Sensors & Comms (Vehicle Ops Series)

By Sturn, in Game Masters

This one's already been released a long while back before I made it part of the Vehicle Ops series. I've updated with some minor edits and reskinned it for the Vehicle Ops series:

Vehicle Ops: Sensors & Comms

Vehicle Ops Series

Clarification needed please. Electronic Countermeasures Suite, your change adds "Jamming causes Boosted Emissions". The way this reads is that anything within the ECS range is jammed and cannot be used but anything outside of it but within Short planetary range using passive sensors both upgrades their roll twice (difficulty or skill check) and adds 3 boost due to boosted emissions. I am guessing they upgrade their difficulty twice, but then adding 3 boost to that makes little sense. Is this boosted emissions just to detect the area being jammed or the ship itself (odd if the latter). Would suggest that the jamming area be able to be detected at stellar ranges maybe? but not the ship itself?

The "causes Boosted Emissions" is a penalty for the ship using the ECM suite . See "Boosted Emissions" under Scan Conditions on page 15 for the full explanation.

The ship actively using the ECM suite is making so much noise that it suffers from the Boosted Emissions condition - apply 3 bonus to any passive sensor check to detect the ship using the ECM suite.

Would replacing "Jamming causes Boosted Emissions" with "Use of the ECM suite causes the vehicle to suffer the Boosted Emissions condition" ?

Either or really but the second one is a bit clearer. I understood that it was a penalty for the jabbing ship. I guess the confusion for my group comes from the fact that a ship trying to detect the jamming ship would upgrade their difficulty twice (this is the unclear part);but then add 3 boost dice. That's just a bit odd seeming.

5 hours ago, Jareth Valar said:

Either or really but the second one is a bit clearer. I understood that it was a penalty for the jabbing ship. I guess the confusion for my group comes from the fact that a ship trying to detect the jamming ship would upgrade their difficulty twice (this is the unclear part);but then add 3 boost dice. That's just a bit odd seeming.

Ah ok I finally get what you are saying now. Yep, that doesn't work at all.

I think the easiest fix is to completely remove the Boosted Emissions penalty for the ECM suite. Then, ECM would then create "noise" translated into upgrades within it's range without any mention of the boosted emissions. If you think that fixes things (I'm not missing something), then I'll put it in the next update.

Thanks!

Edited by Sturn

In the original, the ECS lit up the whole area like a Christmas tree. You could add that the effect of the jamming, not the source, can be detected at stellar ranges. Perhaps add the boosted emissions to that?

Do you think it would be simpler/better to say use of passive sensors will automatically pick up the ECS noise (not the ship's location) if in stellar range?

Edited by Sturn

Yup. Sounds good to me.

Also, don't forget to add the pseudo cloaking device. I would imagine it would fall directly under the stygium cloaking device.