Covert and Surveillance Technologies
Average Tech Level: TL 11
Associated Skills: Computer Operation/TL11 (IQ/E), Computer Programming/TL11 (IQ/H), Counterfeiting/TL11 (IQ/H), Cryptography/TL11 (IQ/H), Disguise (IQ/A), Electronics Operation/TL11 (security, sensors, and surveillance) (IQ/A), Engineer/TL11 (Electronics and Materials) (IQ/H), Escape (DX/H), Explosives/TL11 (any) (IQ/A), Forced Entry (DX/E), Makeup/TL11 (IQ/E), Search (Per/A), Shadowing (IQ/A), Slight of Hand (DX/H), Smuggling (IQ/A), Stealth (DX/A), Tracking (Per/A), Traps/TL11 (IQ/A)
Associated Skills: Computer Operation/TL11 (IQ/E), Computer Programming/TL11 (IQ/H), Counterfeiting/TL11 (IQ/H), Cryptography/TL11 (IQ/H), Disguise (IQ/A), Electronics Operation/TL11 (security, sensors, and surveillance) (IQ/A), Engineer/TL11 (Electronics and Materials) (IQ/H), Escape (DX/H), Explosives/TL11 (any) (IQ/A), Forced Entry (DX/E), Makeup/TL11 (IQ/E), Search (Per/A), Shadowing (IQ/A), Slight of Hand (DX/H), Smuggling (IQ/A), Stealth (DX/A), Tracking (Per/A), Traps/TL11 (IQ/A)
These technologies allow characters to acquire protected information and gain access to places that others try to keep them out of. Many of these devices also contain small or tiny computers equipped with micro radio-communicators. For many civilians of the Verge and Bleed, these technologies are not something they run into, or if they do, they run into a toned down version of it. However, Lasers tend not to be normal civilians. Despite that, knowing where to find this often illegal technologies is difficult and requires making Networking checks in order to do so. However, this is not universally the case; some of these devices may be owned by ordinary citizens to help them maintain their own security, which is often regarded highly in the Verge and Bleed.
Deception and Intrusion
Sometimes the most important items in a laser's toolkit are the ones that allow them to get into places where they shouldn't be, find out things they shouldn't know, and slip away undetected. At times like that, technology may be the best possible ally in their arsenal - because not everything is answered with "blow it up."
Active Smart Mask. A full-face mask of a specific person complete with micromotors that move the face in a realistic fashion. This is a custom design, and detailed measurements of both the user and the subject's face (which can be taken by medical examination, or remotely by T-ray scanners or X-rays) are required. It takes 10 seconds to put, 2 to remove. The mask adds a +3 bonus to Disguise, cumulative with quality modifiers. When impersonating someone, this qualifies as a perfect disguise, but Acting will still be required to convince somene who knows the individual being mimicked. The legal class reflects legal uses in media productions and as a prosthetic for people with extensive facial injuries from lower TL societies. It includes a Voice Mask (see below). [$10,000.00; 1lb; B/24hr; LC3]
Biometric Cracker Tools. A sensor/decorder that gives a +3 to Lockpicking and Electronic Operations (Security) skill on an attempt to defeat any biometric scanner. [$4,000.00; 10lbs; A/2hr; LC2]. Cannibal Nanokit. Cannibal nanokit comes in tubes of white, gooey paste, that hat have countless nanomachines suspended in them that are programmed to cannibalize other objects to build a single, specific object. To use it, the paste is applied to whatever suitable object that has raw materials similar to whatever is to be built; mechanical devices like guns and engines require objects be made of metal. Plastics are often broken down to make gasses, propellants, etc. Electronic devices or energy weapons require electronic systems to cannibalize. Within these restrictions, the kit is highly flexible, capable of turning a toaster into a gun or a motorcycle into a suit of powered armor. For more information on restrictions, see GURPS: Ultra-Tech, pg. 98. [300% the cost of the intended target device; 1% the weight of the gadget's normal weight; same LC as the device it builds but half LC (round down) for weapons] Chameleon Surface. The surface of this garment contains a network of sensors that perceive wavelengths from microwave to the ultraviolet. A similar network of miniature emitters precisely replicates the information the sensors receive, making the wearer seem transparent to those wavelengths. A chameleon cloak allows the character to effectively become invisible, granting