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An Expert on Military Science

Started by Cranewings, November 02, 2008, 12:23:22 PM

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Cranewings

I could use some help with the discription of the Sensor Pack for my powersuit rules. While you won't know the system well, the flavor and science of the actual device is something I'm sure a lot of people would know more than me about.

If it helps, an average skill check in my game has a +6 bonus, though they can range from +2, which is the skilled minimum, to +15.

Suits without this system automatically get some weak radar and thermal imaging. The pack isn't nessessary, but it is nice.

Sensor Pack

The sensor pack contains an assortment of devices that can be used to gather information on the enemy. Possession of the sensor pack doesn't grant information automatically; information is only gained through the successful use of the skill, "Read Sensory Equipment."

A designer can invest as many mounting points into this system as he desires, limited only by its MUR. The Sensor Pack costs a minimum of three mounting points.

The system can be powered by as many points of energy as there were mounting points spent on acquiring it. All of the systems can be powered with a single point of energy, however, using more energy will increase the strength of the signal and make it less vulnerable to ECM.

Radar System
Radar has three  modes: Doppler Shift, Synthetic Aperture and Standard Pulsed Radar. The radar's antenna can be rotated to provide a 120 degree cone in any direction. Each point of energy allocated to the radar lets it track up to 100 units from up to 20 miles away.

Standard Pulsed mode is used to detect airborne targets, traveling at any speed. Powered armor with an MUR of 4 or less requires a Read Sensory Equipment roll of 24+ to detect, though a roll can be made each round. Larger objects can be detected on a roll of 16+.

Doppler Shift mode is primarily used to detect objects  lower than the powered armor,  moving at a slow rate of speed. Unlike the standard mode, the Doppler Shift mode is used continuously. The computer looks for frequency shifts in the returning signal, denoting moving vehicles. The difficulty of detecting a ground vehicle is 12. The difficulty of detecting a helicopter or low, slow moving fixed wing aircraft is 20. The difficulty of detecting a powered armor with an MUR of 4 or lower, or any object breaking the sound barrier, is 24.

Synthetic Aperture Radar can be used to detect stationary vehicles. Powered armor with an MUR of 4 or less requires a Read Sensory Equipment roll of 24+ to detect, though a roll can be made each round. Larger objects can be detected on a roll of 16+.

Ground Based Radar and Range
The lower a target is, the closer it has to be to ground level radar in order to be detected. Targets on the ground can be detected if they are within three miles. Targets further away can be as high as a mile in the air and go undetected, do to the curvature of the earth.

Range   Minimum Detectable Altitude
3 Miles   Ground Level
10 Miles   30'
30 Miles   500'
60 Miles   2000'
90 Miles   4000'
120 Miles   7000'

Passive Radar Detector
The Sensor Pack is able to identify the direction of any target using a radar or subspace scanner system. Radar is designed to look like background radiation and isn't easily identified. To notice and determine the direction of a radar signal, the sensor operator must make a difficulty 16 Read Sensory Equipment check.

High Energy Charged Particle Detector
This system lets the sensor operator determine the direction and type of high energy particles. This passive system can be used to detect when forcefields and energy weapons have been activated, to determine the source of radiation, such as that leaked from a damaged engine, or to locate any other piece of technology that is emitting radiation. If the high energy particles are being constantly leaked, the Charged Particle Detector can detect its Doppler shift and determine its speed and direction.

As a passive system, its range is dependent upon the intensity of the transmission and the ability of the particles to reach the receiver. The use of non-laser energy weapons can be detected at double the effective range of that weapon. High energy particles from weapon fire can be detected through civilian buildings and forests. The curvature of the earth can be an obstacle from extremely long ranges. Refer to the radar chart above.

Radiation that is being leaked from a device can be detected from ten times its lethal range. For example, if people within 1000 feet of a radiation leak are likely to die, the leak can be detected from 10,000 feet.

