Reading through the advanced sensor rules it seems that:
(a) only military large craft can detect emergence waves.
(b) only large craft can detect drive plumes.
which are the longest range and second longest range detection modalities.
This leads to the rather counter-intuitive conclusion that the best way to detect intruders coming in-system is with small 200 ton military dropships rather than satellites. I looked through errata to see if there are any updates but didn't see anything. Am I missing something?
Well, it depends on what you're trying to detect.
The emergence wave requires the use of "
military Large Craft" -- & the question is what size of Satellites that includes (which, per p. 175 of the original SO, are considered "Large Craft", but a "medium satellite" is anything from 5-100 tons, with "large" satellites going up to 200 tons), but whether a satellite is "military" or "civilian" might be up to a GM.
Now, remember, though, the emergence wave detection range might be measured in AUs, but the time to detect it is still limited by the speed of light (8 minutes per AU). And detection is based on the Pilot skill of the crew, with a +2 modifier, and additional modifiers based on the distance (+ distance in AUs/2) and the strength of the K-F Drive field (- (KF Drive Integrity + DropShips carried, use 1 if no DropShips carried) / 10), rounding any fractions up. So even a Green crew (Piloting 5) could detect a
McKenna out to 17 AUs with a full DropShip load, it's going to be very difficult (17 AUs / 2 = +8.5 mod; 37 KF Integrity + 6 DS = 43, 43/10 = -4.3 mod; 5 + 2 + 8.5 - 4.3 = 11.2, round up to 12), but even a fully Elite (Piloting 0) crew could only theoretically see it out to 27 AUs. For best results, you want a 7+ for Detection, which means for a
McKenna the Green crew can detect it roughly 50% of the time out to 8 AUs (8 AUs / 2 = +4 mod; -4.3 mod for KF field; 5 + 2 + 4 - 4.3 = 6.7, round up to 7), with the Elite/0 crew able to detect out to 18 AUs. A
Fredasa Corvette, however, is going to be much harder to detect, with the KF drive modifier being only -0.6 (KF Drive Integrity 5, 1 DS max), limiting those earlier detection ranges for the Green/5 crew to 11 AUs max, 2 AUs for 50% detection, & the Elite/0 crew only extending those to 21 & 12 AUs. And those pesky
Bug-Eye spy ships shave an AU off those ranges. In fact, with the smaller ships, there's a chance you may not even detect the emergence wave; a
Bug-Eye could literally be 200,000km away from a Green/5 crew, & on a 6 or less they miss the emergence wave; an Elite/0 crew could be 1 AU away & theoretically miss it if they roll a 2. Note that at some of those ranges, it could take 2 or even 3 hours to even detect the jump.
Which is why, if you're bringing major troop carriers in, you want to jump as far out as possible.
Potemkins have a KF field modifier of -5.4,
Leviathan IIIs a mod of -6.6.
Of course, the heat signature from a jump is much easier to spot...provided you're within 50,000km (although technically since the penalty is only +1 per 10,000km of distance I suppose it's possible to catch it from farther out...but even an Elite/0 team is going to be limited to maybe 120,000km max). The only good news is that, instead of the instantaneous pulse, the heat signature could last for a very long time (jump in LY/2 x # of DS, use 1 if none carried, measured in seconds, then x3). That
McKenna would be visible for up to 270 seconds (depending on the length of jump), but a
Bug-Eye would be limited to maybe 45 seconds.