Sensor rules:
In my opinion sensor ranges in Star Wars are way
too short. As an example, an Imperial Star Destroyer with its sensors
in passive mode (range: 50) wouldn't even be able to see a Mon Cal Star
Cruiser before it was within weapons range (turbolaser range: 75). You
might say that this is to simulate that passive mode is designed for stealth,
and so combat considerations take a backseat, however look at it if the
situations are reversed. A Mon Cal Star Cruiser, the mightiest starship
used by the Rebels and the New Republic, couldn't even see an ISD on scan
mode (range: 60) before it was within weapons range. Scan mode is designed
to alert the ship to any possible threats and hazards before they can become
hazards. And also, how is it possible to shoot at something that your powerful
sensors don't even know is there? I'm betting that you can't just eyeball
it. If you need any more proof that sensor ranges are too short, take the
example of the TIE Interceptor. This ship has a space rating of 11, which
means that at full speed, making 4 moves per round, it will move 44 units
in one 5 second round. The scan range for a TIE Interceptor's sensors is
only 40 units. Unless the TIE pilot wants to concentrate on the direction
he is going in to the complete exclusion of everything else, he can't even
see an object that he'll run into in less than 5 seconds! Anyway.... enough
ranting. My quick and dirty fix to this is to make sensor ranges measured
in tens of units. I feel that this allows much more realistic reaction
time. I have been told that the upcoming Rogue Squadron sourcebook will
deal with this (new info: with all of the problems at WEG the Rogue Squadron
sourcebook never got published and, according to Eric S. Trautman, never
will unless there's some sort of last minute miracle), and probably in
a similar way, but untill then these rules work.
Back to rules
Back home