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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 04, 2011 6:53 pm Post subject: |
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ZzaphodD wrote: | Yeah, I have read passages too that seem to indicate that a transponder is a separate device sending out the ID signal. This is of course easier to 'turn off'. Even if we stick to the earlier official rules, there should be no problem to manufacture a 'non id' engine, onto which a id transmitter is added. This could be for military ships (official/sanctioned forces) only. |
The thing is, I like the idea of the transponder being integral to the engine system on commercial drives, as it provides a limitation on the characters insofar as how blatantly they misbehave before their ship is the subject of a Destroy On Sight order from the local Grand Moff. I don't want it to be easy for characters to get a hold of this tech; I want them to have to jump through hoops to get it, and even then, I want it to have almost more complications than its worth (not necessarily in reliability, but as a result of possessing such an obviously illegal piece of tech). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Feb 04, 2011 6:55 pm Post subject: |
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crmcneill wrote: | ZzaphodD wrote: | Yeah, I have read passages too that seem to indicate that a transponder is a separate device sending out the ID signal. This is of course easier to 'turn off'. Even if we stick to the earlier official rules, there should be no problem to manufacture a 'non id' engine, onto which a id transmitter is added. This could be for military ships (official/sanctioned forces) only. |
The thing is, I like the idea of the transponder being integral to the engine system on commercial drives, as it provides a limitation on the characters insofar as how blatantly they misbehave before their ship is the subject of a Destroy On Sight order from the local Grand Moff. I don't want it to be easy for characters to get a hold of this tech; I want them to have to jump through hoops to get it, and even then, I want it to have almost more complications than its worth (not necessarily in reliability, but as a result of possessing such an obviously illegal piece of tech). |
Yeah, Im all for the WEG version of transponder codes. If its turned off somehow or masked, whats the difference? Both would be illegal. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16346 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 04, 2011 7:25 pm Post subject: |
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ZzaphodD wrote: | Yeah, Im all for the WEG version of transponder codes. If its turned off somehow or masked, whats the difference? Both would be illegal. |
The difference is that with masking, it is still possible to pick the original code out of the mask on a high enough roll. Also, being able to turn the transponder completely off would also have electronic emission control advantages that would be of obvious interest to the military if a ship needed to run silent. Plus, this rule would cover the multiple canon mentions of a ships being able to turn off their ID transponders. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 04, 2011 7:43 pm Post subject: |
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crmcneill wrote: | Seems fair. It might be the sort of situation where the engine production facilities are actually on site with the starship manufacturing facility, to insure greater security, with anti-tamper systems to insure that drive systems couldn't be salvaged from damaged craft. I realize that things are a lot different in the SWU than real life, but in either universe, there is a huge difference between knowing that a technology exists and being able to get a hold of it. |
Which might make for a great mission for our rebel scoundrels... to sneak in to said facility and 'acquire' a working copy of the drive, anti-tamper stuff and work around items for the rebellion, a hutt or some other 'enterprising person.
Hows about for masking..
Many smugglers through out the years have learned how to run other electronics in their ship, to "Mask' the emitions of their transponder. Though this won't fool good sensor operators, it can make it harder to Id a specific ship for a while.
It takes a Moderate space transportation repair roll to set up, and a Difficult sensor roll to 'broadcast' to block your Transponder id. BUT if a enemy sensor operator hits a min of 25 for their sensor roll, they see through it.
Anyone caught doing this is commiting a class 3 infraction and at minimum loses their ship and spends 6 months in jail if they are caught. _________________ Confucious sayeth, don't wash cat while drunk! |
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