TacOps Ghost Targets

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TigerShark
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TacOps Ghost Targets

Post by TigerShark » Sun Dec 02, 2018 3:43 am

As of the most-recent errata, Ghost Targets are limited to a +1 penalty. The current setting on MMNet is a +5. Complete errata section below:
Ghost Targets (pp. 101-102)

Ghost Targets
An ECM suite can be tuned to generate “ghost targets” that may affect the ability of enemy units to properly target friendly units. The ECM suite loses its normal functions when used in this way. The player must announce the switch to ghost target generation in the End Phase of any turn, or may set the suite for ghost target generation at the start of the scenario. In either case, note the change on the record sheet of the unit in question.

At the start of every Weapon Attack Phase when a unit has an ECM suite tuned to generate ghost targets, the unit may target either one friendly or one enemy unit within range of its ECM suite (a unit may target itself). The unit using ghost targets makes a Piloting/Driving Skill Roll with a +3 modifier; no other modifiers are applied to this roll.

If the roll fails, there is no effect. If successful, apply a +1 to-hit modifier to all ranged attacks made against the target if the target is friendly to the unit using ghost targets, or a +1 to-hit modifier to all the target's ranged attacks if the target is an enemy. This modifier lasts until the end of the Phase; to generate it again the next turn requires a newskill roll.

Multiple ECM suites generating ghost targets may affect the same unit, applying a +1 to -hit modifier per successful roll, to a limit of +3 in friendly ghost target modifiers and +3 in enemy modifiers.
  • Active Probe: A unit with any type of active probe ignores any ghost target to-hit modifiers, regardless of the range of their probe, unless the unit with the probe is being jammed or has active stealth armor.
  • Angel ECM Suite: An Angel ECM Suite generating ghost targets can also be tuned to act as 1 ECM or 1 ECCM at the same time.
  • Cockpit Command Console: If a unit mounts a cockpit command console (see p. 300) and has a second pilot that enables all its other abilities to function, it can be used to generate ghost targets up to six hexes away.
  • Communications Equipment: Communications equipment (see p. 212, TM) can be used to generate ghost targets up to six hexes away. However, to do so, the unit must mount 7 or more tons of communications equipment. Communications equipment may not generate ghost targets and an ECCM field at the same time.
  • Conventional Infantry: Ghost Targets have no effect on conventional infantry.
  • ECCM: An ECM suite cannot generate ghost targets if the amount of friendly ECCM in a hex is less than the enemy ECM in that hex.
  • Stealth Armor: A unit with active stealth armor and an Angel ECM Suite may generate ghost targets. However, such a unit generating ghost targets also suffers from a +1 to-hit modifier to all its ranged attacks.
  • Multiple Fields From A Single Unit: A unit mounting any combination of ECM Suite, Communications Equipment and Cockpit Command Console can potentially generate as many ghost targets as it mounts appropriate equipment (up to the maximum modifiers on any one target as outlined above). Each target and attemp t must be selected and rolled separately.

Vector
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Re: TacOps Ghost Targets

Post by Vector » Sun Dec 02, 2018 3:59 am

It's not just a different maximum, those rules look like they've been completely rewritten from what MegaMek uses. For example, MegaMek doesn't require the unit generating ghost targets to choose who to apply them to, it affects everyone in range. I also believe MegaMek uses opposed rolls, while the rules you gave have only the unit generating the ghost targets make a roll and not those affected by it.

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Tuco
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Re: TacOps Ghost Targets

Post by Tuco » Sun Dec 02, 2018 8:38 am

Since (and you know) this is nothing defined by us, is this discussion about disabling it or shall I move the topic to another forum?
When the injustice is great enough, Justice will lend me the strength needed to correct it.
None may stand against it.
It will shatter every barrier, sunder any shield, tear through any enchantment and lend its servant the power to pass sentence.
Know this: there is nothing on all the Planes that can stay the hand of justice when it is brought against them.
It may unmake armies. It may sunder the thrones of gods.
Know that for ALL who betray Justice, I am their fate... and fate carries an Executioner's Axe.

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TigerShark
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Re: TacOps Ghost Targets

Post by TigerShark » Mon Dec 03, 2018 3:31 am

@Vector, Yes, I know the process is entirely wrong as it's currently coded. It should only affect one-at-a-time and it's a very different roll than the old TacOps text.

@Tuco, It actually is a MegaMek setting that's currently coded. It's called "Ghost Targets Maximum Penalty" and the default is 5, as per the old rule.

I only "suggest" setting it to 1 to avoid the inevitable griping which can come from being unable to hit a fast VTOL which can generate a +5 penalty without the additional (potential) +5 from Ghost Targets.

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Tuco
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Re: TacOps Ghost Targets

Post by Tuco » Mon Dec 03, 2018 10:11 am

Oh, it changed... did not check. I will adjust it later, thanks!
When the injustice is great enough, Justice will lend me the strength needed to correct it.
None may stand against it.
It will shatter every barrier, sunder any shield, tear through any enchantment and lend its servant the power to pass sentence.
Know this: there is nothing on all the Planes that can stay the hand of justice when it is brought against them.
It may unmake armies. It may sunder the thrones of gods.
Know that for ALL who betray Justice, I am their fate... and fate carries an Executioner's Axe.

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Tuco
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Re: TacOps Ghost Targets

Post by Tuco » Mon Dec 03, 2018 9:07 pm

I have set it to 1.
When the injustice is great enough, Justice will lend me the strength needed to correct it.
None may stand against it.
It will shatter every barrier, sunder any shield, tear through any enchantment and lend its servant the power to pass sentence.
Know this: there is nothing on all the Planes that can stay the hand of justice when it is brought against them.
It may unmake armies. It may sunder the thrones of gods.
Know that for ALL who betray Justice, I am their fate... and fate carries an Executioner's Axe.

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