Author Topic: Mechwarrior - C&C and Sensor Ops  (Read 974 times)

Kaneski

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Mechwarrior - C&C and Sensor Ops
« on: 01 March, 2013, 17:16:12 »
So. C&C/Sensors/EW guy. Tactical Ops and Tech Manual each cover little bits and pieces of what the background command does - some stuff here, some there. Which is fine - the Mechs each have a whole sensor suite, so by and large, the support guys aren't used. Unfortunately, the game provides mechanics for infantry-infantry fighting, without accounting for the fact that non-mech sensors and command can be used.

In short - I feel the current mechanics are cumbersome and take a little too much between-rounds housekeeping to use efficiently. What's below is more or less a complete substitute of rules - designed to achieve the same results as the combination of different books does, but using different mechanics. The actions below are designed to use ATOW skills.


There are two components - The Command Action and the Sensor Configuration. Both components are tracked independently. The player using these rules must declare at the start any Command Action he wants, as well as the Sensor Configuration he wants. He must then pass BOTH skill checks to get the desired result. Failing the Command Action means the sensors are rotated/extended, but the previous action remains (potentially harming friendlies). If Sensor Configuration roll is failed, the action fails automatically and the current action resets to nothing.


Finally, based on Tactical Ops book, all of the actions are considered 'in effect' until a different action is used - in Tactical Ops, skill checks are only necessary to switch sensor/ECM/ECCM/Ability/Command Action modes, so this is adopted for the proposed rules as well.


Command Actions:
Before the initiative phase, any unit with sufficient sensor strength (including Mechs) may elect to do a EW Action instead (possible actions described below). This action replaces all steps taken during the Initiative, Movement and Attack phases, effectively leaving the unit stationary and unable to do anything else, other than cool off and take fire. Since this takes place before the Initiative phase, this also allows EW Actions to affect Initiative. The list of actions below is drawn together from the various books covering EW and Sensor operations. This list makes sure none of the actions with 'basic' sensors override any advanced equipment (eg Artemis, Beagle Probe, etc...)


Command & Control
The unit operator focuses on coordinating the efforts of other units, ensuring their greater cohesion and reaction to enemy activity. Perform a Leadership skill check, with every 2 MOS adding +1 initiative to friendly units within sensor range and angle (maximum +3).


Disrupt enemy communications
The unit operator attempts to disrupt communication between enemy units, reducing their initiative. Perform a Cryptography skill check, with every 2 MOS subtracting 1 initiative from enemy units within sensor range and angle (maximum -3)


Surprise assault
The unit operator spots a weakness in the enemy positions and relays it to his/her team, allowing them to take advantage. Perform a Tactics/Land (-2) check. If successful, two of the friendly units within sensor range and angle may take their full actions (from Initiative to Heat phase) before the rest of the combat turn.


ECM
The unit operator floods the sensor range and angle with ECM. Pass a Sensor Operations skill check. Same rules as core books - the units within ECM range lose Missile Targeting, Probing, etc... This also negates any other Command Actions within ECM range.


ECCM
The unit operator floods the sensor range and angle with ECCM - countering ECM. Pass a Sensor Operations (-2) skill check. Same rules as core books.


Ghosting
The unit operator floods the sensor range and angle with fake signals of units. Pass a Cryptography (-2) skill check. If successful - all units within sensor range and angle are harder to hit (-1 penalty to units shooting them)


Outlining
The unit operator floods the sensor range and angle with active detection, precisely outlining targets. Pass a Sensor Operations (-2) skill check. If successful - all units within sensor range and angle are easier to hit (+1 bonus to units shooting them)


Assist computing
The unit operator connects with the computer of a single unit within sensor range and angle, to assist processing and unit operation. Pass a Computers (-2) skill check. If successful, a unit within sensor range and angle receives +1 to targeting rolls and +2 to shutdown rolls.


Computer spike
The unit operator attempts to shut down enemy computers remotely - target a single unit within sensor range and angle. Pass a Cryptography skill check, opposed by enemy unit Computers skill check. If successful, the enemy must immediately make a shutdown check at -2 penalty.


Sensor Configuration:
At the same time as a Command Action is declared, the unit operator must declare what Sensor Configuration he wants. There are two components to Sensor Configuration - beam range and direction.

By default, all actions affect a dome, 6 hexes from the unit operator. This requires a Sensor Operations roll to succeed.

The unit operator may use the sensors in a directed blast, using the same firing locations as a mech's front torso location, extending up to 9 hexes. This requires a Sensor Operations (-2) roll to succeed.

The unit operator may use the sensors in a focused blast, using the same firing location as a mech's arm location, extending up to 12 hexes. This requires a Sensor Operations (-4) roll to succeed.

Finally, the unit operator may target a specific hex, and all hexes in between the unit and the target hex, up to 14 hexes away. This requires a Sensor Operation (-6) roll to succeed.

If the unit operator did not change the command action used, he receives + 1 to the Sensor Configuration roll.



Thoughts?
« Last Edit: 15 March, 2013, 09:15:09 by Kaneski »

Chimera

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Re: Mechwarrior - C&C and Sensor Ops
« Reply #1 on: 14 March, 2013, 21:56:45 »
Love it, what I like most is the sensor ranges. Under these rules that means C&C like this needs to be on the field.

The only change I can see so far is the change the command and control action to Leadership skill.

Will discuss more as we use it.

Chimera

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Re: Mechwarrior - C&C and Sensor Ops
« Reply #2 on: 13 November, 2013, 16:42:03 »
@Kaneski

We used MOS on this a few games ago, based on the command skill check, to insrease the effect of the roll. What MOS threshold did we use? I can't remember, 3 or 4?