Communication Considerations for Sci-Fi games
Communication
Considerations for Sci-Fi games
Communications
Does the
planet have an atmosphere and more specifically, an ionosphere – no ionosphere,
no standard radio comms. Therefore, comms will need cables.
Ah but what
about Wi-Fi, mobile signal – yes indeed. Does the planet have comms satellites
in orbit? Are there comms masts/towers? Do your forces have access to any comms
satellites if there are satellites in orbit of the planet? Do you have comms
and control apparatus/vehicles? Shared access to datacentres? Are there
datacentres in orbit or planet side? Are they secure?
So if you
are on a hostile planet that has no atmosphere, and therefore no ionosphere,
and there are no satellites in orbit, no space stations, and no space craft in
orbit, there are no wireless comms.
However, if
you have landed on a hostile planet, you will have at least one ship in orbit
which can act as your comms satellite, datacentre etc.
Control of
planet-side assets will be very important.
How do
you wargame this in your sci-fi games?
Is your
force a low tech or a behind the times kind of force.
Examples of
this could include a religious enclave force, a dictatorship force, autocratic
emperor/monarchy, anarchist forces, rebels, zealots, extremists etc. etc.
For these
forces they either don’t have access to satellites, or they have access to 1 or
2 satellites that aren’t particularly secure and are vulnerable to
attack/hacking.
To randomly
generate their ability to access satellites, roll 1D6, on anything but a 6, no
satellites. On a 6 they have access to 1 insecure satellite.
If you feel
this is too low tech for your force, then change it to the following:
Roll 1D6,
on a 1, no satellites, on 2,3,4,5, they have access to an insecure satellite,
on a 6, a secure satellite.
For
Mid-Tech:
Roll 1 D6,
on a 1, they have access to 1 no satellites, on a 2 they have access to an
insecure satellite, on a 3,4,5, they have access to 1 secure satellite, on a 6,
2 secure satellites.
High-Tech:
Don’t roll
a 1! On anything but a 1 they have a secure network. If you do roll a 1, the
network is unexpectedly down – please contact your nearest service centre where
a ticket will be generated and your complaint will be dealt with within 1 Earth
year.
However,
you could include an option to try and restore your network – each turn roll a
D6, on the score of a 6, the network is restored and will be running at full
optimization the following turn.
But what
do satellites actually mean???
If you can
bounce stuff off a friendly satellite, you don’t need an ionosphere so you can
operate comms, as well as GPS, and control systems planet side.
This means
your drones will work!
If there is
an ionosphere, but no satellites etc., then radio-controlled drones only i.e.
they must be controlled by a being on the battlefield due to range issues.
If you have
satellites, that means ai powered and remote operated drones, the operation and
control of which doesn’t need to be anywhere near the battlefield.
If you have
no ionosphere and no satellites etc., then there is no comms, and no drones.
This is
very simplified for gaming purposes. This is designed to be a decision tree
with very basic answers of what you do and don’t have i.e. true/false or
yes/no, and how to generate more detail for your games without getting too
bogged down.
Dirtside
Comms Assets
If there is
an atmosphere, but no satellites or access to satellites, then you may still
have access to communications towers/masts, and datacentres, control rooms etc.
However,
these will be more vulnerable to both physical attach as well as hacking
attacks.
Therefore,
a low-tech force in an atmosphere may have local comms and control assets that allow
them to operate remote drones and bots and ai systems but they will need to be
much closer to the area of operations but not on the battlefield itself.
You can
narratively generate what level the forces have or you can randomly generate it
as follows:
Low-tech
force – roll 1 D6 – a score of 1 means no assets – the infantry are on their
own. 2,3,4,5 insecure asset, 6 secure asset.
If part of
a campaign this asset must be marked on the campaign map close to the current
area of operations – enemy forces may want to try and destroy this asset later
on.
Mid-tech
force and high-tech force – as per satellites generator.
Remember,
no assets, no comms, everything has to be physically communicated with sign language
, gestures, flags, semaphore etc.
Hacking
To hack
something, you need electronic warfare specialist and a comms vehicle or
outpost etc. This should be paid for specifically in an army list where a
points system is used or specified as part of a narrative campaign.
You could
have multiple EW specialists and equipment, especially for a high-tech force.
Each EW
specialist can be assigned a maximum number of points according to their tech
level.
Types of
hacking
Comms
hacking – listen in on all enemy communications – all enemy forces disposition
revealed on tabletop.
Network
Outage Hacking - using malware/virus, cause an enemy network outage – all systems
unavailable until restored by opposing EW specialist.
Total Control
Hack – take over control of enemy network – all remotes, drones and bots, ai
systems now respond to your EW specialist commands, enemy has no network as per
network outage.
Take Control
– hack a specific unit of remotes, drones or bots only. Can be restored by
opposing EW specialist.
EMP strike.
Destroys all enemy systems for duration of battle. All systems were destroyed.
Remotes, drones bots, normal vehicles all cease to work. Only non-powered infantry
can continue the fight.
Tech
Level EW Specialists & Hacking
Low-Tech
Low-tech EW
specialist – EW points available 2 max.
Low-tech – may
only have 1 EW specialist max. can only perform Comms Hack & Take Control
Hack.
Comms Hack
Cost for Low-Tech EW specialist 2 points.
Take
Control Hack cost for Low-tech EW specialist 2 points.
Mid-Tech
May have up
to two EW specialists.
Can attempt
all hacks except EMP strike.
EW points
available – 4 max.
Comms Hack
cost 1 point.
Network
Outage Cost 2 points
Take
Control Hack 1 point.
Total Control
Hack – 4 points.
High-Tech
May have up
to 3 EW specialists.
Can attempt
all hacks.
EW points
available – 6.
Comms Hack –
1 point.
Network
Outage Hack – 1 point.
Take
Control Hack – 1 point.
Total
Control Hack – 3 points.
EMP Strike –
6 points.
All hacks
must first have the EW points spent, then you have to attempt to execute them.
Roll 1 D6.
All natural
rolls of a 1 fail. All natural rolls of a 6 succeed.
Low-Tech
must roll 5+ to succeed.
Mid-Tech must
roll 4+ to succeed.
High-Tech
must roll 3+ to succeed.
So, what
if my forces have no comms?
They must
communicate by some sort of sign language, gestures, semaphore etc. Think about
how divers communicate.
So, what
this means on the tabletop is reduced movement rates and reaction rates and
poor spotting capability across the board.
So, reduce
the forces ability to remove by half.
If spotting
rules are used, reduce the effectiveness by half.
Also reduce
firing ranges and firing effect on enemy forces if it does hit home.
Basically, every
aspect of the entire force’s role should be rendered significantly less effective.
You will
need to compensate for this if it is a new battle with a low-tech force facing
a high-tech force. The low-tech force should significantly outnumber the high-tech
force by at least three times. They should have a lot of infantry with a lot of
different weapons that are still capable of taking out enemy armour, drones, bots,
aircraft etc., eventually – through multiple hits etc.
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