Anti Surveillance

Equipment / Surveillance Gear

Anti-Surveillance Equipment

Dalabar Surveillance Detector
Model: Dalabar Micro-Electronics SDS-632
Type: Personal surveillance detector
Skill: Sensors
Cost: 450
Availability: 3
Game Notes:
The SDS-632 scans an area with a sensors skill of 5D. For an additional 175 credits, the optional noise inhibitor (NI-632) blocks aural receptors by blanketing a 10- meter diameter area with sonic disturbances to match the frequency of the sensors detected.
Source: Galladinium’s Fantastic Technology (pages 59-60)

Smoke Generator
Model: GFBS SFX Smoke Generator
Type: Mood effects stage smoke generator
Cost: 40
Availability: 2
Game Notes:
Adds +2D of cover to blaster firer’s difficulty. Adds +1D to difficulty with physical weapons (due to obscuration).
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 44)

Instamist Generator
Model: Agrierd Intergalactics InstaMist Generator
Type: Mist generator
Cost: 15 (dispenser), 10 (mist cartridge)
Availability: 2
Game Notes:
Can generate a fire extinguishing mist which turns into a smothering foam, water mist for desert conditions, or a misty fog to provide cover.
Source: Galladinium’s Fantastic Technology (page 33)

Model: Fabritech CN-15 Camouflage Netting
Type: Camo-netting
Skill: Hide
Cost: 3,500
Availability: 2, R
Game Notes:
Camo-netting adds +2D to the difficulty to detect the camouflaged object with sensor scanning equipment at ranges greater than 250 meters. Camonetting offers no bonus at a range of less than 250 meters. If more than three camo-nets are used in tandem, the sensor scanning equipment gains a +1D to detect the nets because of the interference the nets cause.
Source: Gundark’s Fantastic Technology (page 106-107), Rules of Engagement – The Rebel SpecForce Handbook (page 44), Shadows of the Empire Sourcebook (pages 110-112)

View Masker
Model: zZip Product Concepts PSG- 8487 View Masker
Type: Portable distortion field
Cost: 2,500, 50 (power cells), 100 (sensor alarm module)
Availability: 3, F, R or X
Game Notes:
With voice code activation, it creates a localized visual distortion field (1 meter in diameter) which makes visual or audio scans virtually impossible.
Source: Galladinium’s Fantastic Technology (page 63)

Voice Scrambler
Model: Ulkop Securities SVC-700 Voice Scrambler
Type: Voice scrambler
Cost: 600
Availability: 3
Game Notes:
The voice scrambler distorts conversation so that more than three meters away it is impossible to determine the content of the conversation.
Source: Galladinium’s Fantastic Technology (page 63)

Silence Bubble Generator
Model: Audio Performance Inc. Sheer Silence Bubble Generator
Type: Anti-surveillance device
Cost: 3,000
Availability: 2
Game Notes:
Sensor stealth code of 4D to counter audio pickups; failure indicates the bubble itself is detected.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 44)

Sound Bubble
Model: Paretaine Sonics SNS-600
Type: Portable sound dampening system
Cost: 300
Availability: 3
Game Notes:
An Easy sensor roll required for normal operation. Device can operate in two modes. In passive mode it produces a 360-degree field out to 5 meters. Sounds emitted outside this radius are “absorbed” – only sounds emitted from within the bubble are heard within the bubble. In activate mode, a 60-degree arc can be generated out to 10 meters. Within this arc, sound waves are effectively dampened, preventing any aural vibration from being sensed by live or automated detectors.
Source: Galladinium’s Fantastic Technology (page 46)

Disruption Bubble Generator
Model: Bakuran DB Generator
Type: Anti-surveillance device
Cost: 150,000 (Bakuran black market), 2,500-5,000 (elsewhere)
Availability: 4, F, R or X
Game Notes:
The Disruption Bubble Generator is capable of producing a small, quiet area of interference to audio sensors. This bubble is generally 2 meters in diameter and can only be penetrated by a Very Difficult sensors roll. The DB generators still in circulation are extremely old and extremely fragile. They should be treated as having 1D Strength to resist damage. If Dropped, shot or handled roughly the DB must roll to resist damage. If the DB generator fails its Strength check, it is destroyed.
Source: The Truce at Bakura Sourcebook (pages 137-138), Gundark’s Fantastic Technology (pages 96-97)

Heat Pod
Model: Dalesepp Survival Apparatus HPD-100 Heat Pod
Type: Heat generator
Skill: Thrown weapons
Cost: 70
Availability: 3, F
Game Notes:
Once employed, increases the difficulty of heat-based sensors or tracking systems by two levels (may vary depending upon type of information sought, distance from actual target and other factors).
Source: Galladinium’s Fantastic Technology (page 61)

Sensor No-Show
Model: Alliance No-Show/Individual criminal manufacture
Type: Passive field generators
Skill: Sneak
Cost: Not for sale (5,000 for similar black market units)
Availability: 4, X
Game Notes:
No-show protect on individual, giving them +2D to sneak when pertaining to heat- and infrared-based sensors. A standard power cell is completely drained after 15 minutes of use.
Source: Galaxy Guide 11: Criminal Organizations (page 85), Rules of Engagement – The Rebel SpecForce Handbook (page 44)

Sensor Jammer
Model: IntelStar BlindSide Sensor Jammer
Type: Sensor jammer
Skill: Sensors
Cost: 5,000 plus installation
Availability: 2, X
Game Notes:
To use this device, an opposed sensor contest is rolled between the scanner and the jammer, each one using its operator’s sensors skill. If the jammer wins, the scanner still knows he’s being jammed, though he can’t locate the source.
Source: Hideouts & Strongholds (page 12)

Sensor Scrambler
Model: Modified MicroThrust Com-Repeater
Type: Sensors disruption unit
Skill: Sensors
Cost: 1,175 (basic unit), 1,825 (jury-rigged unit)
Availability: X
Game Notes:
Moderate sensors roll to foul sensors within 200 meters. Sensor operators attempting to descramble the signal must make a Difficult sensors roll.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 44)

Sensor Blind
Model: IntelStar Tranquility System I
Type: Sensor blind
Skill: Sensors
Cost: 400,000
Availability: 4, X
Game Notes:
To use the sensor blind, the operator must engage in an opposed roll with the operator of the scanning sensors. If the blind’s operator beats the opposing sensor operator by more than 5, then the scanner receives a false reading. In densely populated areas, give the blind’s operator a +1D bonus to his roll.
Source: Hideouts & Strongholds (page 12)

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