Originally posted by Plankowner:
WJP, you answered my questions about how many objects would be detected very completely, thank you. I didn't understand how the Herc could have detected the ship but not the missile with only one sensor roll. I get it now, very elegant.
Consider this--
You've got an X-Boat tender docking with an X-Bout out at medium range. Also out there is a stealthed ship, that has been rigged with an EM Mask, and is coasting.
Your ship will detect bogies on a 6+ at medium range.
Once all the DMs are worked out (sensor ops skill, target size...etc), let's say you've got a +2 on the roll not counting the DMs for the EM Mask and coasting on the stealthed ship. All other mods are accounted for.
You'll make one sensor scan roll using passive sensors.
If your one roll is 2-3, you won't detect anything.
If your one roll is 4-8, you'll detect both the X-Boat Tender and the X-Boat.
If your one roll is 9+, you'll detect both of those vessels AND the stealthed ship (the EM Mask provides a -3DM, and coasting provides a -2DM).
A side benefit to playing this way: When you only roll one detection roll instead of one roll for each bogey, players will not know how many bogies to expect.
For example, if the GM had rolled three detection rolls in the above example, making two of them, then the players might catch on that there's a third bogey out there that they didn't detect. They'll be looking for it.
Also, doing the detection roll the way I have it set up (with just one roll) both (A) simulates better how real sensors work, and (B) eliminates those wierd situations that occur when the sensor operator bricks the roll to detect the X-Boat but makes the roll on the X-Boat Tender. "Where is that Tender going?"
More than likely, both ships would show up on sensors--especially if they've both gone active, locking each other in preperation for the dock.
I would think that the asteroid that the Surveyor was hiding behind would have ALREADY been detected by the Herc during one of the previous rounds.
It probably would have.
What you're seeing is a game situation that came about in my real game BEFORE I implemented these sensor rules.
In fact, this encounter is why I decided that CT needed some sensor rules--and why I set about to create some.
Classic Traveller, without sensor rules, allows the GM to come up with this kind of situation. "Well, the Herc is travelling through the asteroid belt when..."
If using these sensor rules, that particular scenario probably wouldn't have gone down, in my RL game, the way it did. Now that we are using these sensor rules in my game, I'll be more studious, as a GM, to consider when two sides of an encounter detect each other.
I had been toying with a set of sensor rules before this, but they were kinda bulky in play. I knew I needed something simpler...thus, you see the result.
That encounter started with the range between the Herc and the Surveyor at 15 hexes.
In the game, both ships had been in the area for two days (waiting for a third ship--the players' ship--to arrive at the jump point).
As a GM, I'm reasoning this out by saying that the Herc DID detect the Surveyor during those two days. But, the Herc also detected some other traffic. Normal traffic.
The detection wasn't out of the ordinary. "Oh, it's just an asteroid surveyor going about its business." Or, "Oh, it's just a shuttle shuttling supplies between miners."
I started the scenario in the example where I did for a couple of reasons: (1) that's where the encounter starts in my real game; (2) I didn't want to write pages and pages for an example that would be too long for someone reading these rules to get through--the example is supposed to highlight how these sensor rules work.
YOU COULD, if you wanted to, back the scenario up a few combat rounds. What will happen, if you do that, is, more than likely, the Herc will detect the Surveyor and just consider it a miner going about his business on an asteroid.
The difference would be that the Herc would start the example with detection of the Surveyor, and, in all probability, have a lock on the Surveyor for some rounds before the Surveyor launches its missile.
This might change the entire scenario. If the Surveyor knows that the Herc has a lock on it (from it's own lock on the Herc), then the Surveyor probably wouldn't launch the missile--knowing that the chance is real high that the Herc is going to blast the heck out of it with those 8 mean beam lasers.
The short answer to your question is: The Herc didn't have a lock because it suited my needs as an example, showing how these sensor rules work in a game situation.