Sensor Gear

Equipment / Surveillance Gear

Personal Sensors

Hover-Cam
Model: Data-Link Industries 250 Hover-Cam
Type: Audio, visual and holo recording device
Cost: 900
Availability: 2, F
Game Notes:
Using small repulsors, hover cams float about a meter above and slightly behind their user. They follow spoken directions to record information on a standard datacard.
Source: Gundark’s Fantastic Technology (pages 88-89)

Eye In The Sky
Model: Kystallio Detection Plus RMD-20 Eye In The Sky
Type: Remote monitoring device
Skill: Sensors
Altitude Range: Ground level-200 meters
Cost: 800
Availability: 2
Move: 45; 130 kmh
Game Notes:
An Easy sensors roll required for initial activation only. Free flight operation is automatic. The device appears as a 30-centimeters diameter sphere studded with sensory apparatus and micro-repulsorlift nodes. Maximum hover height is 200 meters, maximum range is 10 kilometers, and maximum flight before cell recharge is 5 hours. Contains audio and visual sensors feeds to the user operate out to 100 meters radius.
Source: Galladinium’s Fantastic Technology (page 60)

Sensor Pack 9320/B
Model: NeuroSaav 9320/B Sensor Pack
Type: Portable scanning device
Skill: Sensors
Cost: 1,200
Availability: 2, R
Range: 50/150/300
Game Notes:
Detects life forms, presence of comm signals, movement, density, mass, volume, and energy type and intensity. No sensors bonus.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 42)

Surveillance Pod
Model: Taptronics CovOps mark III Surveillance Unit
Type: Concealed surveillance pod
Scale: Character
Skill: Sensors
Cost: 8,000
Availability: 2, R
Body: 1D
Game Notes:
The Taptronics CovOps Mark III Surveillance unit – independently powered listening and tracking devices– add +2D to the sensors roll of the character operating it. In auto-function mode, the Mark III should be treated as if it has sensors 4D, automatically raising an alert if it detects an unauthorized motion, heat or sound source.
Source: Hideouts & Strongholds (pages 52-53)

Motion Sensor Pack
Model: Zone Control Motion Security Scanner
Type: Motion detector
Skill: Sensors
Cost: 50
Availability: 2
Range: 25/50/100
Game Notes:
Allows the user to detect motion up to 100 meters away.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 42)

Motion Sensor Array
Model: NeuroSaav MacroMotionMonitor
Type: personal motion detector
Cost: 40
Availability: 3
Game Notes:
Adds +1D to search rolls involving motion up to 50 meters away.
Source: Galaxy Guide 10: Bounty Hunters (page 91), Gundark’s Fantastic Technology (page 64)

Gotal Electromagnetic Scanner
Model: Vreshann Electronics, Incorporated EMS Scanner
Type: Electromagnetic radiation scanner
Skill: Sensors
Cost: 2,500
Availability: 3
Game Notes:
A Moderate sensors roll is required to detect electromagnetic emissions within a 100 meter radius. A Difficult sensors roll is required to detect life-forms behind walled enclosures or other blocking materials. Information readouts are limited to providing data on the number of persons present, approximate size and mass.
Source: Galladinium’s Fantastic Technology (page 61)

Lifedetec Bioscanner
Model: Cryoncorp Lifedetec Bioscanner
Type: Bioscanner
Cost: 2,800
Availability: 2
Range: 500/1/1.5 km
Game Notes:
The portable scanner detects the presence of lifeforms and pinpoints their loction. This scanner can even determine the species of a lifeform if species templates are loaded into the lifeform indicators.
Source: Gundark’s Fantastic Technology (page 103)

ILF-5000 Lifeform Scanner
Model: Idellian Arrays ILF-5000 Lifeform Scanner
Type: Lifeform scanner
Skill: Sensors
Cost: 3,500
Availability: 2
Range: 500/1/1,5 km
Game Notes:
A sensors roll is required to use the device; the difficulty depends upon the conditions as described in the sensors rules in the Star Wars Adventure Journal. In addition to providing the number of lifeforms detected, and rate and direction of movement, the unit will inform the user if the body function parameters match or are similar to any lifeforms pre-programmed into the unit’s database. The unit will inform the user of the detected target’s body temperature, mass and respiration rates. User may make an alien species or beast riding total to determine which lifeform is detected if such an attempt is reasonable in the gamemaster’s opinion.
Source: Galladinium’s Fantastic Technology (page 55)

