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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 24, 2010 8:53 pm Post subject: |
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bobenhotep wrote: | i never had these issues. i always used sensors as a plot device, because its too easy to"outdrive your headlights" if you take sensors literally. i only used ranges to figure out who sees who first. players really never seemed to care about any other aspect of sensors. |
I only ran into a problem recently, and that only due to the changes in 2nd R&E, something that I didn't have and wan't aware of in the past.
The problem I ran into was that the PCs were coming out of an asteroid field and planning to jump to hyperspace. They had completed the adventure and had the "McGuffin" (in this case a Sith Holocron) in their possession.
What they group wasn't aware of was the Separatist Cruiser that was outside the field. With a range of 90, the Crusier picked up the PCs BArloz-class freighter long before the PCs would have a chance of spottting the Cruiser.
Because 2R&E makes multiple moves much easier than in 2nd edition, the fighters sent out after the PCs nearly "bounced" the PCs ship because they were moving as fast as the PCs detection range. In fact, they would have bounced the freighter if I didn't fudge things a little and have the fighters show up at the edge or sensor range so the PCs could have a chance to react.
Having a starfighter suddenly "pop up" 3 SU away when you have sensors running is not cool. Especially when one of the fighters was a fanblade being piloted by Asajj Ventress.
I never really bothered with PCs needing to make rolls to detect things like planets or stars. Not unless there was something wrong with the sensors, or the planet was cloaked or something.
I'm not entirely sure what Madwand's table translates to in terms of the size of a Space Unit, either. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 24, 2010 9:26 pm Post subject: |
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Madwand wrote: | Basically, capital ships can't hide at relevant ranges. |
Sure they can. If they got something big enough to hide behind. Say for instance a small moon, oh wait a minute, that's not moon, that a space station...
Reasonably, and realistically, a big ship could be screened by a bunch of things that could provide sensor interference. Stars, planets, moons, larger ships, asteroids, radiation belts, stay comets, solar flares and any sort of Sci-Fi gobbledygook you can think of and get the players to swallow.
"How many time do I have to tell you guys, don't use the microwave or the refresher when I trying to do a sensor sweep. And for the last time, no cell phones in hyperspace-the roaming charges are astronomical" |
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Madwand Sub-Lieutenant

Joined: 06 May 2009 Posts: 57
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Posted: Wed Feb 24, 2010 9:51 pm Post subject: |
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For those of you looking for a simpler rule that also works, you can use the log base 10 version. It works like this:
Take the (log base 10 of the length of the object)x5-5. This is your bonus to sense the object. For an easy estimate of this, just count the number of digits in the length after the first and multiply by 5. Thus, a Star Destroyer over 1km long would be +15 to spot. A Sun-sized object is 1.392×10^6 km in diameter, so it is 5*9=+45 to spot.
Now, for each x10 of your sensor multiple, add +5 difficulty. Thus, the aforementioned X-wing could have a +0 effective bonus to spot the Star Destroyer at 75,000 space units.
This version of the rules is easier, and approximately accurate at all ranges. It isn't as fine-grained as using log base 2, but it works.
An implication of these rules -- both versions -- is that objects that are closer are easier to see. Thus, at 1/10th normal range, ships get -5 to difficulty. At 1/100th of normal range, -10 to sensor difficulty, etc. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Feb 25, 2010 12:38 am Post subject: |
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[quote="Madwand"]For those of you looking for a simpler rule that also works, you can use the log base 10 version.
I originally used a Log10 version. Primarily because a log10 function is used for Stellar Magnitude. (2.51^log10).
Oh, and your math is a bit off for the values. You forgot to take of 5 for your values.
Star Destroyer 1600m: +15 (log10 1600=3.2x5= 16, round to +15)
Stat 1.392E9 m: +45 (log10 1.329E9=9.14x=46, round to +45)
So with the -5 they would drop to +10 and +40, respectively. |
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Madwand Sub-Lieutenant

