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The tactical visibility rules below again assume
a Terran environment for simplicity. However, the concepts should be
used in conjunction with the planetary variables above and applied
by analogy. For example, the rules for smoke and/or bad weather and
vision enhancement could apply in the middle of a relatively "clear"
day on a world with an Exotic atmosphere. And a world which has no
moon would always be treated as a moonless night.
Spotting tasks use the
Observation asset, or Intelligence attribute, whichever is
available.
Vision devices (including the naked eye) are
given a short range in meters. Task level difficulty to spot a
target is based on range to the target just as if the vision device
were a small arm firing an aimed shot (i.e., short range is Average,
medium range [2 × short] is Difficult, etc.).
Difficulty modifiers are applied based on the
condition (roll 1D3 for visibility at night, where 1 is brightest, 3
is darkest) and the vision device. Night modifiers do apply to image
enhancement and light amplification gear, but these disregard 2
night Diff Mods, thus only darkest night affects them at (3-2=) +1
Diff Mod.
"Each halving of short range" is for targets
within the vision device's short range. For example, a target within
½
the device's short range is at -1 Diff Mod,
within ¼
(half of half) is at -2, within 1/8
(half of half of half)
is at -3 and so
on Difficulty modifiers are also applied
according to the size of the target to be spotted. Find these
modifiers on the consolidated Target and Spotting Size Table.
| Vision Device |
Short Range |
| Unaided Eyes |
1000 meters |
| IR Goggles |
100 meters |
| LA Goggles |
100 meters |
| Image Intensifier |
250 meters |
| Thermal Viewer |
400 meters |
Once the basic difficulty level of the
Observation task is established
based on range, difficulty modifiers due to visibility conditions
are applied. Although some vision aids are not affected by certain
visibility conditions, unaided eyes are affected by all of them.
Visibility Conditions:
Visibility conditions are of three types: night, weather, and smoke.
Each of these conditions adds one or more levels of difficulty to
the basic
Observation task. Some of these
conditions actually prevent the use of some vision aids,
as discussed with each aid.
|
Visibility Conditions |
Difficulty |
Modifier Notes |
| Night |
+1 to +3 |
Applies
to eyes, image intensifiers (-2 Diff Mod, minimum 0) and
light amplifiers ((-2 Diff Mod, minimum 0). |
| Poor
Weather |
+1 |
Does not
apply to thermal viewers |
| Very Poor
Weather |
+2 |
Affects
all vision aids |
| Smoke |
+1 or
more |
Affects
all vision aids |
| Target
Moving |
-1 |
Applies
to all |
| Each
halving of short range |
-1 |
Applies
to all |
Night:
Visibility
at night varies considerably, depending on the
amount of background light. The referee should assign a background
light level of from 1 to 3, with 1
being the brightest, representing a clear
night with one or more full moons high in the sky, and
3
being the darkest, a cloud-covered, moonless
night. The background light
level equals the number of +
diff mods applied
to the task. However, night modifiers do not affect some systems,
see below.
Weather: Weather
is characterized as
poor (+1 diff mod) and very poor (+2
diff mods), although referees may stipulate even worse conditions.
Weather mods apply during daylight as well
as
night, although these mods do not affect some vision aids.
Smoke: Smoke can
be of varying densities as established by the referee, and imposes
difficulty modifiers starting with +1 for light smoke. At higher
tech levels, artificially generated smoke can prevent the use of
radar or ladar by the use of suspended particles.
Spotting
Size Table
|
Size |
dTons |
Modifier |
| Sub Micro
(SM) |
0-1 |
+2 |
| Micro
(Mc) |
1-9 |
+1 |
| Very
Small (VS) |
10-99 |
0 |
| Small (S) |
100-999 |
-1 |
| Medium
(M) |
1000-9999 |
-2 |
| Large (L) |
10000-99999 |
-3 |
| Very
Large (VL) |
100000-999999 |
-4 |
| Gigantic
(G) |
1000000+ |
-5 |
Multiple Modifiers: All modifiers, from visibility
conditions as well as other modifiers, are cumulative.
