## Beta critique: Element: travele4.pdf: Multimode Decoy

Discuss the Traveller RPG and its many settings
AnotherDilbert
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### Beta critique: Element: travele4.pdf: Multimode Decoy

Multimode Decoy

I assume this a sort of Drone (HG, p40) and hence need no hardpoints?

To determine if a vessel is real or a decoy requires a Difficult (10+) Electronics (Sensors) check (1 round, INT).
A good sensor operator with a good sensor would roll something like:
2D +6[skill] +6[sensor] +1[command centre] = 2D + 13 and always succeed, hence never be fooled by the decoy.

Alternatively, the decoy can be used to distract a salvo of missiles by providing their sensors with a more attractive target. A T18 can distract one salvo before it is destroyed. To determine how many missiles from a given salvo are pulled off target, roll 3D add the Effect of an Average (8+) Electronics (sensors) check, multiplying the result by 5% of the salvo.
I assume we cannot use the ship's sensor or ECM DM on this task?
If so it becomes: 5% × ( 3D + 2D + 6[skill] - 8[difficulty] ) ≈ 5% × 15,5 ≈ 75% of a salvo...

There is no limitation on how many decoys we can use against each salvo, so if we use two decoys against a salvo it is basically automatically neutered.

If we have two squadrons (10 ships each) fighting each other one side with missile ships.
Each missile ship targets each enemy ships for 100 salvoes per round.
Each missile ships carries missiles for 12 rounds for a total of 1200 salvoes.
To stop them completely we would need 2400 decoys or 200 Dt decoys, spread out over the squadron that is 20 Dt per ship.
Trivial cost to be virtually immune to missiles...

Multimode Decoys are way to bad at impersonating ships and way too good at fooling missiles!
Banded Mongoose
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### Re: Beta critique: Element: travele4.pdf: Multimode Decoy

So, we need some sort of limitation to avoid multimode decoy spam?

It hasn't listed time, so we can assume 1 round.

A limitation would be taking the sensor operator to guide and control the decoy, i.e. a few rounds. But does it make sense? If the decoy is autonomous it might not.

There could be a limit on how often a salvo can be subject to multimode decoys, similarly to EW.

And of course, limitation to the default effect against missiles.

My preference is to limit the usage and perhaps not so much the effect. This way we can keep fewer rolls with more tactical use.

edit: maybe if we detect the decoy in time we can EW it?
AnotherDilbert
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### Re: Beta critique: Element: travele4.pdf: Multimode Decoy

If we use an operators skill in the check, it has to take at least an action from an operator, it can't be completely automatic.

I think we have to lower the percentage and limit it to one decoy per salvo.
Banded Mongoose
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### Re: Beta critique: Element: travele4.pdf: Multimode Decoy

Yeah, I agree the operator needs to spend time to configure/operate the decoy.

As a side effect, this whole thing can make sensor operator's work more interesting. They will have limited time and might (unless the ship has 231231 sensor stations) need to chose actions - lock; break lock; EW missiles, operate decoys; detect decoys, detect ambushes... etc.
AnotherDilbert
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### Re: Beta critique: Element: travele4.pdf: Multimode Decoy

Large ships should have many sensor operators since sensors are so important.

Then many actions and counter-actions will bog down combat, especially with several ships...
steve98052
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### Re: Beta critique: Element: travele4.pdf: Multimode Decoy

If a sensor operator recognizes a ping as a decoy (peeks with a telescope), he or she can tell missiles that it's a low priority target. "Some of you whack that ping in case it's a funny looking fighter. The rest of you can ignore it."