a +8 to the Stealth skill against ordinary and infrared vision, +4 against hyperspectral and ultraviolet, and +2 against extended high- or low-band hyperspectral vision. There is no penalty for moving, since the surface is dynamic. The system can also be manually controlled, allowing the user to paint the surface whatever color scheme or markings are desired, as if it were programmable camouflage (Ultra-Tech, pg. 99). Chameleon Cloak. A version that is shaped like a large cloak that can be wrapped around a person. [$4,000.00; 4lbs; LC3] Chameleon Net. A camouflage net that works like a large chameleon cloak that can be used to hide vehicles, heavy equipment, or camp-sites. It covers 24 square yards and applies the bonus to Camouflage instead of stealth. [$80,000.00; 40lbs; LC3] Chameleon Surface. An addition to any outfit covering the entire body or the whole vehicle surface. [$8,000; 4lbs (adjust for SM); LC3] Deception ECM. These devices detect and mimic incoming active sensor pulses to give a distorted or false reading of the user. Most models can jam radar and either imaging radar or sonar. They can also be set to spoof rather than just jam, and in this case, there is no penalty to detection, but the sensor operator must succeed by an amount greater than half the detection penalty (e.g., 2 for deceptive radar) or they are fooled into detecting something else. The devices presented below are large enough to protect a human-sized area. Deceptive Radar Jamming. This jams all types of radar signals; -8 to radar, -6 to imaging radar. Spoofing is possible for non-imaging radar; successfully doing so can change the user's appearance by up to +/- 6 SM or 60 degrees. One of the best known instances of this in use is Nariac's aerospace drone forces, who make regular use of this technology, especially with their "Fencer" and "SamBhatt" drones. [$2,000.00; 2.5lbs; C/10hr; LC2] Deceptive Sonar Jamming. This emits deceptive sonar signals; it gives -6 to sonar detection. Otherwise, it works like radar jamming. [$2,000.00; 2.5lbs; C/10hr; LC2] Disguise Kit. An elaborate set of prosthetic devices, skintinting chemicals, and hormone sprays that disguise one person's appearance. Many components incoporate microelectromechanical systems that can mimic muscle twitches, realistic limps, and other characteristics. Suitcase Disguise Kit. Provides a +1 (quality) bonus to the Disguise skill. [$200.00; 10lbs; LC3] Disguise Fabricator. Designed specifically for intelligence agents, this provides a +2 quality bonus for the Disguise skill. [$800.00; 50lbs; LC2] Electronic Lockpick. A sensor/decorder that gives a +3 bonus to Lockpicking and Electronics Operation (Security) skill on attempts to pick any electronic or combination lock. [$1,500.00; 0.2lbs; A/2hr; LC2] Gecko Gear. These gloves and footwear let the user cling to walls and ceilings and move at half their Basic Move; no use of the Climbing skill is necessary. Gecko gear is designed for humanoids and can support only 50lbs per limb in contact with surface, including the user's bodyweight; this means adult humans won't be able to take much gear with them. If the user's weight require three or four limbs in contact with the surface, they will have to resort to crawling. They can be built into suits. [$500.00; 0.1lbs; LC3]. |
Invisibility Cloak, Metamaterial. This cloak is made of smart metametarials that can assume a negative refractory index, so that light actually bends around it, making anything that it covers invisible, masking the wearer from the microwave to ultraviolet spectrums, but leaving them vulnerable to imaging radar, T-rays, and other emissions outside of those spectrums. The drawback is that they can't see outside of the cloak. This is often overcome using external sensors that feed into a display of some kind, usually a pair of specs, a monocle, or some other display (some may even feature displays woven into the fabric itself, so it's as if the user isn't wearing the cloak at all). While worn the user has a +9 to Stealth checks. [$25,000.00; 4lbs; A/2hr; LC2]