Encounter Ranges: Player character parties will
periodically run into other groups. Roll for the range at which the
PC group first becomes aware of the other group, based on terrain
and modified by visibility, In poor weather, halve all encounter
ranges (except in woods). In very poor weather, quarter all
encounter ranges (except in woods). At night, divide all encounter
ranges (except in woods) by 3× the background light level, then
modify for poor or very poor weather. Woods are unaffected by
reduced visibility, as visibility is already so limited that
encounter range depends as much on hearing the encounter as seeing
it anyway.
| Terrain |
Encounter
Range |
| Open |
1D10 × 300 meters |
| Hill |
1D10 × 100 meters |
| Swamp |
1D10 × 30 meters |
| Woods |
1D10 × 10 meters |
Vision-Enhancement Devices: A
number of vision aids are available. They have the following
effects.
Binoculars: Binoculars are useful only during periods
of good visibility (daylight and good weather). Characters equipped
with binoculars and who have a good field of view have their
Observation asset increased by 1. If they spot a group before its
pots them, double the range of the encounter. Binoculars have
no effect in woods and smoke.
Image Intensifier: An image
intensifier has the same effect as binoculars, except that
characters add 2 to their Observation assets. The device
incorporates both telescopic and low light intensification, and has
a short range of 250 meters. Image intensifiers allow their
users to disregard up to 2 night diff mods (Le., in background light
level 3, only takes a -1 difficulty modifier rather than -3), but
are fully affected by weather diff mods. Image intensifiers have no
effect in woods or smoke.
Color Enhancement: Color
enhancement assists in resolving detail at long distances, and is
helpful in detecting camouflage. Color enhancement devices add
1 to the Observation asset, but are useless in other than daylight
and good weather.
LA Goggles: tight-amplification
goggles allow characters to see in all but absolute darkness by
intensifying ambient light. They have a short range of 100 meters.
LA goggles allow characters to disregard up to 2 night + diff mods,
but they are fully affected by weather diff mods, and have no effect
in woods or smoke.
IR Goggles: Infrared goggles
allow characters to see heat sources at night, and have a short
range of 100 meters. In addition, characters wearing infrared
goggles can see the beam of an IR spotlight (immediately below). IR
goggles are not affected by night diff mods, but have no effect in
woods, smoke or poor or very poor weather.
IR Spotlight: An infrared
spotlight can illuminate an area 20 meters across at a range of up
to 1000 meters. Only characters wearing IR goggles can see the
light, and they make
Observation rolls against targets within the illuminated area as
if it were daylight. However, any character within 3000 meters and
wearing IR goggles will see the searchlight IR spotlights have no
effect in woods, smoke, or poor or very poor weather.
White Light Spotlight: A
white light spot light will illuminate an area 20 meters across at
ranges up to 2000 meters, and allow characters to make Observation
rolls against targets within the illuminated area as if it were
daylight. The light itself can be seen by any character at any
distance who has a clear line of sight to it White light spotlights
have no effect in woods, smoke, or poor or very poor weather.
Thermal Viewer: A thermal viewer
is an advanced form of infrared imaging, sometimes called
forward-looking infrared (FLIR), although this is a misnomer when
the device allows all-around visibility. Thermal viewers are not
affected by nig ht diff mods, and the thermal viewer allows
characters to disregard up to 1 + diff mod due to weather (thus poor
weather has no effect and very poor weather only applies a +1 diff
mod), and up to 1 + diff mod due to smoke. It has a short range of
400 meters. Thermal viewers have no effect in woods.
Wide Spectrum Visual: This
device combines the capabilities of light intensification and
thermal viewing above. It has a short range of 400 meters and adds 2
to the Observation asset of characters using it. It is not affected
by night diff mods, and allows characters to disregard up to 1 +
diff mod due to smoke. The WSV viewer is affected by weather mods,
and has no effect in woods.
Illumination Rounds: An Illum
round will illuminate the area within its burst radius as if it were
full daylight. Illum rounds have no effect in woods, smoke, or
poor or very poor weather.
Sensors:
All of the above weapons are vision aids, and are used with the
Observation asset. The equipment below allows objects to be
detected under poor conditions, although not visually, and are used
with the
Sensors asset instead of
Observation.
Radar: Personnel with
all-weather radar sensors (usually vehicle-mounted or as portable
ground sets) do not have their visibility within the radar's range
and line of sight affected by any atmospheric conditions. Radars
have a listed short range and calculate difficulty in the normal
ways, and use all of the modifiers from the "Other Modifiers"
section above. Radar can, however, be jammed. See Jamming.
Ladar: Ladar works like radar,
but uses laser instead of radio pulses. Ladar cannot be jammed, but
is degraded by smoke and bad weather at tech levels below 13.
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