2300AD Sensors Issues

rgrove0172

Mongoose
The sensors listed in the new Traveller version of 2300AD seem pretty screwed up when compared to the classic setting.

Radar is listed as Range Band 0.. under 300,000km assumedly. (there really isnt a range band 0) but the classic book lists navigational radar as effective out to an AU, 150 million Km. The Traveller book lists radar range (on the sensors table) as working out to about 50,000km in active mode. Thats a HUGE discrepency. What happened?

Another example. Densiometers have been replaced by the 2300AD Deep Sensor Scan, or so says the Traveller 2300AD rulebook. The Densiometer has a top range of about 10km in the Traveller Core Book (not very DEEP) but the classic rules give a Deep Scan the abilityn to detect and track objects out to the full system range (30-40AU?) and can detect ship power emissions out to 1 AU. Again, a really really big difference.

What happened here? Didnt the guys writing the new book even read through the classic setting rules or am I missing something?
 
ok, but the new book refers to the old for ranges and such.. so, you cant use the Traveller sensor rules to detemine effeciency of a scan...

Are we supposed to just write up our own interpretation of various sensor abilities based on descriptions from the classic rules? If you do, the combat sensor use in the new book is ludicrous with combat sensors being rediculously underpowered. Do we ignore the old classic rules and give even Deep Sensor scans such pathetic ranges?
 
Wait until you see beam lasers with effective unlimited range.

Even the old rules at 150,000 and 300,000 km were short, but that was with very limited knowledge from the early 70's. Different versions, such as MT and T5, have father ranges; I use IMTU an easy 1AU for passive detection of visual and IR.
 
More than anything else, when using passive detection the effective range will be relative to the strength of the signal. For example, in space a star like our sun is much easier to visually detect at ranges far beyond that of a small rock. If visual detection is limited to 1 AU that would mean you wouldn't be able to visually detect (ie see) the sun or other similar signals at a range over that.

IMTU I have only put a hard limit on active sensor range. To balance this in game terms for passive sensors I give a negative DM as range from the original signal increases and a positive DM according to the strength of the signal (for example a star would be simple to see, +6DM). The information from passive sensors will always be limited to the information in the original signal. On the other hand active sensors can return far greater information at normal CRB ranges with an increased chance of being detected by other passive sensors (sort of like having an active transponder beacon or comm signal). In this way I believe I have converged the CRB with common sense and it also allows you to use passive sensors to work in conjunction with navigation systems as now you can 'detect' the local star and planetary bodies.
 
So what if you fail the roll to see the sun? I would think such things are a given. The AU isn't for someone to physically see something, it is for computer resolution and ID; by visual I mean visual light spectrum. Other rule sets give for size versus effect, it is all rather clumsy. Even said, an AU is 3000 times of resolution of the CRB sensors.
 
Yes, I'd say a star would be simple to 'visually detect' (+6DM), it can't really be failed unless unskilled.

Our sun is exactly 1AU distant so it would be a useless piece of tech that doesn't enable resolution and ID at some very considerable range beyond that.

CRB range for passive sensors(which it only seems to mention in a table) is nonsensical; passive sensors have unlimited range, it is the signal which is the limiting factor. For active sensors I don't really see a problem with having a limited range.
 
To the OP.

You say radar is restricted to band 0, only basic civilian sensors are restricted to this, military sensors are band 5 and advanced sensors are band 7. These are the combat bands and are not, as has been mentioned by others, intended to indicate that you cannot detect a planet at more than 1 light second. Instead as I see them they indicate the maximum range at which you can identify something enough to target it.

A dirt cheap civilian rig cannot provide anything on a target outside of 300,000Km/1 LS. Its active radar will go much further than this but the weakness of any return signal is below the point where the dirt cheap civilian basic sensors can detect them. You can detect a blip beyond this but it could be a ship or a lump of rock.
In the MongT rule book (page 144) Radar provides minimal details out to 50,000km for combat and nothing beyond that meaning that the cheap 2300 civilian radar is already six times more effective in combat.

A military radar unit in 2300 with 5 bands or 5 LS of range can provide you with a target location and minimal details 30 times further than can a MongT radar unit. Only when you start adding High Guard sensors do you get longer ranges.

The classic traveller book page 76:
Ordinary or commercial starships can detect other ships out to a range of about one-half light-second. Military and scout starships have detection ranges out to two light-seconds, Ships which are maintaining complete silence cannot be detected at distances of greater than half detection range; ships in orbit around a world and also maintaining complete silence cannot be detected at distances greater than one-eighth detection range. Planetary masses and stars will completely conceal a ship from detection.
Tracking: Once a vessel has been detected, it can be tracked by anyone up to three light-seconds.

All of the ranges you mentioned are for combat NOT navigation. In terms of spotting a planet or sun, well your sensors have a range of the entire solar system and beyond for visual. Why would any DM make his players roll to detect a planet? Anyone with the ability to turn the sensors on will find the planets, moons and other such items.
 
I dunno. Seems consistent with the standard Traveller dictum that things that are easy/simple (spotting the sun inside a solar system) do not need to be checked or rolled for. Success is assumed unless under haste or other constraints; and common sense serves as the primary guide.