Optical Camouflage. The surface of this material incorporates thousands of embedded nanocameras and projectors (or quantum dot arrays) to create a seamless "projection stealth" system. Controlled by a fast dedicated computer, this captures images of the user's surroundings and then displays photorealistic images that are capable of fooling outside observers from multiple angles and perspectives. This makes the user functionally invisible, providing a +9 to Stealth checks. However, with this system, the user will appear as shadowy when silhouetted directly against an extremely bright light source (like a searchlight), and when they move, there's a faint shimmering that others can spot and hit with a Vision -6 roll, and target in combat at -6 to hit. This is effective against ultraviolet and hyperspectral imaging, unless that has extended high or low band. Optical Camouflage Cloak. A cloak that can be wrapped around an object; it works like other invisibility surfaces but only provides a +3 when moving. [$20,000.00; 4lbs; 2C/30min; LC2] Optical Camouflage Net. This is an invisibility cloak large enough for vehicles or heavy equipment, or a base camp. It covers 25 square yards and provides the +9 bonus to Camouflage. [$200,000.00; 50lbs; 2D/8hr; LC2] Optical Camouflage Suit. This suit covers the entire wearer; the cost and weight include coverage for gloves, boots, and a helmet or hooded mask. [$20,000.00; 4lbs; 2C/30min; LC2] Programmable Camouflage. An electronic-camouflage system that allows the wearer to choose a color scheme from any of eight different patterns - generic variants include desert, snow/arctic, jungle, forest, underwater, urban, black, or high-visibility orange, useful for rescue and underwater operations - which can vary from world to world; world-specific patterns sometimes exist and can be downloaded. The time required to change is two seconds. A suitable camouflage pattern gives a +2 bonus to Camouflage rolls, but a -1 in non-matching terrain and a -2 in high contrasting terrain. The systems are significantly cheaper when compared to sensory-controlled systems, and are commonly used by civilian hunters, survey scouts, or lightly-equipped military forces. This can be added to almost any outfit that covers the wearer, or to a cloak. [$1,000.00; 2lbs (adjust for SM); LC4] Programmable Wallet. This wallet contains a miniature dedicated nanofactory. Using prefabricated blanks of smart material, it can change their molecular composition to become identity cards with an integral Counterfeiting and Forgery-15 skill; this takes one minute. It's often used when visiting lower-TL cultures lacking molecular nanotech, or who have rejected molecular nanotech. It has a -5 quality to Forge or Counterfeit items at TL 11, but counts as basic equipment for TL 10 and lower. Despite being called a wallet, this can look like a passport, folder, or any other item used to carry key paperwork. Programmable Wallet. [$500.00; 0.2lb; 2B/15min; LC1] Pack of Blanks. A pack of blanks contains 100 blanks of various sizes, for passports, paper money, ID cards, etc. [$100.00; 0.1lb; LC2] Scent Masking. This works like a sealed chemical protections suit in reverse; instead of preventing chemicals from entering, it prevents chemicals from leaving. It provides a +4 to Tracking when trying to cover your trail and is available for any sealed suit. [$200.00; 1lb; LC 4] SQuID. This stands for "superconducting quantum interference device" and can be used to interrogate a computer brain to retrieve data, even if that system is turned off. Contact SQuID. This SQuID must be physically attacked to the computer, often through a cable jack of some kind. IT can then assist in reading the data that's stored within the computer. [$20,000.00; 5lbs; 2C/10hr; LC3] Ranged SQuID. This can prove a computer even at a distance. It is usable at 10 yards, and although hardened computers cannot be interrogated in this manner, they can still be directly connected to.[$200,000.00; 50lbs; 2D/10hr; LC2] Variable Lockpick. A memory-metal lockpick with a small imaging radar, an ultrasound imager, and its own contact mike. It reconfigures its shape into one of several hundred alternative forms after performing a sensor analysis of the lock. It includes a fiber-optic scope. Gives a +4 to the Lockpicking skill to open mechanical locks. It fits in wallets. [$50.00; neg; A/12hr; LC2] Voice Mask. This wearable mike obscures the speaker's voice; it can be seat to sound human but different than the normal voice, or to change the apparent age, race, or sex. It will also alter the speaker's voiceprint. [$200.00; 0.1lb; B/20hr; LC3] |
Security Scanners
Security scanners are fixed sensor installations designed to identify intruders and filter them out before they can make trouble.