Lifeform Scanner
Model: Idellian Arrays ILF-5500
Type: Lifeform scanner
Skill: Sensors
Cost: 3,500
Availability: 2
Range: 500/1/1.5
Game Notes:
4D alien species programming for identification. If the species is unidentified, the user may attempt an alien species roll.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 42)

Sensor Pack
Model: NeuroSaav 8932/D Sensor Pack
Type: Portable scanning device
Skill: Sensors
Cost: 650
Availability: 2, R
Game Notes:
The NeuroSaav 8932/D is a general-purpose sensor apparatus that can detect either the presence of a life form, or the presence of a comm. signal. Characters using the unit receive a +1D bonus to sensors. The device can scan up to 300 meters away, and will give approximate bearings to the source of a comm. transmission or the location of a life form.
Source: Rulebook (page 227)

Audio Pickup
Model: NeuroSaav TeleSonic Model Audio Pickup
Type: Specialized audio-magnification device
Skill: Sensors
Cost: 450, 10 per replacement datacard
Availability: 2
Range: 50-100/250/500
Game Notes:
Easy to detect noise, Moderate to magnify, and Difficult to filter, plus one level of Difficulty per range band.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 41)

“EAR” Eavesdropping Unit
Model: EAR-1 Unit
Type: Eavesdropping electrobug and listening device
Cost: 750 (each bug), 1,000 (handset), 2,500 (microcomputer & recording unit)
Availability: 2, R
Game Notes:
After planting one of the thumbnail-sized bugs on a target or location, the microcomputer unit can pick up its signal within 200 meters, but only in line of sight. Using a headset, the bug acts as a microphone, collecting conversations or sounds and sending them to the microcomputer. The microcomputer records and saves information, both in audio and a hardcopy.
Source: Lord of the Expanse – Sector Guide (page 46)

Comm Scanner
Model: Courier Communications Scanner
Type: Comm detector and scanner
Skill: Sensors and communications
Cost: 2,500
Availability: 2, R
Game Notes:
Allows user to detect and tap into com transmissions.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 42)

Orbital Transmission Monitor
Model: Arantha Communications OTM-900
Type: Subspace receiver
Skill: Communications
Cost: 550
Availability: 2
Game Notes:
Instantaneous reception up to a range of 15 light-years. An Easy to Very Difficult communications roll is required to find specific frequencies (difficulty varies based on organization; planetary customs may be fairly easy to find but Imperial military communications channels are carefully hidden and knowledge of their frequencies is a closely guarded secret). Decrypting scrambled codes or translating from other languages is another matter entirely.
Source: Galladinium’s Fantastic Technology (page 45)

Energy Scanner
Model: Fabritech 9000 Energy Scanner
Type: Energy scanner
Cost: 5,600
Availability: 2
Range: 500/1/2 km
Game Notes:
Capable of detecting many forms of energy emissions and provide data on type, intensity, effects, and origin.
Source: Gundark’s Fantastic Technology (page 102)

PX-7 Heat Sensor
Model: Chandriltech PX-7 Heat Sensor
Type: Hand-held heat sensor
Skill: Sensors
Cost: 250
Availability: 4
Game Notes:
Detects heat sources in a 100-meter radius. Heat intensity is indicated by brightness of image on readout screen.
Source: Galladinium’s Fantastic Technology (page 32)

Food Analyzer
Model: SuriTech Foodstuffs Ez1 Analyzer
Type: Personal food analyzer
Cost: 250, 50 (additional data chips), 100 (customized data chips)
Availability: 2
Game Notes:
A Very Easy survival roll is required for normal operation. The user will typically purchase additional data chips (up to a maximum of 5 can be added at any time) which provide information on additional entrees. Persons suffering from reactions to specific foods or food additives may purchase customized datachips designed to examine for specific components and warn against possible allergic reactions.
Source: Galladinium’s Fantastic Technology (pages 65-66)

