Here is the WC post I promised:
Rule Adjustment: Detection
Carrier warfare is just as much about combat as avoiding combat. Ships are constantly looking for each other in the depths of space, and depending on the size of the force, some fleets can slip by undected or even misidentified. So it will be important to keep an eye on the enemy.
If two forces enter the system, the CM rolls a dice for each player to see if there is a detection, and then again to see what they see and report back home. It is important to note that a fleet trying to stay hidden can not deploy fighters, or keep their CAP minimal to avoid drawing attention to themselves. If they are caught unlaunched, they are not available the first turn of CSCR combat.
Please note players do not know if a misinformation roll was rolled, only the result.
D10 Detection Roll per Side
4-: No Sighting
5: Misinformation Roll - 3
6: Misinformation Roll - 1
7: Detection of Force size in DV (Not Certain)
8: Detection of Force size in DV (Relatively Certain)
9: Detection of Force size in DV (Certain)
10+: Targets and Ids are revealed (Certain)
Modifiers for Player Detection
+1 for each 5 DV of Capital Ships Present
+2 For each Colony, Transport, or Troop Fleet Present
+1 (New Intel Mission) for Each Intel Spent on Non-Detection per Turn
+1 for Each 5 flights of fighters deployed.
Modifiers Against Player Detection
+1 for Listening Post or Scout Function present
+1 for each 3 Corvettes, Frigates, or Destroyer Present
+1 for each 5 flights of fighters deployed from a carrier
+1 for each 10 flights of fighters deployed from a planet.
+1 (New Intel Mission) for Each Intel Spent on Detection per Turn
Example: Peter is trying to sneak a group of Corvettes into Confed space managed by Steve to scout a planet rumored to be building a starbase. With 6 DV of ships (3 CTs), and only 7 Confed wings of Hornets in System, it could go like this.
Peter’s Roll: 6
+1 for having 3 CTs present
+1 for the planet having 7 flights deployed
Result: 8
Pete is told he is relatively certain there are 7 DV of fighters in the system.
The CM rolls for the Confed player Steve.
Steve’s Roll: 2
+1 for each DV of capital ships present
Result 3.
Steve is told there is no sighting in this system for this turn.
If any fleet is caught and engaged by an opponent who saw them, and they did not detect their opponent, they are at a tactical disadvantage. Any fleet in such a situation is at a -2 for the Surprise Roll.
D10 Misinformation Roll
1-: Certain: Enemy force is actually (D10 times smaller in DV)
2: Relatively Certain (D6 times smaller in DV)
3: Not Certain (D3 times smaller in DV)
4: Not Reliable (D3 times smaller in DV)
5: Unconfirmed (D3 times smaller in DV)
6: Unconfirmed (D3 times larger in DV)
7: Not Reliable (D3 times larger in DV)
8: Not Certain (D6 times larger in DV)
9: Relatively Certain (D6 times larger in DV)
10+: Certain (D10 times larger in DV)
Note: CM also reserves right to identify and misidentify targets as needed. So a transport might be spotted by some anxious pilot as a carrier.
Rule Adjustment: Scouting
Players may discover hidden jump points and new systems, even those the enemy did not know existed. Detection is based on the size of the force available to check and detect new jump points. The frontier is vast, with most resources that would be used for scouting tied up in the war for both sides. Sometimes privateers and contractors are hired for this dirty work. When a new system is discovered, a random number on a D100 will be determined. This is the total number of DV (fighter or cap ship) that is needed to fully scout the system.
For example, the system Victory is discovered and rolls a 44. This means it will require 44 DV of scouting, in any number of turns to be discovered. So a fleet of 22 DV would need two turns to full scout the system and reveal all attributes and obvious jump points.
Most jump points are marked on the map, but some systems have indications that others may exist. Even established systems are turning up new jump points, but at a high cost of time and resources. If such a system is determined to have one, there is a chance each turn that one may be uncovered. These hidden jump points are also given a difficulty number, but a roll each turn is made (D50 + friendly DV not in combat >= jump point difficulty).
Freelancers can be hired, and are spent from Intel with a mission of Exploration. Intel is worth 2 exploration DV.
System Gothic Prime Mission of 4 Intel to System Victory would uncover 8 of the needed 44 mentioned above.
Originally here:
http://forums.jeremehovah.org/showthread.php?t=271