Sensors

* **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 (pg. 41), Arms and Equipment Guide (pg. 90)

### BlasTech Sniffer Weapons Detector

* **Type:** Portable weapon detector
* **Model:** BlasTech Sniffer Weapons Detector
* **Cost:** 5,600cr
* **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 (pg. 101-102), Han Solo and the Corporate Sector Sourcebook (pg. 116)

### ChaumScanner 5 Brooch

* **Type:** Poison detector
* **Model:** Zzip Personality Series ChaumScanner 5
* **Cost:** 6,540cr
* **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 life), 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 (pg. 34)

### Comm Scanner

* **Type:** Comm detector and scanner
* **Model:** Courier Communications Scanner
* **Skill:** Sensors and communications
* **Cost:** 2,500cr
* **Availability:** 2, R
* **Game Notes:** Allows user to detect and tap into com transmissions.
* **Source:** Rules of Engagement - The Rebel SpecForce Handbook (pg. 42), Arms and Equipment Guide (pg. 89)

### CorSec Autoscan Weapons Detector

* **Type:** Stationary weapon detector
* **Model:** CorSec Autoscan Weapons Detector
* **Cost:** 7,200cr
* **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 (pg. 102)

### “EAR” Eavesdropping Unit

* **Type:** Eavesdropping electro bug and listening device
* **Model:** EAR-1 Unit
* **Cost:** 750cr (each bug), 1,000cr (handset), 2,500cr (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:** Lords of the Expanse - Sector Guide (pg. 46)

### Energy Scanner

* **Type:** Energy scanner
* **Model:** Fabritech 9000 Energy Scanner
* **Cost:** 5,600cr
* **Availability:** 2
* Range: 500/1,000/2,000 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 (pg. 102)

### Eye In The Sky

* **Type:** Remote monitoring device
* **Model:** Kystallio Detection Plus RMD-20 Eye In The Sky
* **Skill:** Sensors
* **Altitude Range:** Ground level-200m
* **Cost:** 800cr
* **Availability:** 2
* **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 (pg. 60)

### Force Detector

* **Type:** Imperial force detector
* **Model:** Government Issue Force Detector Unit
* **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 (pg. 140), Gundark’s Fantastic Technology (pg. 102), Power of the Jedi Sourcebook (pg. 56)

### General Purpose Scanner

* **Type:** Portable scanning device
* **Model:** Cryoncorp EnhanceScan
* **Skill:** Sensors
* **Cost:** 2,000cr
* **Availability:** 2
* **Game Notes:** Able to scan a range of 1,500m (though more than 1 meter of rock or metal blocks it). It can detect movement, find life forms and monitor comlink signals. Scanning for life forms or comm. signals require a Difficult *sensors* roll. Device gives a +1D bonus to *search* rolls.
* **Source:** Arms and Equipment Guide (pg. 89)

### Geological Scanner

* **Type:** Geoscanner
* **Model:** Fabritech 7000 Geoscanner
* **Cost:** 4,800cr
* **Availability:** 2
* **Range:** 500/1,000/2,000 m
* **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 (pg. 103)

### Gotal Electromagnetic Scanner

* **Type:** Electromagnetic radiation scanner
* **Model:** Vreshann Electronics, Incorporated EMS Scanner
* **Skill:** Sensors
* **Cost:** 2,500cr
* **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 (pg. 61)

### Holographic Ore Scanner

* **Type:** Semi-portable ore scanner
* **Model:** MicroThrust Holo Ore Scanner FR9
* **Skill:** Sensors: mining
* **Cost:** 5,000cr
* **Availability:** 3
* **Sensors:**

* *Search:* 1 km/1D
* *Focus:* 500m/2D

* **Game Notes:** Using the ore scanner requires a *sensors* roll.
* **Source:** Flashpoint! Brak Sector (pg. 25)

### Hover-Cam

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

### ILF-5000 Lifeform Scanner

* **Type:** Lifeform scanner
* **Model:** Idellian Arrays ILF-5000 Lifeform Scanner
* **Skill:** Sensors
* **Cost:** 3,500cr
* **Availability:** 2
* **Range:** 500/1,000/1,500 m
* **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 lifeforms is detected if such an attempt is reasonable to the gamemaster’s opinion.
* **Source:** Galladinium’s Fantastic Technology (pg. 55)