Sonic Active Probe
The SAP emits powerful infrasonic and ultrasonic pulses that will penetrate both buildings and earth. The reflections of these waves are interpreted by the computer and translated into a 3D map of the area, with special attention given to the location of objects believed to be military hardware. This lets the pilot identify the location of deactivated armor, bunkers, and artillery.

The computer will automatically highlight any suspicious findings such as military equipment or dead zones, areas shielded against the SAP. Without the computer's assistance, sorting through the massive collection of data would be very time consuming.

The SAP requires a huge amount of processing power to operate. Pictures generated by the SAP are up to 3 seconds behind reality, making it a poor substitution for radar.

Objects smaller than 7' in length or height are not likely to be detected by the SAP unless they are within 100'.

The use of the SAP will automatically betray the location of the armor using it.

The SAP has a range of 200' per point of energy allocated.

The following systems have a range of 20 miles :
   The Wide Angel IR Source Tracker can detect the location of anything outputting Inferred Radiation.
   The Narrow Angel IR-UV Ray Imager will let you scan an area for IR / UV radiation. It will let you see otherwise invisible targets including those using mundane stealth or camouflage.
   The Passive Subspace Multi-beacon Receiver will let you go undetected while scanning subspace channels.
   The Thermal Imaging Array can let you see in the dark and detect heat sources without giving away your  location.
   The Time Base Beacon Receiver lets you link with deep space based systems to determine the star date.
   The Active EM Scanner is able to detect subtle shifts in the EM field. This device can be used to detect anything from forcefields and portals to arcing wires and pieces of iron. Most military hardware is non-magnetic and shielded from this sort of sensor, though a vehicle that has sustained heavy damage may be detectable. Small electronic devices and metallic objects have a difficulty of 24 to detect.

Cranewings

Bunch of fantasy nerds. Doesn't anyone here care about sci fi? 25 hits and no replies makes me feel bad about myself.

flyingmice

My advice? After you get done with all that, bury it. Show only what the players have to know. There are some folks who love this level of detail, but most won't. See my sig for my SF street cred. :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Cranewings

ha, maybe you are right, but in sci fi, detection / evasion has more to do with winning fights and finishing missions than anything else... so it seemed like a detailed radar system was nessessary.

Spike

Look, I'm a Sci Fi geek, and I actually understood everything you wrote.

I'd never, not ever, attempt to use any of that in a game unless (and even then....) the entire game was based entirely on sensor detection.

It's great that you have all that, don't get me wrong but what players need to know is

What can I detect (not how, what. Can it detect people? what about tanks? what about both?)  as expressed in binary terms not: if you switch to mode X then...

They need to know what sort of range they can get, and any penalties for using all that.

Most games that get 'sensor deep' stop at 'active and passive sensors' and numeric modifiers, along with a fluff mention wha what sorts of systems are being used.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

flyingmice

Quote from: Spike;262745Look, I'm a Sci Fi geek, and I actually understood everything you wrote.

I'd never, not ever, attempt to use any of that in a game unless (and even then....) the entire game was based entirely on sensor detection.

It's great that you have all that, don't get me wrong but what players need to know is

What can I detect (not how, what. Can it detect people? what about tanks? what about both?)  as expressed in binary terms not: if you switch to mode X then...

They need to know what sort of range they can get, and any penalties for using all that.

Most games that get 'sensor deep' stop at 'active and passive sensors' and numeric modifiers, along with a fluff mention wha what sorts of systems are being used.

This is exactly what I meant by bury it. Use it internally, but don't put that in front of the customer all naked and quivering.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Cranewings

I might rewrite the pack so that it gives just the numbers, and then give it again with the flavor text. Good lookin'.

HinterWelt

Quote from: flyingmice;262734My advice? After you get done with all that, bury it. Show only what the players have to know. There are some folks who love this level of detail, but most won't. See my sig for my SF street cred. :D

-clash

This. And I would add, do the impossible and preserve the flavor. I had the darndest time with Neb trying to do this and not turn it all into "magic sensor thingies".

That said, listen to Clash. He is the sci-fi master.

Bill
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