ChaumScanner 5 Brooch
Model: Zzip Personality Series ChaumScanner 5
Type: Poison detector
Cost: 6,540
Availability: 3, F (standard model), 4, R (luxury version)
Game Notes:
The food scanner itself has a 4D search to detect any chemical or biological toxins. If specially programmed with the owner’s unique biochemistry (allergies and the like), its skill goes to 7D. It produces a distinctive rhythmic vibration (detectable only by the wearer) when it detects a toxic substance. The wearer may make a Moderate cultures roll to seem inconspicuous when rejecting the poisoned food or drink.
Source: Cracken’s Rebel Field Operatives (page 34)

Tox Detector
Model: SuriTech Disposable Toximeter Patch
Type: Toxin detector
Cost: 20
Availability: 2
Game Notes:
The detectors are flat, one-decimeter square metallic sticker patches with a slightly raised deep-blue circle in the middle. This circle changes color to a phosphorescent orange when exposed to any harmful gases.
Source: Platt’s Smugglers Guide (pages 48-49)

Sniffer
Model: Neuro Saav ChemDetect
Type: Chemical detection and identification device
Skill: Sensors
Cost: 1,500
Availability: 2
Game Notes:
Range highly variable, depending on wind conditions, humidity and the presence of other chemicals.
Source: Rules of Engagement – The Rebel SpecForce Handbook (page 41)

BlasTech Sniffer Weapons Detector
Model: BlasTech Sniffer Weapons Detector
Type: Portable weapon detector
Cost: 5,600
Availability: 2, R (restricted to governments)
Game Notes:
Has a search of 5D to detect hidden energy weapons or adds +2D to an operator’s search: weapon detector skill (the operator must have at least 1D in this specialization to qualify for the bonus). The difficulty depends on how well someone has camouflaged the weapons: simply putting it in a pack is an Easy difficulty; draining all the blaster gas, pulling out the power packs, cleaning the weapon of all residue and then disassembling it, and spreading the parts among several pieces of luggage, would be a Very Difficult difficulty.
Source: Gundark’s Fantastic Technology (pages 101-102), Han Solo and the Corporate Sector Sourcebook (page 116)

CorSec Autoscan Weapon Detector
Model: CorSec Autoscan Weapons Detector
Type: Stationary weapons detector
Cost: 7,200
Availability: 2, R (restricted to governments)
Game Notes:
Has a search of 6D to detect hidden energy weapons. The difficulty level to detect weapons depends on how well someone has hidden the weapon using their hide skill.
Source: Gundark’s Fantastic Technology (page 102)

Search-Scan 4 Security Scanner
Model: BlasTech Search-Scan 4
Type: Multi-capable security scanner
Cost: 9,800
Availability: 2, R (restricted to governments)
Range: 3/7/25
Game Notes:
This scanner adds 1D to the sensor skill roll of its operator. It can help detect structural anomalies hiding secret compartments, and can find energy signatures showing weapons, life forms, and energy sources within a confined area, such as a docking bay, cargo hold, or compartment.
Source: Gundark’s Fantastic Technology (page 104), Adventure Journal 4 (page 262)

Veridicator
Model: Saldalith Manufacturing Veridicator 200
Type: Response analysis device
Skill: Sensors: personal sensors
Cost: 4,000
Availability: 4, R
Game Notes:
An Easy sensors roll is required for normal use. Detection range is 5 meters within a 60 degree scanning arc. Device acts as a Perception check (4D+2) when rolled to detect possible falsehood. If target is aware of possible scans, the target can make a willpower roll to control natural biorhythms and disguise a lie.
Source: Galladinium’s Fantastic Technology (page 37)

Force Detector
Model: Government Issue Force Detector Unit
Type: Imperial Force detector
Skill: Sensors
Cost: Not available for sale
Availability: 4, X
Game Notes:
Use of the Force detector will tell a trained operator whether a subject is Force-sensitive, and whether he or she has any Dark Side Points (but not how many). Operating a Force detector requires 5 rounds and a Difficult sensors check.
Source: The Jedi Academy Sourcebook (page 140), Gundark’s Fantastic Technology (page 102), Power of the Jedi Sourcebook (page 56)

