phase.

If playing the game on a hex board, it will be easy to view bogies that have been detected (blobs or upside down ship counters on the playing surface) and on which the players' ship has obtained target locks (the counters that are right-side up).

When playing the game using the Range Band method from Starter Traveller, the GM will have to to make note ticks to keep track of which of the targets the players have locked onto.

Ships that are "coasting" are not using their M-Drives to change velocity (Velocity is described as part of the Range Band version of the Book 2 rules in both Starter Traveller and Mayday).

Ships that are rigged for "silent running" have powered down all systems, leaving minimal life support only, in order to decrease their detection signature. The "running silent" DM cannot be combined with the "coasting" DM since "running silent" is basically "coasting" with all but the barest necessities shut down. Ships that are rigged for "silent running" cannot fire weapons (missiles, lasers, or sand), use the ship's M-Drive or the ship's sensors during that combat round.


---------------------------------------------
DMs to SENSOR TASK ROLLS

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> SENSOR OPERATOR DMs
+DM Sensor Ops Skill

SENSOR DMs
-2DM Active Scan
-6DM Active or Passive Lock

TARGET DMs
+6DM Target "went Active" using Active sensors
-2DM Target "coasting" (no velocity change)
-4DM Target "running silent" (powered down)
-3DM Target equipped with EM Mask

TARGET SIZE DMs
-2DM Target size 0-99 tons (including missiles)
-1DM Target size 100-1,000 tons
+0DM Target size 2,000-10,000 tons
+1DM Target size 20,000-50,000 tons
+2DM Target size 75,000+ tons</pre>[/QUOTE]GMs may apply other situational DMs as appropriate. (A -2DM might be applied in these examples: A ship operates in an asteroid field flush with radioactive ore; passive sensors pick up distortion from the local star; or the horrendous magnetic field of a gas giant hinders the sensing capability of a ship as it skims fuel.)


==============================================
--EDIT--


JUMP
When a ship jumps (either in or out of a system), it's signature is bright, and the ship is considered "active". Vessels with a target lock on a ship about to jump will be able to read indications of its intent about a game round or so before the ship jumps (see the notes below on Sensor Lock data).


TRANSPONDER
A ship's transponder transmits ID data about the ship to any/all in the same vicinity the ship is traveling. A ship's transponder is typically (legally required) to broadcast, alerting all within broadcast range of the ship's presence.

Under certain circumstances (such as in the case of suspected corsair attack), Imperial Law allows for a ship's transponder to be set "off" (although ship's found not broadcasting their transponder code are automatically boarded by Imperial Customs and Naval vessels and possibly fined).

Because of Imperial Law, many encounters in-system will begin with most bogies detected.

This is because a ship, with a broadcasting transponder, is considered "active".

GM's could take this another step and set up "transponder traps" in the same way we have "speed traps" here in the RW.

"Pysadi? Naw, can't stand that piddly TL world. They don't have an inter-system Navy, and sometimes pirates make a run through that system...but the Pysadians sure don't have a problem using one of their three ancient patrol cutters to board ya and fine ya for being safe and runnin' with your transponder down."



SENSOR LOCK DATA
As described above in the rules, targets that are "locked" will stay locked (barring the target diving behind a planet or some such sensor-barring circumstance), but the GM should roll Book 2 damage secretly, behind the screen, whenever the player's hit their enemy.

This way, they'll not know what damage they did to the enemy unless they use their sensors.

In effect, gameplay with these sensor rules remains unchanged--you're not rolling to maintain the lock each combat round.

But, if the sensor operator wants additional specific information about a target vessel (like the amount of damage it just received), then the sensor operator is going to have to read his sensors and see what he can determine.

The roll is the same as a Sensor Lock except the operator is provided a beneficial +2DM (and he can attempt one of these readings in place of a sensor lock against a bogey each round).

With this rule, knowing the damage you just did to your enemy is not "automatic" just because you've got a sensor lock on him. Your sensor operator is an important compenent of your ship-board armory, feeding data to the ship's gunners, and decerning damage done to enemy vessels.

Book 2 combat charts indicate a check that must be made after the ship's computer has been damaged (the check is 1+, rolled on 2D, with a -1DM for each hit to the computer), and it is suggested that this check be rolled once per combat phase.

Since the ship's sensor tasks are rolled during the Movement Phase, sensor locks can be lost due to computer failure if this check is failed.


GUNNERS
High Guard notes that the ship's Navigator is many times the Gunnery Supervisor as well (one step above the Chief Gunner).

This makes a lot of sense. Sensors is the name of the navigation game, and what piece of equipment is more important to a gunner firing a light beam out at 500,000 km or more than sensors?

Gunnery minus two = Sensor Ops skill.


