starship stealth DM adjusted by tech level?

GamingGlen

Banded Mongoose
I'm looking at the -4 DM to sensors checks to detect and lock on to a ship, a ship built at TL 11. Would not a higher tech. level-built ship have an easier check to detect the stealth ship, as well as a lower tech level-built ship have a more difficult check?

Should sensor and targeting checks be adjusted by tech. level as well?
 
GamingGlen said:
I'm looking at the -4 DM to sensors checks to detect and lock on to a ship, a ship built at TL 11. Would not a higher tech. level-built ship have an easier check to detect the stealth ship, as well as a lower tech level-built ship have a more difficult check?

Should sensor and targeting checks be adjusted by tech. level as well?

I think so. I am currently reworking these rules. A higher (military) TL sensor suite should have a MUCH better chance of jamming lower TL active sensors. Also, higher TL sensors should have an easier time detecting ships in general.

I watched an interview with an F-15 pilot (actually 3 F-15 pilots at same time) who had been 'dog fighting' against a singles F-22. (1 TL difference). He said that most of the time they "shot down" before they could even locate the F-22 even though he of course knew it was in his area and was looking for it.
 
Well, you do get a +DM for some of the sensor suites at a higher TL, though nothing based purely on TL.

Also on jamming there is both the countermeasures suite and military countermeasures suite.
 
GamingGlen said:
Should sensor and targeting checks be adjusted by tech. level as well?
Yes, I think so. In my campaigns I used the modifiers from the
Central Supply Catalogue (there used for "Higher Tech Versions"):

+3 if one TL above
+5 if two TLs above
+6 if three TLs above
+7 if four or more TLs above

This is certainly not the optimal way to handle it, but being a lazy
referee and unwilling to spend more time and effort on finding a
better solution, it seemed good enough for me ... :)
 
That's more than I would have done. I was thinking +/- 1 per TL difference. This keeps it simple (KISS theory at work here :) ) .

As for the Stealth mod, I was thinking to degrade the mod by two per higher TL, and improve it by two against lower level sensors; although I could see it being useless against any higher tech. But with the diversity of worlds and ship building in the OTU (or perhaps any U), it makes the option an expensively worthless one if it only works against the same TL ships.
 
rust said:
GamingGlen said:
Should sensor and targeting checks be adjusted by tech. level as well?
Yes, I think so. In my campaigns I used the modifiers from the
Central Supply Catalogue (there used for "Higher Tech Versions"):

+3 if one TL above
+5 if two TLs above
+6 if three TLs above
+7 if four or more TLs above

This is certainly not the optimal way to handle it, but being a lazy
referee and unwilling to spend more time and effort on finding a
better solution, it seemed good enough for me ... :)

The numbers are okay and kinda reflect what we experience with "sensors" and TL's IRL with the military.
 
GamingGlen said:
Would not a higher tech. level-built ship have an easier... ...as well as a lower tech level-built ship have a more difficult check?
A higher TL built ship doesn't necessarily imply any individual item is of a certain TL. If building something like a standard heavy freighter, I don't see why it doesn't come out just the way it was designed. Maybe built faster, more efficiently from a higher tech facility.

Now that doesn't mean higher and lower tech pre assembled options can't be incorporated, especially in custom designs.

For some items various versions are detailed. Like Armour Type, Computer, Electronics.

For some items, no variety is provided.

This doesn't mean that there can be no variations. Nor does it mean the items detailed are the only variations.
GamingGlen said:
Should sensor and targeting checks be adjusted by tech. level as well?
Electronics already does have some detailed versions that are only available starting at certain TLs. Varying DM's already are provided.

I can see higher level, even military grade sensors, becoming the "standard" at a higher TL. Example, at TL 12 all the modern military ships would have the Very Advanced system and Basic Military might possibly be available to civilians.

I also can see, within the Imperium, some limits placed on the export and use of higher tech level items. This is kinda implied by what is "standard" and the basic electronics options for military vs civilian.

I'm not sure what "canon" says in regards to the TL of military ships, not having read thoroughly such since the games I'm in are not starship war simulations. While there is a certain "Average Stellar" TL I'd think the military would research and use whatever the best is that is available and spread that tech to all their manufacturing bases. High Guard makes use of
Military Countermeasures Suite: The military counter–measures
suite is the cutting edge of counter–measure technology in the
Imperium, incorporating both powerful transmitters and advanced
electronic–warfare programs to shut down enemy communications.
The DM for these sensors is +6.
and Distributed Arrays in it's designs.

Perhaps there is a limit or diminishing return as certain technologies advance. Like higher TL auto gas engines, the "engine" itself is not as easily improved but with fuel injection, turbo, and so on you can achieve better results. As above, High guard has options like countermeasures suites and using distributed and extended arrays.

If your looking for guidelines for some personal alternatives, I'd suggest using the information already provided in electronics.
 
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