Measuring Scanner
Model: Fabritech A-11 Cargo Scanner
Type: Handheld measuring scanner
Skill: Sensors
Cost: 150
Availability: 1
Game Notes:
Using the scanner to calculate the size of cargo and cargo bays is a Very Easy sensors task, while the difficulty for using it for other purposes depends on the size, density and speed of the object being measured, usually no more than a Moderate task. The scanner has a range of 10 meters.
Source: Adventure Journal 4 (page 169)

Geological Scanner
Model: Fabritech 7000 Geoscanner
Type: Geoscanner
Cost: 4,800
Availability: 2
Range: 500/1/2 km
Game Notes:
Can detect geological characteristics like precious minerals, ore deposits and underground features, as well analyzing geo-thermal, seismic, volcanic, and glacial activity.
Source: Gundark’s Fantastic Technology (page 103)

Holographic Ore Scanner
Model: MicroThrust Holo Ore Scanner FR9
Type: Semi-portable ore scanner
Skill: Sensors: mining
Cost: 5,000
Availability: 3
Sensors:
Search: 1 km/1D
Focus: 500/2D
Game Notes:
Using the ore scanner requires a sensors roll.
Source: Flashpoint! Brak Sector (page 25)

Focused Uni-Direction Sensor Dish
Model: Melihat UniScan Sensor System
Type: Focused uni-direction sensor dish
Skill: Sensors: uni-direction sensor dish
Crew: 5, skeleton: 3/+10
Cost: 7,800 (new), 3,600 (used)
Availability: 2, R
Game Notes:
Has a maximum range of 10 kilometers. Can only provide information on a small focused area: 100 meters wide by 100 meters long by 20 meters high, adding +2D to the user’s sensors skill to identify targets only. However, this sensor provides no bonus in rough, hilly, mountainous, cluttered urban or other terrains that targets could use obstacles to hide behind.
Source: Rebel Alliance Sourcebook (page 106)

Omni-Directional Sensor Globe
Model: Siep-Irol GlobeScan
Type: Omni-directional sensor glove
Skill: Sensors: omni-directional sensor globe
Crew: 10, skeleton: 4/+10
Cost: 12,500 (new), 6,250 (used)
Availability: 2, R
Game Notes:
Scans in a 20 kilometer radius in all directions (including into the atmosphere). Adds +1D to the user’s sensors skill to detect targets only. However, this sensor provides no bonus in rough, hilly, mountainous, cluttered urban or other terrains that targets could use obstacles to hide behind.
Source: Rebel Alliance Sourcebook (page 106)

Omniprobe Sensor Array
Model: tana Ire GroundSweeper-3
Type: Omniprobe sensor array
Skill: Sensors: omniprobe sensor array
Crew: 5, skeleton: 2/+15
Cost: 18,000 (new), 12,000 (used)
Availability: 2, R
Game Notes:
Scans in a five kilometer radius up to a maximum height of two meters. Adds +1D to the user’s sensors skill to detect targets only, and rough terrain provide no protection (as it does with other types of sensors).
Source: Rebel Alliance Sourcebook (page 106)

Installation Sensor Array
Model: NeuroSaav 9954/I Sensor Array
Type: Installation-level sensor package
Skill: Sensors
Crew: 3
Cost: 5,000
Availability: 2, R
Game Notes:
Consists of a central processing computer and over 50 sensor dishes. Includes a powerful fullspectrum transceiver (FST) capable of picking up basic information from as far away as low orbit; this range can be increased by the addition of Sensor Relay Satellites (2,000 credits each). The array also has a dedicated energy receptor (DER) for detecting energy use and fluctuation, and a hyperwave signal interceptor (HSI). A life form indicator (LFI) is available for an additional 1,000 credits.
Source: Hideouts & Strongholds (page 12)

Sensor Array
Model: Fabritech LongView-382.X
Type: Long range sensor array
Skill: Sensors
Crew: 2
Cost: 110,000
Availability: 2, R
Game Notes:
The sensor array can scan as far as 10 Space Units from the planet. Sensor operators add +1D to sensors.
Source: Hideouts & Strongholds (page 95)

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