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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Sensors are essential components of mechanical beings, especially Transformers, serving a wide variety of functions and feeding a mechanoid information about the environment around it. Most Transformers are built with a set of standard senses - optic, audio, olfactory, tactile, short-range radio-wave transmission, electrical sensitivity and magnetic sensitivity are common in some universes - but many have specialized sensor packages that are unique or rare, giving them special abilities that make them stand out.

AttributesValues
rdfs:label
  • Sensors
rdfs:comment
  • Sensors are essential components of mechanical beings, especially Transformers, serving a wide variety of functions and feeding a mechanoid information about the environment around it. Most Transformers are built with a set of standard senses - optic, audio, olfactory, tactile, short-range radio-wave transmission, electrical sensitivity and magnetic sensitivity are common in some universes - but many have specialized sensor packages that are unique or rare, giving them special abilities that make them stand out.
  • Time Taken: One round or longer. Specializations: Type or model scanner — hand scanner, med diagnostic scanner, heat sensor. Characters with the this skill can operate various kinds of sensors, including those that detect lifeforms, identify vehicles, pick up energy readings, and make long-distance visual readings. Sensors covers everything from portable hand scanners (like the one used by Han Solo on Hoth) to the huge sensor arrays used on capital ships and in military bases. Some scanners have die code bonuses — these extra dice are added when characters roll their sensors skill.
  • Sensors are a ship component that determine sensor range. Adding sensors will help ships detect enemy ships, anomalies, planets, and other objects at a longer range. As the sensor range of a fleet or stack depends only on the sensor range of the ship with the longest range, it is more useful to fit multiple sensors on one ship than to put one or more sensor modules on each ship. Bringing separate sensor ships built from cargo hulls filled with nothing but engines and sensors allows your fleets to have maximum sensor range without using up space on your warships or taking up logistics in your fleets.
  • Sensors trigger controllers. This is often referred as Pulse. A controller execute ONLY when receiving at least one pulse from a connected sensor. A pulse exists or does not exist. The state of a sensor can be True or False. * A sensors state is True if the sensor evaluated True (e.g. a near sensor sensed an object) * A sensors state is False if the sensor evaluated False (e.g. a near sensor did not sense an object) Other parameter change the status of the sensor after evaluation. The following graph shows when a (near) sensor sends a Pulse and what State it has under certain settings.
  • Audio Sensors are a component of Transformer anatomy that allows them to hear sounds in their environment. Some are more acute than others, allowing recording of normally inaudible frequencies. As part of a demonstration of the Dinobots, Blaster transformed into his alternate form allowing Grimlock to practice his fine tuned laser breath to start up Blaster's music. Ironhide told Blaster to stop the music as it was so loud that it was fusing his audio sensors.
  • System Cost = 30 /p Space Required = 15 /p Targeting Sensors x0.8 The High-Caliber Detection System takes early warning to the next level. But be careful: objects in the detection system may appear closer than they are (by 30%). System Cost = 90 /p Space Required = 20 /p Targeting Sensors x0.7 With the X-Ray Transponder System you will be able to detect enemy ships further than ever before (45%, to be exact). System Cost = 150 /p Space Required = 35 /p Targeting Sensors x0.55 System Cost = 210 /p Space Required = 55 /p Targeting Sensors x0.4
dcterms:subject
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dbkwik:transformer...iPageUsesTemplate
Type
  • Sensors
  • Sensors Mk. II
  • Sensors Mk. III
  • Sensors Mk. IV
  • Survey Module*
size%
  • 5(xsd:integer)
  • 8(xsd:integer)
compUnits
  • Range
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Tech
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  • 2(xsd:integer)
  • 3(xsd:integer)
  • 4(xsd:integer)
  • 6(xsd:integer)
  • 45(xsd:integer)
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  • Sensors
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  • 8(xsd:integer)
abstract
  • Time Taken: One round or longer. Specializations: Type or model scanner — hand scanner, med diagnostic scanner, heat sensor. Characters with the this skill can operate various kinds of sensors, including those that detect lifeforms, identify vehicles, pick up energy readings, and make long-distance visual readings. Sensors covers everything from portable hand scanners (like the one used by Han Solo on Hoth) to the huge sensor arrays used on capital ships and in military bases. Some scanners have die code bonuses — these extra dice are added when characters roll their sensors skill. Note: Sensors are best used as a plot devices: the characters should detect just enough to intrigue them. They'll have to personally investigate the situation to find out the whole story. ("You detect three ships headed out of the system ... sensors can't determine what they are, but their energy signatures indicate they could be fighters. Wait! They've just changed course and are now closing in you!") While there are plenty of sensors modifiers to choose from, don't be afraid to keep things simple! Pick a difficulty number using your judgment. If the character beats the difficulty number, he detects something; if he rolls really well, he maybe able to get very detailed information. One sensors roll can be made per round: the character detects everything he rolled well enough to notice. Sensors can perform two distinct tasks: detection and identification. When a sensor detects something, it means that it has noticed the object, but cannot identify exactly what it is. ("There's a ship out there ... it might be a freighter or a fighter.") When a sensor identifies something, that