Biometric Scanners
Biometric scanners a multipurpose identity scanners. They can identify a fingerprint, a retina print, a voiceprint, or DNA print, if this data is in a database that is acceptable to it. Fingerprints and retina prints must be taken from one yard, while DNA prints require hair or blood samples. All scans take one second. Handheld Biometric Scanner. A handheld device used by security personnel to check identities. [$1,000.00; 1lb; A/1 day] Biometric Scanlock. Integrated into a lock on a door, case or other device. Cost, weight, and power are the handheld scanner. Surveillance Sensors Security sensors are designed to detect an intruder and then take action, whether sounding an alarm, activating a trap, closing doors, and the like. They run indefinitely using a vehicle or building power; most have backup power cells. Make a Traps-2 roll to spot them. Electro-optical cameras, infrared cameras, hyperspectral cameras, short-range t-ray scanners, and imaging radar are among the most common types. [Add $100/lb to cover the mount and instillation costs; rest remains the same] |
Portal Scanners
These are short-range, ultra-high resolution sensors that scan whatever passes between them; these device usually consists of transmitters and receivers with a one- to two-yard range. They can be concealed in doorways or luggage conveyer belts and may be set to trigger automatic doors. They are remotely controlled, with information displayed on a video screen or other interface. X-ray scanner. These devices use X-rays to see inside objects. Add +4 to Explosive (EOD) Skill when using to defuse a bomb, and to Search skill when examining the contents of a bag. [$2,000.00; 5lbs; C/4hr; LC3] T-ray scanner. This illuminates the target with tunable terahertz radiation. The absorption spectra of resulting image is analyzed and cross-referenced with a database to check for chemicals of interest. Gives a +4 to the Search skill for identifying non-living objects. [$10,000.00; 10lbs; C/4hr; LC3] Explosives Scanner. A nuclear quadrupole resonance scanner excites a specific material (typically nitrogen) into a higher quantum mechanical energy state using a radio frequency beam. It provides a +4 to Search skill to detect chemical explosives. [$4,000.00; 10lbs. C/4hr., LC3] |
Survelliance, Tracking Devices, Counter-Serveillance, and ECM
Passive sensors and audio visual recorders are the basic tools of surveillance. Active sensors are useful if the subject lacks appropriate detection gear, or if letting them know they're being watched isn't a problem, while similar devices can be used to war of or defeat surveillance attempts.
Bug Detectors. These are devices that detect for bugs.