In Book 2 combat, the Navigator will be at his post, interpreting sensor data, feeding it to the gunner. The gunner will be doing his thing, reading his board, programming the computer to make a hit on the target.

So, during Book 2 combat, if the Navigator leaves his post or is incapacitated, this makes it harder for the gunner to do his job.

If a sensor operator is not working in-conjunction with the gunner(s), then they operate at one level lower (Gunner minus one, using the CT rule for a crewmember doing two jobs).

Note, that this will be moot unless the Gunner Interact program is working.

If the sensor operator is incapacitated or leaves his post, a character with Gunnery skill can take his place provided that character has Gunnery-2 (because Gunnery minus two = Sensor Ops).

So, if a ship's Navigator gets incapacitated (Crew Critical Hit on the Book 2 damage tables), then that post can be filled by someone with either Computer-2 or higher, or Gunnery-2 or higher (if no character with Sensor Ops skill is aboard the vessel, then no sensor rolls for detection or targeting are allowed...and no detection means no targeting...and no targeting means no firing of the ship's weapons).

The ship's Navigator/Sensor Operator is an important position--just as important as the ship's Pilot or Engineer.
 
Originally posted by Ran Targas:
But there is the rub; civilians really don't need dedicated passive sensors, just transceivers (i.e. comms gear, radar, etc.). Passive sensors aren't really useful for navigation unless buoys or other nav aids are broadcasting on a frequency in your band width.
I have to disagree with this as well.

Space is a dangerous place (and I'm not just talking about pirates). In such a hostile enviornment, I would think that nobody in his right mind would go out into the void without at least a basic passive sensor package.

HRT - High Resolution Thermal is a passive sensor that detects heat. Passive EMS detects raditation in the electro-magnetic spectrum. Information from both are probably very important to a Navigator plotting a course through the dangerous electro-magnetic and gravitational jetties of the upper atmosphere of a gas giant when skimming fuel.

For that matter, the ship's densitometer, a sensor that detects an object's natural gravity and classifies it by density type is probably relied upon heavily as the Navigator decides whether the ship has passive a planet's 100 diameter gravitational zone.

I'm sure there's loads of uses for passive sensors that I'm not thinking of at this moment--not the least of which is the obvious: that passive sensors are critical in space combat (your civilian ship is attacked by Vargr Corsairs) because you want to avoid going Active as long as possible.


As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe.
I wanted these sensor rules to compliment, as much as possible, Book 2 starship combat.

The sensor ranges are taken straight out of Book 2. I only interpolated the Class II and Class III sensor package.
 
Originally posted by Ran Targas:
But there is the rub; civilians really don't need dedicated passive sensors, just transceivers (i.e. comms gear, radar, etc.). Passive sensors aren't really useful for navigation unless buoys or other nav aids are broadcasting on a frequency in your band width.
I have to disagree with this as well.

Space is a dangerous place (and I'm not just talking about pirates). In such a hostile enviornment, I would think that nobody in his right mind would go out into the void without at least a basic passive sensor package.

HRT - High Resolution Thermal is a passive sensor that detects heat. Passive EMS detects raditation in the electro-magnetic spectrum. Information from both are probably very important to a Navigator plotting a course through the dangerous electro-magnetic and gravitational jetties of the upper atmosphere of a gas giant when skimming fuel.

For that matter, the ship's densitometer, a sensor that detects an object's natural gravity and classifies it by density type is probably relied upon heavily as the Navigator decides whether the ship has passive a planet's 100 diameter gravitational zone.

I'm sure there's loads of uses for passive sensors that I'm not thinking of at this moment--not the least of which is the obvious: that passive sensors are critical in space combat (your civilian ship is attacked by Vargr Corsairs) because you want to avoid going Active as long as possible.


As for passive sensor; range is virually unlimited. Our best passive sensors today can detect objects at the edge of the known universe.
I wanted these sensor rules to compliment, as much as possible, Book 2 starship combat.

The sensor ranges are taken straight out of Book 2. I only interpolated the Class II and Class III sensor package.
 
Originally posted by BillDowns:
I would throw in TL adjustment to the class of suite available. For example, A TL12 ship can't go Class IV, but Class II instead. At TL9, Class I ought to be the best available. Otherwise, who would buy the Class III suite?

As for cost, I would definitely make it non-linear. Like double the previous class plus 20%.
I like both of these thoughts. Care to posit some numbers for the four classes of sensor suites?
 
Originally posted by BillDowns:
I would throw in TL adjustment to the class of suite available. For example, A TL12 ship can't go Class IV, but Class II instead. At TL9, Class I ought to be the best available. Otherwise, who would buy the Class III suite?

As for cost, I would definitely make it non-linear. Like double the previous class plus 20%.
I like both of these thoughts. Care to posit some numbers for the four classes of sensor suites?
 
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