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Simple Sensor Rules for CT (work in progress)

If you want to keep things very simple, just roll as I've indicated above. Don't use any other DMs to the sensor task roll.

Heck, if you use those index cards that contain ship information for your vessels (as described in official CT rules), you could even record all the possible sensor rolls (like I just did above) on the back of this card--keep it there for easy reference during play.


Others, that want to use the DMs I'm working on perfecting, can get a little more detail out of their sensor scans by using the DMs.

I've just got to get the DMs finalized.
 
If you want to keep things very simple, just roll as I've indicated above. Don't use any other DMs to the sensor task roll.

Heck, if you use those index cards that contain ship information for your vessels (as described in official CT rules), you could even record all the possible sensor rolls (like I just did above) on the back of this card--keep it there for easy reference during play.


Others, that want to use the DMs I'm working on perfecting, can get a little more detail out of their sensor scans by using the DMs.

I've just got to get the DMs finalized.
 
I've been looking at the DMs for these sensor rules, and here's where I'm at right now.


-------------------------
OPERATOR DMs

+DM Computer Model Number --OR-- Sensor Ops skill.

+2DM If handing off a Lock from friendly vessels or from one sensor array to another.


-------------------------
SENSOR DMs

+2DM If Lock on target previous turn.

-4DM If attempting a Lock using Passive Array.


-------------------------
TARGET DMs

-3DM If Target EM masking

+2DM If Target used Active sensors last turn.

-2DM If Target is "coasting" not using M-Drive.

-4DM If Target is "running silent".

+DM Target orientation: +1DM if Bow-on; +0DM if Side/Dorsal/Ventral; +2DM if Aft-on.

+/-DM Target Size DM from High Guard

+DM Radar Cross-Section of Target (from High Guard hull table): +1DM Needle, Wedge, Cylinder, or Dome/Disk; +0DM Sphere; +2DM Box or Close Structure; +3DM Slab.
 
I've been looking at the DMs for these sensor rules, and here's where I'm at right now.


-------------------------
OPERATOR DMs

+DM Computer Model Number --OR-- Sensor Ops skill.

+2DM If handing off a Lock from friendly vessels or from one sensor array to another.


-------------------------
SENSOR DMs

+2DM If Lock on target previous turn.

-4DM If attempting a Lock using Passive Array.


-------------------------
TARGET DMs

-3DM If Target EM masking

+2DM If Target used Active sensors last turn.

-2DM If Target is "coasting" not using M-Drive.

-4DM If Target is "running silent".

+DM Target orientation: +1DM if Bow-on; +0DM if Side/Dorsal/Ventral; +2DM if Aft-on.

+/-DM Target Size DM from High Guard

+DM Radar Cross-Section of Target (from High Guard hull table): +1DM Needle, Wedge, Cylinder, or Dome/Disk; +0DM Sphere; +2DM Box or Close Structure; +3DM Slab.
 
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting.

If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here.

(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
 
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting.

If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here.

(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
 
Some explanation on the DMs above:


-----------------------------------------------
Operator DMs:

A PC making a sensor scan (or a lock after a bogey has been detected) can use either his Sensor Ops skill (Navigation minus 1) or the Computer Model Number of his ship to increase his chance of detecting bogeys or locking onto bogies already detected.

He can't use both--he has to pick one.

(Also, the Navigator can simply let the ship run the scan automatically by doing a Sensor task using the TL of the ship as the governing characteristic and the Computer Model Number as the skill--a UGM task roll.)

Sometimes, a friendly vessel will "hand off" a lock--which is what that DM is for. Also, locks using Active sensors may be handed off to passive sensors (using the Passive Lock penalty) so that the enemy doesn't get a bonus for the PC's ship being "active".


-----------------------------------------------
Sensor DMs:

These DMs all refer to bonuse and penalties associated with the sensor themselves.

If a Lock was obtained on the target during the previous round, use the +2DM bonus (Sensor Locks are rolled for each round--attempting to maintain the lock over 1000 seconds).

The Passive Array is much less suited to obtaining Locks (it's better suited detection via Sensor Scans rather than Locks on alread detected bogies), so the -4DM is applied when attemting locks with the Passive sensors.


-----------------------------------------------
Target DMs:

If the target is rigged for EM mask, there is a DM making detection harder.