Joined: 06 May 2009 Posts: 57
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Posted: Thu Feb 25, 2010 2:16 am Post subject: |
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atgxtg wrote: |
Oh, and your math is a bit off for the values. You forgot to take of 5 for your values.
Star Destroyer 1600m: +15 (log10 1600=3.2x5= 16, round to +15)
Stat 1.392E9 m: +45 (log10 1.329E9=9.14x=46, round to +45)
So with the -5 they would drop to +10 and +40, respectively. |
What I neglected to mention was to round up. However, it doesn't matter as long as you are consistent. |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10472 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Feb 25, 2010 12:59 pm Post subject: |
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Cool to see other math nerds here besides me!
Yeah, I can't think of a scenerio where PCs would really have to use sensors for stars and planets. Planets and stars change position in predictable ways, and that's handled by the navigation computer. OK, maybe if the PCs have a severe astrogation mishap in which they go off course without knowing it, and the navicomputer is down when they drop out of hyperspace and don't know where they are. But even in that extreme case there are rules for manually comparing visual information about star postions (and apparent magnitudes) to star charts to attempt to calculate their postion, without really needing sensors.
And I guess sensors could be used for planets if travelling to an unexplored system. The navicomputer may not have much if any information about planets in the system before getting there. But I still doubt there would be much need for sensors because the GM could just handwave that, "you pick up a planet on your sensors that may be capable of supporting organic life." and move the plot forward.
Otherwise the navigation computer keeps track of where planets are in their orbits around the stars at any given time so they should rarely need to use sensors to identify where they are in relation to astonomical bodies. ("Our position is correct, except…no Alderaan!"). In other words, they should know where a planet is before it shows up on sensors because of its position being calculated by the navicomputer.
As far the rest of the stuff in this thread (size of ships, etc.), I think there is a lot here to consider and when I have more time I'll take a closer look at the math and the game mechanics. Thanks guys! _________________ *
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Feb 25, 2010 3:01 pm Post subject: |
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You're welcome, but as one of the co-conspirators I wouldn't rush to go over this if I were you.
IMO the best feature might be to give ships, at least the big ones a "signature" rating that reduces the difficulty to detect them (or adds a sensor bonus).
That and the idea of increasing sensor range.
Most of this probably won't come up much during normal play. I know my players generally only stay in realspace long enough to program the navicomp. But that might be due to all the Vulture-droids?  |
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Madwand Sub-Lieutenant

Joined: 06 May 2009 Posts: 57
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Posted: Fri Feb 26, 2010 12:17 am Post subject: |
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Whill wrote: | Yeah, I can't think of a scenerio where PCs would really have to use sensors for stars and planets. Planets and stars change position in predictable ways, and that's handled by the navigation computer. OK, maybe if the PCs have a severe astrogation mishap in which they go off course without knowing it, and the navicomputer is down when they drop out of hyperspace and don't know where they are. But even in that extreme case there are rules for manually comparing visual information about star postions (and apparent magnitudes) to star charts to attempt to calculate their postion, without really needing sensors.
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Using the sensor rules for planets and other large stellar bodies is probably overkill. You can generally assume that ships can always detect and identify these objects. There are three good reasons to use these rules, though:
1) to deal with the problem of limited sensor range and ships being able to "pop out of nowhere" at short range or the "overrunning your headlights" problem, previously discussed in this and other threads.
2) To have more realistic rules for "who sees who first" with objects at different scales. i.e., the X-wing should see the Star Destroyer first, because it's bigger, even though the Star Destroyer has better sensors. These rules accomplish that.
3) Fixing the sensors is a necessary (but not sufficient) condition to answering the OP's original question, "what is the size of a space unit?". Without sensor rules that work at all ranges and sizes of objects, we are forced to assume that space units are HUGE in order to allow you to see the planet you might be orbiting, the local star, etc. With working sensor rules, you are free to set the size of a space unit to anything reasonable and know that detecting objects that any spaceship should reasonably be able to detect won't be a problem. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Feb 26, 2010 3:14 am Post subject: |
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I can think of one situation where the "expanded sensors rules" would make sense, and it is very Star Wars, too.
Using the sensors to determine that a "small moon" is really a space station. |
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JT Swift Lieutenant Commander


Joined: 10 Oct 2009 Posts: 132 Location: Austin Texas
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Posted: Fri Feb 26, 2010 10:24 am Post subject: |
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My friends and I (they being aerial warfare nuts and me being a physicist) hammered out the following compromises….
Military vessels use sophisticated jammers and other ECM to prevent detection. (Remember they couldn’t detect the Death Star’s shield from a few 100 km away in ROTJ?)
So, for detecting military vessels use the sensor ranges listed by WEG. For non military NON-military targets (or military vessels that are deliberately trying to be noticed) multiply all sensor ranges (except possibly Focus) by a factor of 900. This was based off the detailed ranges quoted in “The Black Fleet Crisis” novels.
(It’s up to the GM which freighters have the ‘special modifications’ necessary to be sneaky).
As for the ORIGINAL question of ‘What is a spatial’?
I decided I’d turn to the most obvious source. Luke says they are flying at ‘full throttle’ down the Death Star trench in ANH. And the targeting computer shows his rate of speed in meters/second quite nicely. Do the math and an X-wing with a move of 8 (assuming high speed move of 16) works out to ~320 meters per second. So a spatial equals…100 meters! Which is what West End has been secretly telling us all along! This does allow your space battles to look like what they do in the movie theater.
So that’s combat speed. Any more then that and you start running into acceleration problems. For long term travel I used the fan-wanky accelerations quoted in the “Essential Guide to Vehicles and Vessels” and the “Complete Cross-Sections” books. And did some hand waving about it taking an hour for engines to warm up to that acceleration, and so forth.
Is it perfect? No.
Does it probably have huge holes in it? Yes.
What do I do when they come up? I ask myself – how would George Lucas handle this question. (Which usually means make everything “faster and more intense”)  _________________ - J.T. Swift
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Nico_Davout Commander