If you need more crunchy, Trav's probably not for you.

ADD: Wrote on top of Captain Jonah, and agree with him.
 
Thanks for responding everyone.

Captain Jonah - I only have the current Traveller Core Book and the Mongoose T-2300. There is no such information on sensor range as you give from 'page 76'. That would have been very helpful. As would some explanation that Military Sensors are in fact Radar, only an improved version over the Civilian Navigational Variety. The ranges of the Traveller sensor chart are incredibly short compared to those in the 2300 setting and they end with - NONE, when they reach a given range not "And planets and other large objects can be detected further out."

Granted, a thorough understanding with the system (now and in the past), all the various rulebooks and modules (High Guard etc.) and a familiarity with the rules and their many versions would have made this oversight easy to work through but I have none of those where Traveller is concerned.
 
Yes, for stars, planets, etc.; it is a given, unless talking a rogue in deep space or such. The AU is for smaller objects, such as ships; CRB ranges are fine for combat lock. Military sensors would be different and would have sensor ships to sweep entire systems. I guess some sort of roll could be made for heuristics, otherwise it is the ship doing the detection.
 
rgrove0172 said:
The ranges of the Traveller sensor chart are incredibly short compared to those in the 2300 setting

Doesn't sound like you've missed it, but there is a caveat on the differences between 2300 Traveller and "classic" Traveller ranges on page 268 of the sourcebook.
 
Thanks guys, Ill sit down and browse through the sections again. See if I cant make heads or tails of it.

For purposes of interpreting the chart on page 144 Core Rules, its assumed some sort of detection at ranges VASTLY farther out than listed, but only for major planetoids, stars, cosmic phenomena or what have you. Right?

Secondly, we assume that Military sensors are, for purposes of the chart, Radar and Lidar and in the realm of pure detection and information they are more or less equivalent to civilian radar and both use the same column on the chart. Its only in the area of tracking, locking on, identification, providing firing solutions etc.. that military radar is different, and that is covered by their improved performance in the space combat rules.

Have I got it about right? The chart fills in where the blanket ranges given in the classic 2300 rules left blanks. (ie. Deep Space Sensors can scan an entire system but use the chart for more detail on smaller objects etc.)

Oh, and where would the Deep Sensor scan fit in anyway? I know that the Grav scan is the equivalent of the Densiometer, but what about Deep Sensor?
 
You BUMPED a post. Dear "insert whatever divine being you call upon here" :shock:

Lastbesthope will be hunting you down now :lol:

Anyway if you survive long enough have a look at page 108 of the MongT rules. This lists the types of Electronics packages, what sensors they contain (all have visual as a default) and any dice modifiers for jamming etc.

Standard civilian and basic civilian are exactly the same units, the standard electronics package has a larger sensor array and processor making it a bit harder to jam, otherwise that is it. Once you hit the military stuff you are adding more sensor types and a jammer.
The military stuff in MongT is far more resistant to jamming but everything uses the same range chart so basic civilian Radar and Very Advanced military radar both have the same performance. However it is much easier (-4) to jam the radar on a basic civilian rig than on a very advanced military setup (+2) meaning that your dirt cheap civilian ship will know something is out there since its radar is a hash of rubbish and jamming but not have a clue who, where or how many.

The rules don’t actually say anything about detecting planets, I think it is simply assumed that your charts and sensors will show where everything major is in the system as soon as you jump in. For unexpected items there are no exact rules given, it is very much a case Ref make it up.

In 2300 you have significantly longer ranges on the military units (up to 7 LS). It does mention that you can detect an active radar unit at twice the range. In addition a ship with a transponder is going to be detectable at whatever range the signal reaches which is going to be light minutes at least though you are detecting where the signal was at the time it was broadcast.

Re your questions. Yes, Yes and Yes.

Grav sensors are not the replacement for densitometers. The grav sensor has a system wide range for detecting gravity fields the size of worlds and out to several light minutes for much smaller gravity fields such as stutter warps. You can vary this based on the drive size and strength.

The Densitometer is replaced by the deep scan, think deep penetrating ultra high frequency radar. This has a very short range but is capable of scanning through the hull and providing deck plans and ship layouts.

An example in 2300 would be:

Your convoy crosses the shelf and drops to sub light speeds. The military escort has a Grav scanner which sweeps nearby space and the entire system. This locates the sun, worlds and moons across the system and the stutter warp drive fields of the nearby ships in the convoy.
Visual scanners on the escort and civilian ships also detect the light from the systems sun and planets.

All ships are broadcasting radar, the escort can pick up returns from 5 light seconds away because of much better software and hardware, and the cheap civilian units need a much stronger return from a target within 1 LS to be able to process the signal return.

All of them will also be picking up radio signals from the system which would include the main world, any stations or platforms and any nearby ship transponders. A ship that jumped in an hour before them would be detected since its transponder is broadcasting its location. A ship that jumped in an hour ago two light hours away along the edge of the shelf with its transponder on would also be automatically detected but not for another hour since it takes two hours for its signal to cross two light hours.