If the target went active last turn, it is easier to detect--thus the bonus.

If the target is coasting, not using it's M-Drive, but not otherwise powered down, there is a DM. The DM is bigger if the target is running silent with the PowerPlant at minimal levels and all non-essential systems powered down.

There are different DMs depending on the targets orientation towards the sensing ship--the bright M-Drive makes the ship easier to detect (thus, Aft-on get the biggest bonus).

The size of the vessel has something to do with it being detected--I'm using the High Guard size DM (which will typicaly be -1DM) to represent this in sensor scans/locks.

Likewise, the shape of the target ship's hull will make the target ship easier or not-as-easy to detect. These DMs are based on the High Guard Hull Shapes table.


Figure that the Passive Sensors are always "on", and the GM should roll a ship-only sensor scan when potential targets should come to the PC's attention (use the ship's TL as the governor attribute and the ship's Computer Model Number as the "skill" for the task...success will raise a warning light that should grab the Navigator's attention. Alternatively, if this roll fails, allow the target vessel to get closer--distance travelled in 1000 seconds--before trying again.).


Last, but not least, is jammers. In studying these, I've decided that jammers are separate units that must be installed on a craft (They're not already a part of the ship's active sensors.)

Most military craft have jammers. Civilian craft typically do not have jammers, but PCs can buy these units and upgrade their ships.

I've got some ideas about implementing jammers using this set of rules, but I'll add those later, after I've worked all the DMs out.
 
Some explanation on the DMs above:


-----------------------------------------------
Operator DMs:

A PC making a sensor scan (or a lock after a bogey has been detected) can use either his Sensor Ops skill (Navigation minus 1) or the Computer Model Number of his ship to increase his chance of detecting bogeys or locking onto bogies already detected.

He can't use both--he has to pick one.

(Also, the Navigator can simply let the ship run the scan automatically by doing a Sensor task using the TL of the ship as the governing characteristic and the Computer Model Number as the skill--a UGM task roll.)

Sometimes, a friendly vessel will "hand off" a lock--which is what that DM is for. Also, locks using Active sensors may be handed off to passive sensors (using the Passive Lock penalty) so that the enemy doesn't get a bonus for the PC's ship being "active".


-----------------------------------------------
Sensor DMs:

These DMs all refer to bonuse and penalties associated with the sensor themselves.

If a Lock was obtained on the target during the previous round, use the +2DM bonus (Sensor Locks are rolled for each round--attempting to maintain the lock over 1000 seconds).

The Passive Array is much less suited to obtaining Locks (it's better suited detection via Sensor Scans rather than Locks on alread detected bogies), so the -4DM is applied when attemting locks with the Passive sensors.


-----------------------------------------------
Target DMs:

If the target is rigged for EM mask, there is a DM making detection harder.

If the target went active last turn, it is easier to detect--thus the bonus.

If the target is coasting, not using it's M-Drive, but not otherwise powered down, there is a DM. The DM is bigger if the target is running silent with the PowerPlant at minimal levels and all non-essential systems powered down.

There are different DMs depending on the targets orientation towards the sensing ship--the bright M-Drive makes the ship easier to detect (thus, Aft-on get the biggest bonus).

The size of the vessel has something to do with it being detected--I'm using the High Guard size DM (which will typicaly be -1DM) to represent this in sensor scans/locks.

Likewise, the shape of the target ship's hull will make the target ship easier or not-as-easy to detect. These DMs are based on the High Guard Hull Shapes table.


Figure that the Passive Sensors are always "on", and the GM should roll a ship-only sensor scan when potential targets should come to the PC's attention (use the ship's TL as the governor attribute and the ship's Computer Model Number as the "skill" for the task...success will raise a warning light that should grab the Navigator's attention. Alternatively, if this roll fails, allow the target vessel to get closer--distance travelled in 1000 seconds--before trying again.).


Last, but not least, is jammers. In studying these, I've decided that jammers are separate units that must be installed on a craft (They're not already a part of the ship's active sensors.)

Most military craft have jammers. Civilian craft typically do not have jammers, but PCs can buy these units and upgrade their ships.

I've got some ideas about implementing jammers using this set of rules, but I'll add those later, after I've worked all the DMs out.
 
Here's a thought.