Joined: 09 Feb 2009 Posts: 384 Location: Sevilla, Spain
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Posted: Fri Feb 26, 2010 10:32 am Post subject: |
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Those who are interested in a simplified starship rules can check SW D20 1st edition (they are not in 2nd edition). There were very simple rules without bothering about distance in any units. I am currently trying to adept them to my SW D6. _________________ Nico,
Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Feb 26, 2010 5:54 pm Post subject: |
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[quote=JT Swift]
So a spatial equals…100 meters! Which is what West End has been secretly telling us all along! [/quote]
I don''t know about that. I think Gry was right with 400 m/SU as a default. Reason being that a Star Destroy is 1600m long, and in Star Warriors the SD counters are almost exactly 4 hexes long.
But WEG did say that the size of the SU increase as you get father away from planets and other objects.
[quote=Nico_Davout]Those who are interested in a simplified starship rules can check SW D20 1st edition (they are not in 2nd edition). There were very simple rules without bothering about distance in any units. I am currently trying to adept them to my SW D6. [/quote]
Good luck, Nick. The biggest problem with the First edition chase rules, IMO is that skill adds to practically everything. This means that Han Solo in an escape pod can out fly a TIE Interceptor.
I'd suggest doubling and maxing out the speed dice for the various craft. So a "Stock" YT-1300 would be +24, and a TIE Interceptor +64. So anything more that a 1D difference in Speed Code will take a lot of skill to compensate for. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Feb 26, 2010 7:11 pm Post subject: |
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I still keep the starship XD speeds as well. However, If the ships are in 'clear' space I switch to the static Space stat. |
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Madwand Sub-Lieutenant

Joined: 06 May 2009 Posts: 57
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Posted: Fri Feb 26, 2010 8:40 pm Post subject: |
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JT Swift wrote: | My friends and I (they being aerial warfare nuts and me being a physicist) hammered out the following compromises….
Military vessels use sophisticated jammers and other ECM to prevent detection. (Remember they couldn’t detect the Death Star’s shield from a few 100 km away in ROTJ?)
So, for detecting military vessels use the sensor ranges listed by WEG. For non military NON-military targets (or military vessels that are deliberately trying to be noticed) multiply all sensor ranges (except possibly Focus) by a factor of 900. This was based off the detailed ranges quoted in “The Black Fleet Crisis” novels.
(It’s up to the GM which freighters have the ‘special modifications’ necessary to be sneaky).
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There are a few problems with this. First, of course, this house rule doesn't solve problem #1 above, that of overrunning your sensor range or ships being able to sneak up on you just by going fast. Second... emitting ECM might have some advantages, but preventing detection isn't one of them. More power = more visible. The RAW sensors rules make this pretty clear, and it's realistic too. Further... NO amount of ECM is going to stop someone from just looking out their window and just SEEING a large object at whatever realistic distance. Should the Death Star be visible to the naked eye, or passive telescopic observation, at greater than 75 space units when Han Solo pops out of hyperspace at Alderaan? Probably. No amount of magic ECM (barring a cloaking device, which I don't think we're talking about here) is going to prevent that. Detecting further details, such as shields, etc. is another matter, but it should definitely be possible to detect and identify large military ships at long ranges. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Feb 27, 2010 8:46 am Post subject: |
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Madwand wrote: | JT Swift wrote: | My friends and I (they being aerial warfare nuts and me being a physicist) hammered out the following compromises….
Military vessels use sophisticated jammers and other ECM to prevent detection. (Remember they couldn’t detect the Death Star’s shield from a few 100 km away in ROTJ?)
So, for detecting military vessels use the sensor ranges listed by WEG. For non military NON-military targets (or military vessels that are deliberately trying to be noticed) multiply all sensor ranges (except possibly Focus) by a factor of 900. This was based off the detailed ranges quoted in “The Black Fleet Crisis” novels.
(It’s up to the GM which freighters have the ‘special modifications’ necessary to be sneaky).
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There are a few problems with this. First, of course, this house rule doesn't solve problem #1 above, that of overrunning your sensor range or ships being able to sneak up on you just by going fast. Second... emitting ECM might have some advantages, but preventing detection isn't one of them. More power = more visible. The RAW sensors rules make this pretty clear, and it's realistic too. Further... NO amount of ECM is going to stop someone from just looking out their window and just SEEING a large object at whatever realistic distance. Should the Death Star be visible to the naked eye, or passive telescopic observation, at greater than 75 space units when Han Solo pops out of hyperspace at Alderaan? Probably. No amount of magic ECM (barring a cloaking device, which I don't think we're talking about here) is going to prevent that. Detecting further details, such as shields, etc. is another matter, but it should definitely be possible to detect and identify large military ships at long ranges. |
Also, one should not have sensor jamming as the basis of determining sensor ranges as sensors are not jammed 'as a standard'. The following dialogue from the same scene in RotJ mentioned above indicates this: 'How can they be jamming us if they dont know were coming' (paraphrased).
Sensor ranges should be set to a 'standard' value (whatever that is, but at least for 'passive' it should be very long), and then sensor jamming should be a separate rule that modifies what you can see about objects within range. Remember, sensor jamming is not cloaking. |
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