---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.
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TWO TYPES OF SENSOR TASKS
1: Sensor Scan (Detection task)
2: Sensor Lock (Targeting task)
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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.
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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.)
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--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.