Why not have the computer model as a target attribute for the UGM roll rather than providing a direct DM?

Model number can also be used to determine auto spot range, and the range bands for sensor tasks.

Jammers can then become an opposed roll.
 
Here's a thought.

Why not have the computer model as a target attribute for the UGM roll rather than providing a direct DM?

Model number can also be used to determine auto spot range, and the range bands for sensor tasks.

Jammers can then become an opposed roll.
 
Originally posted by WJP:
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting.

If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here.

(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
I'm interested, but I think you are drifting away from your original design goal:
Too many of them were too detailed! I like CT because it's simple rules!
 
Originally posted by WJP:
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting.

If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here.

(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
I'm interested, but I think you are drifting away from your original design goal:
Too many of them were too detailed! I like CT because it's simple rules!
 
Originally posted by WJP:
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting
2 at least ;)

Originally posted by WJP:
If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here
That would be a waste... sometimes people are reading/digesting and either haven't formed an opinion or can't find anything wrong and are waiting for the PDF


Originally posted by WJP:
(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
Shush! You're waisting perfectly good posting space that could be used for more rules ;)
 
Originally posted by WJP:
Is this something that is not interesting? I haven't gotten much (only one) interested person commenting
2 at least ;)

Originally posted by WJP:
If nobody is interested in this, I'll just make these rules for myself and not go through the effort to post here
That would be a waste... sometimes people are reading/digesting and either haven't formed an opinion or can't find anything wrong and are waiting for the PDF


Originally posted by WJP:
(If that sounds pissy, it's not meant to be--I'm simply stating that I'll keep all this to myself if no-one here is interested in looking at this stuff--not a problem at all.)
Shush! You're waisting perfectly good posting space that could be used for more rules ;)
 
Originally posted by Sigg Oddra:
I'm interested, but I think you are drifting away from your original design goal:
I do want to keep it simple.


-----------------------------------------------
The basic sensor roll is still this:

2D +mods for 8+.

The two modifiers on the basic roll are: +PP, -Range.


-----------------------------------------------
Range DM is determined by Range Bands divided by Computer model number (RB/CM#), so ships with bigger computers have more sensitive sensors.

Example:

TL 13 Patrol Cruiser
PowerPlant: H
Computer Model: 3

Standard Passive Sensors
Insane Active Sensors


Target at 660,000 km. Sensor sweep done by passive sensors would be:

2D +3 +17 -8 for 8+

or the roll is....

2D for 10+


-----------------------------------------------
That's still falling within my design parameters, isn't it? Still simple, and easy to implement--just uses existin CT data without having to create new ship statistics (other than sensor task roll difficulty...which is their quality) like signature.


So, you're thinking there are too many DMs then?

I was thinking that too, which is why I paired 'em down a bit when I listed them above.

I was thinking that I'd make all the DMs listed as "optional".

If a player wanted, he could just do what I did above and get on with it.

For a GM who wants a hair more detail (...the target is using EM Masking....or bigger ships are easier to detect than smaller ships....or a target whose drive is toward you is easier to detect than if his bow is toward you...etc) can use the DMs I've stipulated.

As you can see, the DMs are in three basic categories: Operator, Sensor, and Target.


So, to keep this very simple, and flexible, I'm thinking, when this is completed, that the core mechanic will be presented (as in the example above), and then the DMs for special circumstances can be laid down as optional rules.

GMs who want fast and quick can use the core mechanic and get away fine. GMs who want more detail, but don't want to get into the game-bogging area of something like Brilliant Lances can use the DMs I've provided.


Sig, I value your input, so which part of these rules do you think is getting too complicated?
 
Originally posted by Sigg Oddra:
I'm interested, but I think you are drifting away from your original design goal:
I do want to keep it simple.


-----------------------------------------------
The basic sensor roll is still this:

2D +mods for 8+.

The two modifiers on the basic roll are: +PP, -Range.


-----------------------------------------------
Range DM is determined by Range Bands divided by Computer model number (RB/CM#), so ships with bigger computers have more sensitive sensors.

Example:

TL 13 Patrol Cruiser
PowerPlant: H
Computer Model: 3

Standard Passive Sensors
Insane Active Sensors


Target at 660,000 km. Sensor sweep done by passive sensors would be:

2D +3 +17 -8 for 8+

or the roll is....

