Sensors
Basic Set: Campaigns · p.471
Open source p.471Sensors grant the operator one or
more sensory advantages (Infravision,
Telescopic Vision, etc.) while used.
Statistics for a number of sensors
appear in Chapter 8; see
Law
Enforcement, Thief, and Spy Gear;
Optics and Sensors; and Weapon and
Combat Accessories (all p. 289).
Sensors fall into four broad
categories:
Hands-Free Sensors: Sensors worn
as goggles, glasses, helmet visors, etc.
They require a Ready maneuver to
switch on or off, and function con-
stantly once activated. Visual sensors
replace unaided vision while active,
but typically restrict peripheral vision.
To get around this, take a Ready
maneuver to switch off or remove the
sensor.
Manual Sensors: Binoculars, hand
telescopes, metal detectors, radar
guns, and similar handheld devices
are generally more powerful and
longer-ranged than hands-free units,
but require one or two hands to oper-
ate. To use the sensor, the operator
must take continuous Aim maneuvers,
which prevents him from moving
quickly or attacking.
Sights:
Sensors attached to a
weapon, camera, etc. – usually to help
aim it. To use the sights, the device to
which they are attached must be ready
(occupying one or two hands). If the
sensor is attached to a weapon, the
user benefits from it only while mak-
ing an aimed attack. To observe
through the sights without firing
requires Aim maneuvers, just as for a
manual sensor.
Vehicular or Mounted Sensors:
Long-range sensors mounted in a
vehicle or on a tripod. Most display
information on a screen or similar
readout. The user must sit, kneel, or
stand next to the sensor to operate it.
Some such sensors are “manual” (e.g.,
TL6-7 “analog” radar and sonar sets);
the user must operate the controls by
hand. Others are “hands-free” (e.g.,
digital sensors that display data on a
head-up display); the user can take
other actions while using them.