Vido
SOC-5
First post to the forums, looking for feedback from veteran players! I've been lurking for a while and I hope this is the correct board to post this...
For a campaign I'm currently running (using The Traveller Book) I wanted to lean a bit further into sensor play, since I believe it could create some interesting situations. After reading several house rulings and versions, I decided to come up with my own... which I hope it's simple enough for my table.
First of all, the detection ranges in page 76 (TTB) are interpreted as the minimum distance required to get a sensor lock on an active or silent target (0.5 light-seconds and 0.25 light-seconds for civilians, for instance). Actual detection is automatic and its ranges are much further (I'm thinking about 3 light-seconds, maybe further for military/scout vessels), and I'll probably just tell them outright what contacts their sensors detect. However, to properly identify one such contact, a sensor lock must be achieved using the following rules:
SENSOR LOCK DMs
Notes on DMs:
For a campaign I'm currently running (using The Traveller Book) I wanted to lean a bit further into sensor play, since I believe it could create some interesting situations. After reading several house rulings and versions, I decided to come up with my own... which I hope it's simple enough for my table.
First of all, the detection ranges in page 76 (TTB) are interpreted as the minimum distance required to get a sensor lock on an active or silent target (0.5 light-seconds and 0.25 light-seconds for civilians, for instance). Actual detection is automatic and its ranges are much further (I'm thinking about 3 light-seconds, maybe further for military/scout vessels), and I'll probably just tell them outright what contacts their sensors detect. However, to properly identify one such contact, a sensor lock must be achieved using the following rules:
To manage a sensor lock with a bogey for identification and determination of a fire solution (laser fire without one is subject to a DM-4), throw 8+ on two dice (2d6) with the appropriate DMs. Sensor locks are rolled during the movement phase in space combat, either at the beginning (before movement) or at the end (after movement).
SENSOR LOCK DMs
| 10+ ton hull | -1 |
| 100+ ton hull (usual scenario) | +0 |
| 1000+ ton hull | +1 |
| 10000+ ton hull | +2 |
| 100000+ ton hull | +3 |
| Power plant | +Pn/2 (round up) |
| Maneuvering | +1 per G |
| Transponder squawking | +3 |
| Going cold | -1 |
| Detect-n | +n (halve if target uses ECM) |
| ECM-n | -n |
| ECCM-n | reduce ECM DM by n |
| Gunnery expertise | +1 per level |
Notes on DMs:
- Hull tonnage: Larger cross-sections and masses will be easier to image.
- Power plant: Signature provided by power plant heat radiation. "Pn" is the power plant number in the drive potential table (page 58).
- Maneuvering: M-Drive flares are easy tracking data.
- Transpoder squawking: Transponders make identification much easier for scanning vessels and air control.
- Going cold: Running the systems on minimum power and reducing emissions make it harder to isolate the signal. Neither M-Drive or J-Drive can be used when going cold. Passengers will also be uncomfortable.
- Detect: Program for computer-aided signal processing. Susceptible to ECM. Detect programs are leveled 1 to 3.
- ECM: Program for active jamming/spoofing to degrade a lock. ECM programs are leveled 1 to 5.
- ECCM: ECM programs can be run in ECCM mode to allow identification and filtering of false-positives and jammer noise.