Sensor Countermeasures

Sensor Countermeasures

Comm Jammer
Model: IntelStar Silencer Comm Jammer
Type: Communications jammer
Skill: Communications
Cost: 5,000 plus installation costs
Availability: 2, R
Game Notes:
While any ship 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 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 (focused 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
*Focused jamming +4D
Source: Pirates & Privateers (page 39)

Sensor Jammer
Model: IntelStar BlindSide Sensor Jammer
Type: Sensor jammer
Skill: Sensors
Cost: 5,000 plus installation costs
Availability: 2, X
Game Notes:
Any ship can use their sensor array to jam, this jammer uses a ship’s transmitters to flood sensors 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.
Source: Pirates & Privateers (page 39)

Sensor Jamming Hardware
Model: Fabritech NightBlind 472
Type: Sensor jamming device
Cost: 4,000 plus installation costs
Weight: 1 metric ton
Availability: X
Game Notes:
+1D to identify, but -2D to detect.
Source: Galaxy Guide 6: Tramp Freighters (page 41)

Sensor Mask
Model: Fabritech Vanish 2 Military Sensor Masking System
Type: Sensor countermeasure masking system
Scale: Starfighter or capital
Cost: 150,000 per Hull die; 300,000 per capital Hull die
Availability: 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.
Source: Pirates & Privateers (pages 38-39)

Sensor Baffling
Model: Arakyd Nightshadow anti-sensor treatment
Type: Sensor countermeasure coating
Scale: Starfighter or capital
Cost: 20,000 per starfighter scale Hull die (ignore pips); 50,000 per capital scale Hull die (ignore pips)
Availability: 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 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 foe example) are easier to baffle, due to their natural design.
Source: Pirates & Privateers (page 38)

“Mimic” Decoy
Model: MerenData Mimic Sensor Decoy
Type: Military sensor countermeasure decoy system
Cost: 13,000 (for two launch tubes and three decoys), 1,000 per decoy
Availability: 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 any of five preloaded profiles, including 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.
Source: Pirates & Privateers (page 39)

“Trickster” Sensor Decoys
Model: Corellian Engineering Trickster Drone
Type: Sensor countermeasure system
Cost: 7,500 (for launch tube and five drones), 500 per additional drone
Weight: 2 metric tons
Availability: 2, F
Game Notes:
Trickster Drones add +2D to difficulty to determine which sensor reading is the ship and which is the decoy. System includes 5 drones. Drones move in a preprogrammed pattern, up to speed 5. Possession of this type of countermeasure requires Imperial certification.
Source: Pirates & Privateers (page 39), Galaxy Guide 6: Tramp Freighters (page 41)

Copycat Pod
Model: Corellian Engineering Corporation Copycat Pod
Type: Electronic countermeasure probe
Skill: Sensors
Cost: 10,000 (plus permit fees)
Availability: 3, F or R
Game Notes:
This device mimics the performance of the parent vessel when used aboard a starfighter or small transport freighter (ship with a cargo hold of 100 metric tons or less); it has a maximum Space speed of 6. Any person attempting to distinguish a copycat pod from a “live” vessel must make a Difficult sensor roll on passive or scan mode (Moderate on search mode and Easy on focus mode) to determine which ship is real and which is the decoy. If the roll fails, the sensor operator will perceive both ships as being “real”.
Source: Galladinium’s Fantastic Technology (pages 53-54)

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