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Stealth approaching other ships

kewplum

SOC-5
I am wonder, my PC's are sneaking up on another ship, do I treat the passive sensor like something they must build a solution in order get an acurate shot off? Do I treat every succesful gather of it in let say 1D20%solution build+Sensor skill?

i.e. PC rolls a successful passive scan. The PC then rolls 14 and has a sensor skill of 6=20% solution. Each scan is one space battle round.
 
Originally posted by Scott LaForge:
I am wonder, my PC's are sneaking up on another ship, do I treat the passive sensor like something they must build a solution in order get an acurate shot off? Do I treat every succesful gather of it in let say 1D20%solution build+Sensor skill?

i.e. PC rolls a successful passive scan. The PC then rolls 14 and has a sensor skill of 6=20% solution. Each scan is one space battle round.
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Hmm. Using passive sensors, means detecting them in such a way as to not reveal your position(the Pc's ship to the opposing/ target vessel).
If this is in a FTF dice and paper game, I'd go with the tension building 20% rule of thumb ye've decided on...meaning to be assured of an accurate shot (and die mods to add to it), or an additional +4 per successful solution (minus DC's versus range/ targets agility/ armor/ etc.(some of which the PC's will not know).

This can add to that submarine movie type gaming tension as the EW/sensor operatorbecomesa crucial part of the FDC (fire direction Center) of the ship.

The object of this exercise , is after all, to get sneak up, and get off a clean shot in surprise of the enemy ship without going to noisier "Active" sensors (at least until after the first shot-when surprise no longer matters).

depending on the enemy vessel's approach/ exit vector, they may have only a limited window of opportunity to exploit this advantage.

Sounds good. just don't make it so complex a process it bogs yer game play down!

heretically yours,
 
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