Multispectral Bug Sweeper. A countersurveillance radio frequency detector integrated with IR sensors and radio microphones. Adds a +2 quality bonus to Electronics Operation (Surveillance) skills when used to sweep for transmitters (infrared, sonic, and radio), comm taps, microphones, recorders, sound detectors, and other bugs. It can automatically scan with its own skill of Electronics Operation (Surveillance)-16. It folds up into a small briefcase, and scans everything within a 10-yard radius. [$10,000.00; 5lbs; C/10hr; LC3] RF Bug Detector. Detects and locates radio transmitters and microphones; this requires a quick contest between the operator's Electronics Operation (Surveillance) skill and the Electronics Operation (Surveillance) skill of whoever hid the bug. Finding a bug involves sweeping the room with the device, which has a range of 1 yard. It takes 10 second to square 100 square feet. [$200.00; 0.1lb; A/10hr] Com Tap. A device that can tap into an optical or electrical cable line. It is a 100-yard, hair-thin optical cable ending in a clip head, connected to a pocket sized unit which includes both a monitor and a recorder that uses standard 3dX storage. An Electronics Operation (Surveillance) roll is needed to operate without damaging the line being tapped into; tapping an optical cable is at -3 to the skill. [$500.00; 0.1lb; A/100hr; LC3]. Fiber Eye. A fiber eye is a flexible and electronic controllable length of fiberoptic cable and viewer that can be worked through cracks, under doors, and around corners to peer unobtrusively, although it has No Depth Perception. [$250.00; 0.1lbs; A/2hr; LC3] |
Homing Beacon. A tiny tracer (SM -11) that can be set to activate when it receives a coded signal (sleeper mode) or to broadcast continuously. The signal can be picked up by radio emission scanners by up to 200 miles away. [$500.00; 0.1lb; A/100hr; LC3]
Microbug. This device (SM -18) has a tiny camera and microphone less than an inch across. It has the visual capabilities of a set of specs and can hear everything within 20 yards and see everything within the same range that is line of sight. They can be se to broadcast continuously, at set intervals, or only when they recieve a special signal; if desired, they can be set to only record if there is movement or voices in the room they area in. They have adhesive backs and can stick to almost any surface. They can also establish their location via positioning or GPS, so they double as tracking devices as well. [$100.00; AA/1 year; LC2] Privacy Field. This sonic generator creates a spherical interface pattern that blocks all normal soundwaves. No one inside of the field's boundaries can hear any sound originating outside the field, and no sounds within the field are audible to anyone outside it. The generator can only be used in an atmosphere, with the diameter of the bubble increasing with atmospheric pressure. In a standard atmosphere, it has a 2 yard radius. A privacy bubble will block audio bugs, but not laser listening devices. [$5,000.00; 4lbs; C/8hr] White Noise Generator. This small, wearable device produces a masking sound that protects conversations from being audibly recorded or overheard by anyone not within 3 yards of the device. While it james the listening capability of programmable bugs, it does not jam the visual sensors. It has no effect on laser mikes. [$600.00; 0.25lbs; B/24hr; LC3] |
Sensors
This section presents an array of sensory devices that are used throughout the Verge and Bleed; they are often classified as passive visual sensors, indirect passive sensors, and active sensors, with the major difference being how you collect the data, and how many other people can know you're collecting that data. This is not an exhaustive list, just the most common. See Ultra-Tech for more information on the sensors.
Chemsniffers