2D for 10+


-----------------------------------------------
That's still falling within my design parameters, isn't it? Still simple, and easy to implement--just uses existin CT data without having to create new ship statistics (other than sensor task roll difficulty...which is their quality) like signature.


So, you're thinking there are too many DMs then?

I was thinking that too, which is why I paired 'em down a bit when I listed them above.

I was thinking that I'd make all the DMs listed as "optional".

If a player wanted, he could just do what I did above and get on with it.

For a GM who wants a hair more detail (...the target is using EM Masking....or bigger ships are easier to detect than smaller ships....or a target whose drive is toward you is easier to detect than if his bow is toward you...etc) can use the DMs I've stipulated.

As you can see, the DMs are in three basic categories: Operator, Sensor, and Target.


So, to keep this very simple, and flexible, I'm thinking, when this is completed, that the core mechanic will be presented (as in the example above), and then the DMs for special circumstances can be laid down as optional rules.

GMs who want fast and quick can use the core mechanic and get away fine. GMs who want more detail, but don't want to get into the game-bogging area of something like Brilliant Lances can use the DMs I've provided.


Sig, I value your input, so which part of these rules do you think is getting too complicated?
 
Originally posted by Sigg Oddra:
Why not have the computer model as a target attribute for the UGM roll rather than providing a direct DM?
What about range? I kinda like the method of using the Computer number as the sensors sensitivity. It makes sense to me that better computers would support sensors with greater range.

And, using computer number as the sensitivity the way I have neatly keep our military vessels within the 600,000 detection range specified in CT (and our civilian vessels within 150,000 km).


Model number can also be used to determine auto spot range, and the range bands for sensor tasks.



So, with a Model 1 (most civilian ships), your auto spot range is only 10,000 km?

10,000 km is about visual range in space. It seems like your sensors would go a bit father.

Under the system, as it stands now, a civilian ship like the Free Trader has a auto spot range of 50,000 km.

If 10,000 km is about visual range, then it seems desireable to have your Passive able to detect just a bit further.

50,000 km would be 5 hexes around the ship.


Free Trader
PowerPlant A
Computer Model 1

Standard Passive Array
Insane Active Array


2D for 2+

(2D +1 +10 -5 for 8+)


Jammers can then become an opposed roll.
I've got a few ideas for jammers. What you've got here isn't bad either.

What I think is best, in this instance, is to ignore the jammers thing and just finish the sensor rules (since most civilian ships won't have jammers anyway). And then, we can add jammers into the mix once these rules are "established".
 
Originally posted by Sigg Oddra:
Why not have the computer model as a target attribute for the UGM roll rather than providing a direct DM?
What about range? I kinda like the method of using the Computer number as the sensors sensitivity. It makes sense to me that better computers would support sensors with greater range.

And, using computer number as the sensitivity the way I have neatly keep our military vessels within the 600,000 detection range specified in CT (and our civilian vessels within 150,000 km).


Model number can also be used to determine auto spot range, and the range bands for sensor tasks.



So, with a Model 1 (most civilian ships), your auto spot range is only 10,000 km?

10,000 km is about visual range in space. It seems like your sensors would go a bit father.

Under the system, as it stands now, a civilian ship like the Free Trader has a auto spot range of 50,000 km.

If 10,000 km is about visual range, then it seems desireable to have your Passive able to detect just a bit further.

50,000 km would be 5 hexes around the ship.


Free Trader
PowerPlant A
Computer Model 1

Standard Passive Array
Insane Active Array


2D for 2+

(2D +1 +10 -5 for 8+)


Jammers can then become an opposed roll.
I've got a few ideas for jammers. What you've got here isn't bad either.

What I think is best, in this instance, is to ignore the jammers thing and just finish the sensor rules (since most civilian ships won't have jammers anyway). And then, we can add jammers into the mix once these rules are "established".
 
Originally posted by WJP:
Under the system, as it stands now, a civilian ship like the Free Trader has a auto spot range of 50,000 km.
Another thing that attracts me, in an effort to keep everything simple, is to pre-record sensor rolls for ships and keep that data wherever the ship stuff is kept.

If you've got a sheet where the PC's ship stats are recorded, you would put this information there. If you're using one of those index cards (as CT recommends) to record ship info, then we could add this info there.

