I'm currently trying to write an encounter where the PCs have to sneak past an Imperial blockade using a planetary ring system for cover, but the rules don't really seem to suggest any interesting way of handling this. The existing rules for sensors are a bit vague and minimal:
- You passively detect all ships within sensor range.
- You can make an Easy computers check to focus active sensors out one range band further in one arc.
- You can make a Perception check to scan the enemy in combat.
What I want are sensor rules that enable the following bits of gameplay:
- Sneaking past blockades that use passive sensors should be possible.
- Evading active sensors should be possible.
- 'Going dark' should be a thing.
- Using stellar phenomena to hide should be a thing.
- There should be some degree of tension/cat-and-mouse.
I've not found any existing homebrew to cover this, but there's some existing bits of core rules that might be applicable:
- The speed/silhouette difficulty mechanics for difficult terrain.
- The silhouette difference difficulty modifications from starship combat attacks.
- The range band difficulties from combat.
- Adding terrain rating in Boosts to Stealth/Perception checks (or equivalent).
- Adding terrain rating in Setbacks to Piloting checks.
So I've been thinking of possible rules to handle these encounters:
-
A ship can 'go dark'. This disables shields and weapons, but means that it requires an
opposed Perception vs Computers
check for ships to detect you when you are in sensor range.
- Add Setback dice equal to the difficult terrain rating.
- Add Boost dice equal to the ship's speed.
- Modify the difficulty according to the silhouette difference modifiers.
- If successful, the searching ship knows something is out there at a given arc and distance, and can switch to Active sensors.
-
Focusing active sensors on a contact requires an
opposed Perception vs Piloting
check
- Modify the difficulty as above, but also add Setback dice equal to the difficult terrain rating.
- If successful, the searching ship knows the location of the targeted ship and it no longer benefits from 'going dark'.
-
As an action, assuming they don't enable shields or weapons, a detected pilot can attempt an
opposed Piloting vs Vigilance
check to evade again.
- Add Boost & Setback dice equal to the difficult terrain rating.
- Add Setback dice equal to the ship's speed.
- Modify the difficulty according to the silhouette difference modifiers.
- If successful, they evade the active sensor sweep and end up in a different arc.
- This should add some cat & mouse gameplay, as the stat/skill to detect is different from the stat/skill to keep a target detected.
- For each time a ship has successfully evaded its pursuers, downgrade the difficulty of all future Perception checks once and the difficulty of all future Piloting checks once.
Does this seem reasonable? My thoughts are:
- I really wanted to include the speed/silhouette difficulty mechanics, but what we want is the opposite , i.e. that smaller/slower ships should be easier. We could reverse it and have the speed/silhouette be the detector's dice pool, but then this leaves no real space for the skills or abilities of the character performing the test.
- Is Computers is the right skill for handling how effectively a ship has 'gone dark'? Stealth or Piloting would be a bit inappropriate as this doesn't seem like an Agility roll . Alternatives would be something like Skulduggery , Vigilance or Cool ? Cool seems like a possible good fit as it's a very 'smuggler' skill, but has a fairly weak connection to what's going on (you could argue 'keeping your nerve' is the challenge?).
- The double-counting of difficult terrain in some checks seems odd. It simultaneously makes it easier to hide, but also harder to pilot as per the regular piloting rules. Having them cancel out would be simpler, but would remove the benefit of talents that let you remove Setback dice from terrain.
- Things escalate so you can't just keep dodging over and over- eventually it becomes impossible to keep hiding.
- Other than that, this is relatively simple, which seems like a good idea, but some System Strain could probably be added somehow.
If they're not bad I'll try and write them up in a neat format with examples of use.
Edited by Talkie Toaster