Made by Kevin Dole 1997
E-mail: dmerrill@PLAINFIELD.BYPASS.COM
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STEALTH AND IMAGING SYSTEMS
Since the first proto-sencient picked up his first club, his
decendents have had the same problem. How to see your neighbor,
while not being seen by him, so that you bash in his head. Today,
the game is a little more complicated than walking on tip toes and
sniffing for his body odour (although that one still gets used).
If you ain't up on the technology, you're bantha fodder.
STEALTH ITEMS
Camofluage
Camofluage is one of the best things that you can use, as it make
you hard to see. For obvious reasons, it works best while you are
stationary, and not very close to your opponent. It also has many
problems. First, it must match the terrain. A pattern for an urban
enviroment were the prodominant structual material is a medium pink
stone will get you deader than Xim the Despot if you were it in an
arctic enviroment. You should not mix patterns, as the barrier where
they come together will clash and have a very unnatural apperance.
Finally, for full effect, EVERY visable surface must be camoed. Don't
get dead just because you forgot to paint the back of your neck and
ears, or you didn't dull your boot heels.
The most common form if camo is specially dyed clothing. These can be
any kind of clothing, from flight suits to ponchos and pants to under-
garments (made most likely for the very weird, but every little bit
helps). Boots and packs are also avialbel camoed, but this often
best done in the field. Weapons and equipment may be camofluaged as
well, by applying thin layers of finish to them (usually for about 5
to 10% of the cost of the weapon, depending on the complexity of the
finish). But whatever you do, if you plan on traveling, don't get
overly specific in your patterns. A desert pattern made specifically
for Sevarcos might work well on Ryloth (but not as well), but not on
Tatooine.
* Game effects: +1 to +1D SNEAK, +2 to +2D Hide in proper enviroment
(GM's discretion), with penalties of up to -4D for
the wrong pattern (again, GM's discretion).
* Availability: 1-3, nothing,F,R (depending on the complexity)
* Cost:
- set of fatigues: 25cr to 100cr, depending on the intrecacies of
the pattern.
- pilot's flight suit and helmet: 1500cr to 6000cr, depending on
pattern (usually a pretty standard one, such as dark green, white
or tan, so the cost is usually in the lower end of the spectrum)
- refinishing a blaster pistol or blast helmet: 50 cr to 200cr,
depending on pattern
- refinishing a full set of hard armour: 100cr to 800cr, depending
on the size and complexity of the suit and the pattern (up the
cost for gizmos and gadgets mounted on the armour)
- refinishing a speeder bike or swoop: 400cr to 2000cr, depending on
the pattern
Thermal Suit
Meant to baffle thermal imaging and sensing systems, the thermal suit
consists of a layer of insulation and a thermal emissions system.
It has small thermal sensors as various points, which constantly read
the surrounding air temperature, and raise or lower the suits external
temperature to match. Because it has to block the wearer's thermal
emissions, it must be able to function as medium weight climate-control
suit. It must also cover the entire body, restricting periferal vision,
covering the ears and hands and generally being a little bulky.
The best way to defeat theses suits to install very rapid thermal
variations in your enviroment (for example, have one room be about 30
degrees, while another is about 20)
model: Merr-Sonn Heat Stalker
type: thermal baffling suit
cost: 2500 (25 to recharge suit)
availability: 2 R,X
game effects: Must cover full body/Bulky: -1 DEX, -2 PERC (for
skills that use both, such as Blaster, it is
cumulative). Powercell lasts about two hours
actively insultated: functions as climate control suit, provides
comfort in moderately warm to very cold
temepratures
thermal cloaking: +2D SNEAK and HIDE vs thermal sensors at
distances greater than 5 meters. Can not
handle a heat change greater than 5 degrees
per minute. If heat change is fastt han that,
your advantages are gone until the suit can
compensate. If the change is greater than 40
degrees, the suit's controls are blown.
