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:
Orbital Auxiliary Command and Control (OAC&C) - Manned facilities with
ranking personnel aboard able to make command level decisions in the event
of ground based C&C casualty.
Command Communication Relay Satellite (CCRS) - Accepts valid instructions
from C&C and passes to recipient element (possibly via additional CCRS).
Orbital Target Area Surveillance Array (OTASA) - Monitors potential and
actual target zones via active and passive RADAR, LADAR, and full spectrum
telescope. Resolution is adequate to identify individual human or aberrant
targets.
Orbital Weapon Platform (OWP, also commonly known as "DeathSat") - Neutralizes
target after receiving coordinates valid firing codes. Three types of OWA
are used: Missile Platforms, Particle Accelerator Weapons, and Shiva Class
Lasers.
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.