These are artificial noses that register the presence of almost any odor by comparing it to a database; the user must set the chemsniffer to a particular odor or scent. When so programmed, it allows use of the Electronics Operation (Sensors) skill for tasks that would normally require a smell roll. It can recognize people, places, and things by scent (providing they've been scanned before, or are common items). It can't detect anything in a sealed environment, underwater, or in a vacuum. The sensor has a computerized database of olfactory "signatures" that it can quickly compare to new signatures, giving a +6 on any Electronics Operation (Sensors) roll to detect targets and to the Tracking skill, and a +10 to recognize targets by scent. Personal Chemsniffer. Takes 10 seconds analyze a new smell. Incorporates a built-in tiny computer. [$2,000.00; 2lbs; A/1 wk.] Dedicated Chemsniffer. Optimized to detect a single particular category of scents; e.g., explosives, humans, drugs, etc. [$100.00; 0.2lbs; A/1wk. LC4] Tactical Chemsniffer. Takes only three seconds for the system to scan a new scent. Can track 10 different scents at the same time. [$100,000.00; 40lbs; B/1wk.; LC3] Ladar Ladar is a type of active sensor (Ultra-Tech, pg. 63) that emits laser energy and then analyzes the returning energy to build up an image of the surroundings. It can discern a target's size and shape, and pick up other physical details, such as shape of a face. Anyone who can sense the signal you emit can detect the ladar, out to twice its own range. For more information about Ladar, see Ultra-Tech pg. 64. Large Ladar. A powerful ladar, usually vehicle-mounted. It has a 500 mile range. [$200,000.00; 100lbs; D/8hr or external; LC4] Medium Ladar. A portable ladar set. It can be worn as a pack or mounted on a tripod, vehicle, or robot. It has a 150 mile range. [$20,000.00; 10lbs; C/8hr; LC4] Small Ladar. A mini ladar with a 50mi range. It comes in a hand-held version, or attaches to a shoulder mount and plugs into a HUD. [$2,000.00; 1lb; B/8hr; LC4] Laser Chemsniffer. Chemicals absorb laser energy at a known wavelength, and this trick can be used by a specialized type of ladar to detect airborne chemicals, as well as what chemicals are coating an object, or the ground. This is most often used to detect chemical weapons, or pollution in an atmosphere. Similarly, it can also analyze light scattered from swarms of microbugs or nanomachines that are too small to resolve, identifying them by matching patterns with known models. [$2,400.00 for the handheld; $24,000.00 for the small; $240,000.00 for the large; other statistics remain the same] Multimode Radar This provides a search mode for locating potential targets and an imaging mode for identifying them as they get closer. If the target is using radar counter measures or being stealthy, the GM can require an Electronics Operation (Sensors) roll, or a quick contest between the radar operator and the target's stealth. It has two modes; search and imaging. For more information, see Ultra-Tech pg. 64-5. Large Radar. Powerful multi-mode radar suite, usually vehicle-mounted. It has a 500-mile radius in search mode and 50 in imaging. [$100,000.00; 100lbs; D/8hr; LC4] Medium Radar. A portable radar set. It can be worn as a pack, or mounted on a tripod, vehicle, or robot. It has a 150-mile range in search and 15 miles in imagine. It has no display screen of its own and is often hooked up to a computer, HUD, or other interface. [$10,000.00; 10lbs, C/8hr; LC4] Small Radar. A mini radar set with a 50 mile range in search mode and a 5 mile range in imaging mode. It's available in a hand-held version, or one that mounts on the shoulder and plugs into a HUD. [$1,000.00; 1lb; D/8hr; LC4] Passive Visual Sensors These sensor systems work just like normal vision, but extend the limits of human sight and include light-intensifying, infrared, ultraviolet, and hyperspectral sensors. Passive sensors often incorporate levels of telescopic magnification. Each doubling in magnification lets the user ignore -1 in range penalties on Vision rolls when using the sensor; for more information, see Ultra-Tech (pg. 60). Binoculars. These are handheld viewers that limit the vision in a 120-degree forward arc and requires one free hand to use, as well as Aim maneuvers if used in combat situations. They incorporate a built in HUD, a laser range finder, and a digital camera, and can be used as basic equipment for the photography skill. Electro-optical. These devices use near-infrared and computer enhanced light intensification. They provide Night Vision 9 and x64 magnification. [$500.00; 0.6lbs; 2B/100hr; LC4] Hyperspectral. These sensors fuse passive radar, infrared, visual, and ultraviolet into a single false-color television image, and allow the user to act as if they had the Hyperspectral Vision advantage. They have x48 magnification. [$2,000.00; 3lbs; C/10hr; LC4] |
PESA. These see even further into the electromagnetic spectrum providing Hyperspectral Vision (Extended Low Band), allowing the user to "see" microwave emissions. x16 magnification. [$10,000.00; 3lbs; C/10hr; LC4]
