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OMEN: Orbital Military Network, contributed by Thingmaker

Network

OMEN consists of a series of polar-orbit (LEO) satellites containing sensory, communications, and weapon systems. Also included are ground based tracking and monitoring stations, and ground based control & command centers. The network is designed to be de-centralized so that it may continue to function despite loss of components. There are two ground based C&C stations and three orbital C&C centers. Enough communications relay satellites are included to assure network function in a crisis.

Policy of Use

The Federated States Military will not hesitate to use OMEN against enemy targets within their borders. The Federated States Military will not hesitate to use OMEN against confirmed Aberrant targets when requested to do so by the nation the Aberrant is attacking. Additional protocol for use policy is classified.

Hardware

Four types of satellite are used:


Security

Any OMEN component will ignore transmissions which do not include valid authorization codes. These codes are changed at random intervals not to exceed 36 hours.

Targeting

To minimize possibility of failure, OTASAs and OWAs accept target coordinates and calculate their own targeting solutions. Their self positioning (required for accurate firing solutions) is routinely verified by ground based tracking.

Operation

Personnel at a C&C specify target zone to available OTASA. Analysis of OTASA surveillance then provides exact target coordinates which are then relayed to available OWP.

System (Game Mechanics)

First, a fire support request must be made - including approximate target coordinates. On the following turn, a technician at C&C makes an Engineering roll at standard difficulty to locate target with an available OTASA. Time required is 7 turns on 1 success, 5 turns on 2 successes, or 3 turns on 3 or more successes. Time is halved (round up) if precise GPS coordinates for the target are sent in. Once an OTASA has homed in, OMEN may be brought to bear.

Roll 1d10 (4d10 if prior to 2049) to determine the number of available DeathSats with a clear shot. (ST may reduce this number during conditions of national crisis - assets would be in use or in reserve.) Roll 1d10 for each DeathSat to determine type: 1-4=Pulse Laser, 5-8=Particle Accelerator, 9-0=Missile Platform

Same or second technician rolls Gunnery at standard difficulty or Engineering at +2 difficulty to hit the target. The difficulty of this second roll is modified by target movement and size. A single technician may operate multiple DeathSats by splitting their action. More commonly, additional technicians will be tapped. Technicians from different C&C facilities may shoot at the same target. Typically, operators will join in in only a few turns. Roll 2d10 for the total number of available operators. For each technician after the first, roll 1d10 and divide by three to determine when that operator links in.

Damage suffered by the target depends on which DeathSat type is used. Pulse Lasers do 8(10)L at target coordinates and 4(5)L out to six meters. Particle Beams do 9(12)L within 3 meters of target coordinates, 6(8)L out to 8 meters, and 3(4)L out to 15 meters. Missiles will be delayed 1 to 10 turns depending on the current orbital position of the DeathSat (roll d10 at beginning of scene). Missile damage is 10(15)L within 2 meters of target coordinates, 7(10)L out to 4 meters, and 4(5) out to 8 meters. Soak value of anything directly in front of the missile is halved unless it has been specifically "hardened" against armor piercing warheads. Missiles home in on targets "painted" by OMEN technicians, such techs therefore roll "to hit" at the time the missile arrives rather than when it launches.

Storytellers are left to their own devices to determine what constitutes a "near miss."

Notes:

Satellites in Low Earth Orbit (Polar Orbit) typically take about a quarter of an hour to pass from horizon to horizon over a particular location. The farther away from "straight overhead" they will pass, the shorter the amount of time they will be "in the sky." If OMEN combat extends beyond a couple of minutes, it is possible for a satellite to pass out of range – or another to pass into range. Missile transit times could shrink or grow. If (and only if) such details enhance the enjoyment of play, d10 rolls at appropriate times can determine the changes.
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