So for the Free Trader in the above example, we would add this:


(I've backed the Computer Model number DM out of these numbers.)


0-4 Range Bands: Auto Detection.

5 Range Bands: 3+
6 Range Bands: 4+
7 Range Bands: 5+
8 Range Bands: 6+
9 Range Bands: 7+
10Range Bands: 8+
11Range Bands: 9+
12Range Bands: 10+
13Range Bands: 11+
14Range Bands: 12+

15Range Bands: 13+
16Range Bands: 14+
17Range Bands: 15+
18Range Bands: 16+
19Range Bands: 17+
20Range Bands: 18+


-- So, my thought is: This will be listed on the card (or sheet) with the ship info, along side the turret information and other ship stats.

-- A player would only have to know the range to know the roll. No math involved.

-- Simply add DMs to this roll, but keep the listed target number.


Examples.

Target at 5 Range Bands? +1DM Computer Number. Roll is 2+. Auto Detection.

Target at 7 Range Bands? +2DM for Sensor Ops skill (in place of Computer Model number). Roll is 3+.

Target is EM Masked at 10 Range Bands? +1DM Computer Number. Roll is 10+.

Target is at 8 Range Bands, but we're attempting a Lock with Passive sensors? +2DM for Sensor Ops skill. Roll is 8+.

Target at 15 Range Bands? +2DM for Sensor Ops skill. Roll 11+.


=============================================


See where I'm getting at here? We right the "base" target number down with the ship stats, then, when we add or subtract DMs from the roll, we simply add or subtract these from the target number needed.

I thinking that will keep thing very, very simple--right at a players (or GMs) finger tips.

And, when a GM is in a pinch (playing off-the-fly), he can easily come up with the basic target number for a ship just knowing PP, Computer #, and Range to target (he can use the typical sensor quality--already having his task difficulty).

Quick. Easy.

Isn't it?

Or...is it?
 
Originally posted by WJP:
Under the system, as it stands now, a civilian ship like the Free Trader has a auto spot range of 50,000 km.
Another thing that attracts me, in an effort to keep everything simple, is to pre-record sensor rolls for ships and keep that data wherever the ship stuff is kept.

If you've got a sheet where the PC's ship stats are recorded, you would put this information there. If you're using one of those index cards (as CT recommends) to record ship info, then we could add this info there.

So for the Free Trader in the above example, we would add this:


(I've backed the Computer Model number DM out of these numbers.)


0-4 Range Bands: Auto Detection.

5 Range Bands: 3+
6 Range Bands: 4+
7 Range Bands: 5+
8 Range Bands: 6+
9 Range Bands: 7+
10Range Bands: 8+
11Range Bands: 9+
12Range Bands: 10+
13Range Bands: 11+
14Range Bands: 12+

15Range Bands: 13+
16Range Bands: 14+
17Range Bands: 15+
18Range Bands: 16+
19Range Bands: 17+
20Range Bands: 18+


-- So, my thought is: This will be listed on the card (or sheet) with the ship info, along side the turret information and other ship stats.

-- A player would only have to know the range to know the roll. No math involved.

-- Simply add DMs to this roll, but keep the listed target number.


Examples.

Target at 5 Range Bands? +1DM Computer Number. Roll is 2+. Auto Detection.

Target at 7 Range Bands? +2DM for Sensor Ops skill (in place of Computer Model number). Roll is 3+.

Target is EM Masked at 10 Range Bands? +1DM Computer Number. Roll is 10+.

Target is at 8 Range Bands, but we're attempting a Lock with Passive sensors? +2DM for Sensor Ops skill. Roll is 8+.

Target at 15 Range Bands? +2DM for Sensor Ops skill. Roll 11+.


=============================================


See where I'm getting at here? We right the "base" target number down with the ship stats, then, when we add or subtract DMs from the roll, we simply add or subtract these from the target number needed.

I thinking that will keep thing very, very simple--right at a players (or GMs) finger tips.

And, when a GM is in a pinch (playing off-the-fly), he can easily come up with the basic target number for a ship just knowing PP, Computer #, and Range to target (he can use the typical sensor quality--already having his task difficulty).

Quick. Easy.

Isn't it?

Or...is it?
 
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