Googles or Visor. These are wearable but hands-free optics that provide a wide field of view, but lower magnification than equivalent binoculars. They also incorporate a built in HUD, digital camera, but simpler controls give the latter a -4 modifier to the Photography skill. Electro-Optical. These provide Night Vision 9 and x16 magnification. [$1,000.00; 0.3lbs; 2B/100hr; LC4] Hyperspectral. These provide x4 magnification and are an integral feature in many helmets or suits, or available for the price given. [$2,000.00; 0.6lbs; B/10hr; LC4] PESA. x4 magnification. [$2,000.00; 0.6lbs; B/10hr; LC4] Imaging Sensor Array or Surveillance Camera. A security system with a vehicle-mounted sensor; it does not come with a display and is often attached to a computer or made part of a network. It limits the user's vision to a 120-degree forward arc but is often mounted on a rotating turret or tripod. It can be used as a digital camera with a +1 quality bonus to the Photography skill. Electro-Optical. Night Vision 9 and x16 magnification. [$250.00; 0.6lbs; 2B/100hr; often uses external power; LC4] Hyperspectral. 16x magnification. [$2,000.00; 1lb; C/100hr; Often uses external power; LC4] PESA. 32x magnification. [$160,000.00; 50lbs; 2D/12hr; LC3] Video Glasses. These resemble ordinary sunglasses (providing DR 2 for the eyes) that have the same capabilities as goggles, but with less magnification. It takes a Ready maneuver to remove them and put them on. Electro-Optical. Night Vision 8 and x8 magnification. [$250.00; 0.1lb; A/10hr; LC4] Hyperspectral. x4 magnification. [$1,000.00; 0.1lb; A/10hr; LC4] PESA. x1 magnification. [$1,000.00; 0.1lb; A/10hr; LC4] Video Contacts. These rigid, gas-permeable contact lenses contain intricate micro circuitry and auto-focusing systems that have the capabilities of goggles but less magnification. It takes a day to adjust to wearing contacts; until then, vision rolls are a -1. It take six seconds to insert or remove both lenses, although they don't need to be cleaned every week. They are powered by piezoelectricity. Electro-Optical. Night Vision 7 and x4 magnification. [$200.00; neg; LC4] Hyperspectral. x4 magnification. [$1,200.00; neg; LC4] PESA. x1 magnification. [$1,000.00; 0.1lb; A/10hr; LC4] Radscanner This detects electrical or magnetic fields and radiation sources of all kinds (including radar and radio signals, not just radioactivity). The user must set the sensor to detect a particular type of radiation, whether it be radio waves or gamma rays. The detector can provide information about the range, strength, and bearing of the signal, and it does not emit a scanning signal in the process. Detection requires a roll against the Electronics Operation (Sensors) skill. Range depends on the signal strength - for sensor or communicator signal detection, range is usually twice the radiating system's range. If detecting other sources of radiation, add modifiers from the Size and Speed/Range Table. If attempting to detecting operating power cells, the skill is at -12 for AA, -9 for A, -6 for B, -3 for C, 0 for D, +3 for E, and +6 for F. Radscanners also analyze radiation; make a Physics or Electronics Operation (EW) roll. Large Radscanner. +20 bonus to detection (or x1,000 range when detecting signals). [$100,000.00; 150lbs; external power; LC4] Medium Radscanner. +14 bonus to detect radiation sources (or x100 range for signals). [$10,000.00; 5lbs; B/24hr; LC4] Small Radscanner. +8 bonus to detection (or x10 range for signals). [$1,000.00; 0.5lbs; AA/24hr; LC4] Terahertz Scanner This uses t-ray wavelengths that lie between infrared radiation and the millimeter wavelengths used by imaging radar. A terahertz radar can penetrate clothing, brush, or thin walls (up to a few inches thick) to see inside objects. It can also be used to spot small objects an determine their shape, and eliminates penalties to spot objects behind light cover. It gains a +4 to locate concealed weapons and while it still requires an Electronics Operation (Sensors) roll to distinguish fine relief, this roll is also at +4. Only special purpose sensors can detect its radar emissions. It doesn't work underwater. Large Terahertz Radar. 10,000-yard range. [$200,000.00; 100lbs; D/10hr; LC4] Medium Terahertz Radar. A portable radar set. It has a 3,000-yard range. [$20,000.00; 1lb; B/10hr; LC4] Small Terahertz Radar. 1,000-yard range. [$2,000.00; 1lb; B/10hr; LC4] |