(can't handle the change)
Chameleon Suit
About as heavy as a climate control suit, the chamelion suit consists
of a series of minature holographic imagers and holographic microcells.
These suits work best when you are mostly stationary for a few seconds,
as the cells have a habit of blurring your image, making you a very
unnatural looking image, when you move to fast. Their powerpack lasts
for about an hour. It should be noted, however, that with the exception
of the contents of the pouches and pockets on the suit, nothing you
carry will be concealed.
model: Merr-Sonn Chameloline Suit
skill: Hide and Sneak
cost: 3000 (25 to recharge)
availability: 3 R,X
game effects: Shiftable Camo: +2D to HIDE when stationary.
+1D+2 to SNEAK when you make no more than a half
move per round, +1D when making a single full
move, and -1D SNEAK if making more than one full
move. Powercell lasts about an hour.
IMAGING EQUIPMENT
Thermal Sensor
This is a simple, hand-held system that detects the the variations in
thermal radiation in the enviroment. Instead fo actually showing you
an image, it has a readout, usually a scaled bar, that indicates how
much warmer than the background heat the area that it is scanning is.
Used by publics works officers and industry to locate hotspots, and
by hunters, game and bounty, that are looking for warm blooded
creatures, it can also "look" through cover. Some individuals in
military and para-military circles have taken to mounting them along-
side thier rifle barrels, for urban combat. Size wise, they are usually
about the size of deck of sabacc card chips
model: Santhe Tools Thermal Scale
type: thermal sensor
cost: 200
availability: 2
range: 100m, line of sight only.
game notes: Has the equivelent of SEARCH: heat at 5D to register
heat variations on scale. May see through cover,
but the sensor must roll against the cover's STR+2D
to detect, modified by the contents of the wall, as
the GM sees fit. Difficulty is based off of the
target's heat difference compared to background
enviroment. (Almost always works in hte open, but
usually should be rolled inside structures)
Thermal Imager
A thermal imager is based on the principles of a thermla sensor, but
they go several step further. They form a picture based off of the
thermal energy that they see, allowing you to see in total darkness,
so long as the air isn't warmer than everything else that is with in
the total darkness. It takes a certain amount of training to inter-
prate the images given to you by thermal imaging, as it only maps heat
differences in the enviroment. As a result, ten stormtroopers standing
shoulder to shoulder are a big blob of heat, not ten stormtroopers.
That big blob of heat could be sleeping kryat dragon, or it could be a
mini-tank. With training, you can see tell, at ten meters, weather or
not a man has a mustache. But you have to be very, very good, and have
excellent equipment. They are about twince the size of a basic thermal
sensor, and are often mounted on a headstrap, in a goggles configu-
ration. Or, they are added to microbinoculars and/or holocams for
observation work.
model: BlasTech T-141 Termal Goggles
type: thermal imager
skill: PERC: Thermal Interpretation (see below)
cost: 500 (10, powerpack lasts about three hours)
availability: 2 F
notes: Works in all vision obscurring conditions where there
is thermal variance. May look through cover (Cover's
STR+1D vs. user's PERC: Thermal Interpretation).
(skill: PERCEPTION: Thermal Interpretation (no specializations).
Improves normally. Used by those species that do not naturally see
IR to figure out what the thermal display they are looking at means.
Not very common.)
Light Enhancement Viewer
Similiar in function to a thermal imager, these magnify the existing
light in the enviroment. The ambient light picture is then displayed
on flat screen, usually with a greenish tint, but some times with a
blueish one, depending on the manufacture. Fairly well minaturized, a
set of light enhancing goggles takes the form of a thick and bulky set
of goggles, while and hand held viewer is ismply a thick disc. These
capabilities are are often built into gun sights and macrobinoculars.
model: Neuro-Saav Stareyes
type: snooper goggles
cost: 300
availability: 1 F
notes: Counteracts up to 2D of Darkness penalties. Can not work
in total darkness.
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