So the convoy forms up and heads in toward the planet. Ten hours later the ship that is two light hours to the side of them changes its transponder to “Under Attack” and begins to radio a mayday. It takes two more hours for this message to reach the convoy by which point the ship is already dead.

The convoy picks up this signal reporting the cargo ship under energy weapon attack from an enemy outside of detection range, this signal then cuts off.

The escort commander orders the convoy to turn and move away from the last known position of the dead ship and towards the shelf edge as that is much closer than the world. Before the convoy turns he orders all transponders turned off since they are giving away the convoys location. Since the grav sensor can detect a drive field at several light minutes which is well beyond the range where even advanced passive sensors could detect the ships radar emissions he leaves them on.

The raiders have been watching the convoy via the transponders, having killed the lone target they now turn towards the convoy and begin to chase it. Once the convoy turns off its transponders the raiders being two light hours away will know where the convoy was at the point they turned off the transponders which will reach them two hours later.
The raiders split up and sweep the area with Grav sensors and watch for radio or visual signals.

The convoy follows the escorts orders but then splits up, several ships want to run for the world, one drops its cargo pod and runs off at full speed, another tries to follow it, a third runs directly for the shelf. The escort orders them to rejoin the convoy but they all refuse. The escort is using directional radio broadcasts but the civilians are using general broadcasts which reveal their positions and will give the raiders a new course once the signals reach them.

The raiders are at full speed and closing. The escort takes position half a light minute behind the remaining convoy.

The raiders catch up. The escort detects three drives on its grav sensors, the raiders can detect the escort, the slowest of the two ships running to the world and the ship running directly to the shelf. The raiders split up, the destroyer heads for the escort and one fighter goes after each civilian ship.

At this point the escort can only watch helpless as the two fighters close in, guided by the grav sensors on the destroyer. At 5 Light seconds the fighters own radar gets a lock and they are able to close in and open fire at two light seconds of range. The two civilian ships take hits from an enemy outside of their own 1LS radar range and die slowly. The pod carrier is outside of range of the grav sensor and well outside of range of the fighter’s radar and so runs to safety. The fighter can pursue the pod carrier, they detected is radio messages so they know it is here somewhere but since the pod carrier is outside of the grav sensors range the fighter it is limited to its own radar range of 5 light seconds. The pod carrier runs away and is very likely to escape.

The escort turns to engage the destroyer to buy time for the convoy to run. The remaining convoy ships are ordered to shut down radar, change course and keep running. Then the crew of the escort try to sell their lives well.

The remaining ships of the convoy have shut down radar and are on passive radio and visual. As they run they will detect the visual explosions and radio calls for help that mark the deaths of the two civilian ships that fled. They will know where the raider destroyer is as long as the escort keeps using directional radio signals to update them.

If the raider kills the escort and is still intact the convoy are now alone in the dark, with an enemy ship hunting them and completely blind. They can talk to each other using directional radio or send calls for help to the world in the same way but if the destroyer is able to get close enough to detect them on its grav sensors they are likely to die.

One option they do have is to shut down their stutter warp drives and drift, if the escort is destroyed and the raider is still after them this may be all that can save them but they will need to be on a different course to the escort or the raider will follow the original course and will find them with radar anyway.
 
Captain Jonah said:
You BUMPED a post. Dear "insert whatever divine being you call upon here" :shock:

Lastbesthope will be hunting you down now :lol:

Anyway if you survive long enough

I don't think I've ever hunted anyone down for bumping a post.

LBH
 
rgrove0172 said:
Apologies for the bump, wasnt aware it was a no-no, and thanks for the excellant example and help from all.

It's ok to do an occasional bump, no appologies needed.
 
That's a really nice worked example Captain Jonah.

One quibble though, you mentioned that the initial victim of the raiders came in to the system two light hours away around the shelf from the convoy - the implication being that the shelf is itself somewhat larger than two light hours across.

Now it's been a while since I did any gaming with T2300 and maybe the definition has changed in the latest edition, but as I recall it the Sol-system shelf works out to be about 1 light hour in diameter (vs ~8 light hours for the diameter of Neptune's orbit) and Sol is a fairly large star in the scheme of things (something like the 10th percentile by mass?) meaning that most star systems will have a shelf smaller than Sol's.

So having a battlespace multiple light hours across within the shallows could only happen if the encounter was occurring in the system of a very high mass star - in which case no habitable worlds for the convoy to be hauling cargo to...

Regards
Luke
 
Captain Jonah, I really appreciate your help but did want to mention that your post included the opinion that

Grav sensors are not the replacement for densitometers. The grav sensor has a system wide range for detecting gravity fields the size of worlds and out to several light minutes for much smaller gravity fields such as stutter warps. You can vary this based on the drive size and strength.

On page 204 of the MT2300 book, right under the heading "Electronics and Sensosr", it reads that "... densitometers are changed to deep scan radars, same basic effect but a different technology."

Which, when you read the description of densitometers in the Core Rules, would indicatet that Deep Scan radars can now scan nearby ships and reveal their interiors, deck plans etc. as well as locate planetary objects across a system and detect active power plants out to 1 AU as per 2300AD descriptions.

Was this a goof, too sophisticated an effect for 2300?
 
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