### Lifedetec Bioscanner

* **Type:** Bioscanner
* **Model:** Cryoncorp Lifedetec Bioscanner
* **Cost:** 2,800cr
* **Availability:** 2
* **Range:** 500/1,000/1,500 m
* **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 (pg. 103)

### Lifeform Scanner

* **Type:** Lifeform scanner
* **Model:** Idellian Arrays ILF-5500
* **Skill:** Sensors
* **Cost:** 3,500cr
* **Availability:** 2
* **Range:** 500/1,000/1,500 m
* **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 (pg. 42), Arms and Equipment Guide (pg. 90)

### Measuring Scanner

* **Type:** Handheld measuring scanner
* **Model:** Fabritech A-11 Cargo Scanner
* **Skill:** Sensors
* **Cost:** 150cr
* **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 (pg. 169)

### Motion Sensor Array

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

### Motion Sensor Pack

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

### Orbital Transmission Monitor

* **Type:** Subspace receiver
* **Model:** Arantha Communications OTM-900
* **Skill:** Communications
* **Cost:** 550cr
* **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 (pg. 102)

### PX-7 Heat Sensor

* **Type:** Hand-held heat sensor
* **Model:** Chandriltech PX-7 Heat Sensor
* **Skill:** Sensors
* **Cost:** 250cr
* **Availability:** 4
* **Game Notes:** Detects heat sources in a 100-meter radius. Heat intensity is indicated by brightness of image readout screen.
* **Source:** Galladinium’s Fantastic Technology (pg. 32), Arms and Equipment Guide (pg. 89)

### Search-Scan 4 Security Scanner

* **Type:** Multi-capable security scanner
* **Model:** BlasTech Search-Scan 4
* **Cost:** 9,800cr
* **Availability:** 2, R (restricted to governments)
* **Range:** 3/7/25 m
* **Game Notes:** The 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 (pg. 104), Adventure Journal 4 (pg. 262)

### Sensor Beacon

* **Type:** Sensor beacon
* **Model:** Fabritech SE-Vigilant Automated Sensor Beacon
* **Skill:** Sensors
* **Cost:** 3,000cr
* **Availability:** 2
* **Game Notes:** It is a pole 1.4 meters long when collapsed and 3 meters long at full extension. Sensor has a built-in comlink with a 50-km range. When activated, it continually scans the area within 250 meters of it with a search skill of 5D to notice any vehicles or creatures moving within its monitored area. It can be set to sound an alarm or send an alert by comlink, when it detects a vehicle or creature of a particular size, or anything at all. Can also be continuously monitored locally or remotely via a video-comlink, granting a +1D search bonus
* **Source:** Arms and Equipment Guide (pg. 89)

### Sensor Pack

* **Type:** Portable scanning device
* **Model:** NeuroSaav 8932/D Sensor Pack
* **Skill:** Sensors
* **Cost:** 650cr
* **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 (pg. 227), Arms and Equipment Guide (pg. 90)

### Sensor Pack 9320/B

* **Type:** Portable scanning device
* **Model:** NeuroSaav 9320/B Sensor Pack
* **Skill:** Sensors
* **Cost:** 1,200cr
* **Availability:** 2, R
* **Range:** 50/150/300m
* **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 (pg. 42)

### Sniffer

* **Type:** Chemical detection and identification device
* **Model:** NeuroSaav ChemDetect
* **Skill:** Sensors
* **Cost:** 1,500cr
* **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 (pg. 41), Arms and Equipment Guide (pg. 90)

### Surveillance Pod

* **Type:** Concealed surveillance pod
* **Model:** Taptronics CovOps Mark III Surveillance Unit
* **Skill:** Sensors
* **Cost:** 8,000cr
* **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 (pg. 52-53)

### Tox Detector

* **Type:** Toxin detector
* **Model:** SuriTech Disposable Toximeter Patch
* **Cost:** 20cr
* **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 (pg. 48-49)

### Veridicator

* **Type:** Response analysis device
* **Model:** Saldalith Manufacturing Veridicator 200
* **Skill:** Sensors: personal sensors
* **Cost:** 4,000cr
* **Availability:** 4, R
* **Game Notes:** An Easy *sensors* roll is required for normal use. Detection range is 5 meters within a 60-degree 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 (pg. 37), Arms and Equipment Guide (pg. 91)