Sensor Countermeasures

* **Game Notes:** While any ships 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 (pg. 39)

### Copycat Pod

* **Type:** Electronic countermeasure probe
* **Model:** Corellian Engineering Corporation Copycat Pod
* **Skill:** Sensors
* **Cost:** 10,000cr (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 receive both ships as being “real”.
* **Source:** Galladinium’s Fantastic Technology (pg. 53-54)

### "Mimic" Decoy

* **Type:** Military sensor countermeasure decoy system
* **Model:** MerenData Mimic Sensor Decoy
* **Cost:**13,000cr (for two launch tubes and three decoys), 1,000cr 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 (pg. 39)

### Sensor Baffling

* **Type:** Sensor countermeasure coating
* **Model:** Arakyd Nightshadow Anti-Sensor Treatment
* **Scale:** Starfighter or capital
* **Cost:** 20,000cr per starfighter scale Hull die (ignore pips); 50,000cr 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 Calamaris vessels for example) are easier to baffle due to their natural design.
* **Source:** Pirates & Privateers (pg. 38)

### Sensor Jammer

* **Type:** Sensor jammer
* **Model:** IntelStar BlindSide Sensor Jammer
* **Skill:** Sensors
* **Cost:** 5,000cr plus installation costs
* **Availability:** 2, X
* **Game Notes:** Any ship can use their sensor array to jam, this jammer uses the 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* die to the jamming roll, using the standard sensor arcs, in active modes only.
* **Source:** Pirates & Privateers (pg. 39)

### Sensor Jamming Hardware

* **Type:** Sensor jamming device
* **Model:** Fabritech NightBlind 472
* **Cost:** 4,000cr plus installation costs
* **Weight:** 1 metric ton
* **Availability:** X
* **Game Notes:** A special signal generator that floods an area with static which blinds all sensors, but broadcasts the general location of the ship doing the jamming. +1D to identify, but -2D to detect.
* **Source:** Galaxy Guide 6: Tramp Freighters (pg. 41)

### Sensor Mask

* **Type:** Sensor countermeasure masking system
* **Model:** Fabritech Vanish 2 Military Sensor Masking System
* **Scale:** Starfighter or capital
* **Cost:** 150,000cr per Hull die; 300,000cr 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 (pg. 38-39)

### "Trickster" Sensor Decoys

* **Type:** Sensor countermeasure system
* **Model:** Corellian Engineering Trickster Drone
* **Cost:** 7,500cr (for launch tube and five drones), 500cr 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 pre-programmed pattern, up to speed 5. Possession of this type of countermeasure requires Imperial certification.
* **Source:** Pirates & Privateers (pg. 39), Galaxy Guide 6: Tramp Freighters (pg. 41)