Sensor Equipment

Sensor Baffling
Model: Arakyd Nightshadow anti-sensor treatment
Type: Sensor countermeasure coating
Cost: 20,000 credits/starfighter scale Hull die (ignore pips), 50,000/capital scale Hull die (ignore pips)
Scale: Starfighter or capital
Availibility: 4, X
Game Notes: A ship treated with this material adds to a sensor operator's difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be "stealthed" — blunt, angular ships, 500 meters or more in length, or with more than 5D hull (either capital or starfighter scale) can only be "baffled" up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels, for example) are easier to baffle, due to their natural design.

Sensor Mask
Model: Fabritech Vanish 2 Military Sensor Masking System
Type: Sensor countermeasure masking system
Cost: 150,000 credits per starfighter scale Hull die, 300,000 per capital scale Hull die
Scale: Starfighter or capital
Availibility: 4, X
Game Notes: When activated, the sensor mask adds 2D to enemy sensor operator's difficulty to detect and identify. Current masking technologies offer a maximum of 3D of sensor protection. Such items are practically impossible to locate, and are often considerably more expensive than the market norm.

"Trickster" Decoys
Model: Corellian Engineering Trickster Drone
Type: Sensor countermeasure system
Cost: 7,500 credits (for one launch tube and five drones), 500 credits per additional drone Availibility: 2, F
Game Notes: Adds 2D to sensor operator's difficulty to discriminate between the decoy and the real ship. System includes 5 drones. Drones move in a pre-programmed pattern, up to speed 5. These drones cannot be used in an atmosphere.

"Mimic" Decoy
Model: MerenData Mimic Sensor Decoy
Type: Military sensor countermeasure decoy system
Cost: 13,000 credits (for two launch tubes and three decoys), 1,000 credits per decoy Availibility: 2, X
Game Notes: Adds 2D to sensor operator's difficulty to discriminate between the decoy and the real ship. The decoys move up to speed 10, have simple droid brains, and can be issued new movement instructions via comlink or programmed with several patterns. A "false image option" allows the decoy to impersonate the ship of origin, a TIE/ln, a YT-1300 freighter, a Lambda-class shuttle, or a Corellian corvette. New profiles can be created with a Moderate droid programming roll and the appropriate signal profile.

Sensor Jammers
Model: IntelStar BlindSide Sensor Jammer
Type: Sensor jammer
Cost: 5,000 credits plus installation costs
Skill: Sensors
Availibility: 2, X
Game Notes: While any ship can use their sensors array to jam, this jammer uses a ship's transmitters to flood sensor frequencies with static. A ship being jammed must make an opposed sensors roll against the jamming ship's sensor operator. The jamming ship adds its sensor dice to the jamming roll, using the standard sensor arcs, in active modes only.

Comm Jammers
Model: IntelStar Silencer Comm Jammer
Type: Communications jammer
Cost: 5,000 credits, plus installation costs
Skill: Communications
Availibility: 2, R
Game Notes: While any ship can use their communications array to jam, this communications jammer uses a ship's transmitters to flood communications frequencies with static. However, comm jammers have extremely high power demands and can only be used for a short duration; basic jammers can operate for 10 combat rounds before requiring recharging (which takes an additional 10 rounds). In addition, for each fire arc that is being jammed, subtract one round from the operating time (focussed jamming subtracts 5 rounds from the overall operating time). A ship being jammed must make an opposed communications roll against the jamming ship's communications operator. The jamming ship gains bonus dice to jam, based on how many firing arcs are being jammed:

Fire Arcs Jammed Communications Bonus
All arcs --
Three arcs +1D
Two arcs +2D
One arc +3D
One ship (focused jamming) +4D

Transponder Codes

Additional Codes Difficulty Minimum Price
One Easy 1,500
Two Moderate 3,000
Three Difficult 4,500
Four Very Difficult 6,000

The codes can be altered by a command relay from the ship's controls — multiple codes from one ship would be quite suspicious. The more codes an engine block has (even inactive ones) the more likely the deception is to be detected. An Easy sensors roll detects the "ghost" codes of a ship possessing five or more transponder IDs. A Moderate roll reveals that a ship is carry up to four ghosts. Up to three false codes can be detected with a Difficult sensors check. Two ghost codes can be detected on a Very Difficult sensors roll. A Heroic result allows the sensor operator to detect a single ghost code.

Acquiring the code of another registered ship or an unised code requires a week of research and 1,000 credits in expenses per code. Actually registering a code requires a Moderate to Difficult con or bureaucracy roll (depending on a character's criminal record) and 1,000 credits per code.

Baffled Drive
Model: Rendili StarDrive's WhisperThrust
Type: Baffled realspace drive
Scale: Starfighter
Cost: 100,000 credits minimum on the black market
Weight: 20 metric tons; extra tank: 2 metric tons
Availability: 4, X
Game Notes: The Whisper is a highly illegal baffled realspace drive used on stealthy military starships. The Whisper allows a ship to move in space while running silent at a base speed of 2. Cautious movement is no more detectable than drifting; Cruise movement adds +5 to the sensor operator's roll; High speed adds +10; All-Out movement adds +15.

A WhisperThrust engine has a limited storage capacity for the necessary gases to move: enough to move 100 spacial units. An extra or replacement tank costs 7,000 credits. Synthesizing the necessary fuel requires 120 liters of spin-sealed tibanna gas and 2 kilograms of high-grade hyperbarides and a standard power generator. The fuel-refining process takes roughly three standard days.