means that the sensor identifies the specific type of ship or object. ("It's a light freighter. Scanner identifies it as a Corellian YT-1300. Look at the power signature ... he's carrying around a lot of weaponry.") The base difficulty to find a ship with sensors depends on the mode the sensor is in: passive, scan, search or focus. The ship must be within a sensor's scanning range to be detected. * + 1D or more to the difficulty: Target is using a sensor mask. * +5 to the difficulty to identify only: Target is using a sensor decoy (sensors detect both ship and decoy as "real" unless difficulty is beat). ("We've got one ship out there. Wait a minute ... sensors are now picking up two ships!") * +5 to the difficulty: Target ship's sensors are in passive mode. (See the chapter on "Space Travel and Combat.") * + 15 or more to the difficulty: Target ship is running silent. (See the chapter on "Space Travel and Combat.") * + 10 or more to the difficulty to identify only: Target is jamming sensor readings. (See the chapter on "Space Travel and Combat.") * +10 or more to the difficulty: Ship is hiding behind planet or other massive body. * +20 to the difficulty: Ship has other mass objects, such as asteroids, to hide among. * +5 to the character's roll: Targeting a small natural body. A small asteroid. * + 10 to the character's roll: Target is the size of a capital ship. * + 10 to the character's roll to detect only: Target ship is jamming sensor readings. * + 10 to the character's roll: Target is a moderate-size natural body. A decent-sized asteroid. * +20 to the character's roll: Planetary or moon-sized natural body. Death Star-scale ship. * +30 or more to the character's roll: Stellar object. A star, nebula, black hole. If the sensor operator scans a ship and beats the sensors difficulty by 10 or more points, he can pick out a ship's transponder code. However, while the Bureau of Ships and Services (BoSS) keeps detailed records of starship transponder codes, it only releases these records to the proper authorities — local planetary defense forces, starport authorities and, of course, the Imperial Navy and Imperial Customs. Should characters somehow get BoSS records and download them into their ship's sensors computer, they might be able to identify other vessels by their transponder codes. Of course, if the ship has a false transponder code, this information can be worthless anyway.
  • Sensors are a ship component that determine sensor range. Adding sensors will help ships detect enemy ships, anomalies, planets, and other objects at a longer range. As the sensor range of a fleet or stack depends only on the sensor range of the ship with the longest range, it is more useful to fit multiple sensors on one ship than to put one or more sensor modules on each ship. Bringing separate sensor ships built from cargo hulls filled with nothing but engines and sensors allows your fleets to have maximum sensor range without using up space on your warships or taking up logistics in your fleets. (Note: As of version 1.0D1.008, the sensors bonus is limited to 15 pc to balance gameplay) The following is a list of possible sensors you can place on your ship. The numbers in parenteses are efficiencies (higher is better).
  • Sensors are essential components of mechanical beings, especially Transformers, serving a wide variety of functions and feeding a mechanoid information about the environment around it. Most Transformers are built with a set of standard senses - optic, audio, olfactory, tactile, short-range radio-wave transmission, electrical sensitivity and magnetic sensitivity are common in some universes - but many have specialized sensor packages that are unique or rare, giving them special abilities that make them stand out.
  • Audio Sensors are a component of Transformer anatomy that allows them to hear sounds in their environment. Some are more acute than others, allowing recording of normally inaudible frequencies. As part of a demonstration of the Dinobots, Blaster transformed into his alternate form allowing Grimlock to practice his fine tuned laser breath to start up Blaster's music. Ironhide told Blaster to stop the music as it was so loud that it was fusing his audio sensors. Later, Blaster sent the Autobots the music from the rock concert that he, Spike Witwicky, and Carly were attending. Jazz was the only one who seemed to enjoy it, whereas Optimus and the others were nearly overcome in pain.
  • System Cost = 30 /p Space Required = 15 /p Targeting Sensors x0.8 The High-Caliber Detection System takes early warning to the next level. But be careful: objects in the detection system may appear closer than they are (by 30%). System Cost = 90 /p Space Required = 20 /p Targeting Sensors x0.7 With the X-Ray Transponder System you will be able to detect enemy ships further than ever before (45%, to be exact). System Cost = 150 /p Space Required = 35 /p Targeting Sensors x0.55 Not detecting enemy ships soon enough? Try the Advanced Locator System. It has saved more lives than Silicoids have rocks. This makes objects appear 60% closer than they actually are. System Cost = 210 /p Space Required = 55 /p Targeting Sensors x0.4 So, you want all the bells and whistles. The Ultimate Detector System makes objects appear 75% closer than they actually are. System Cost = 270 /p Space Required = 90 /p Targeting Sensors x0.25
  • Sensors trigger controllers. This is often referred as Pulse. A controller execute ONLY when receiving at least one pulse from a connected sensor. A pulse exists or does not exist. The state of a sensor can be True or False. * A sensors state is True if the sensor evaluated True (e.g. a near sensor sensed an object) * A sensors state is False if the sensor evaluated False (e.g. a near sensor did not sense an object) Different parameters on the sensor's logic block control when a sensor fires a pulse. This is extremly important as it has direct influence on the game logic and the performance. It is up to the controllers how to react on TRUE and FALSE states of the connected sensors. Other parameter change the status of the sensor after evaluation. The following graph shows when a (near) sensor sends a Pulse and what State it has under certain settings.
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