Electronics: Difference between revisions
Created page with "=Electronics= There is a wide variety of electronic gadgets in most TL6+ game worlds. Among the most important of these – for adventurers, at least – are communicators..." |
mNo edit summary |
||
Line 10: | Line 10: | ||
The Telecommunication rules also give several alternatives to radio, including laser and infrared communications. More exotic options are available in some settings. | The Telecommunication rules also give several alternatives to radio, including laser and infrared communications. More exotic options are available in some settings. | ||
See Also: [[Communications, Sensors, and Media]]. | |||
==Sensors== | ==Sensors== |
Revision as of 14:00, 16 January 2014
Electronics
There is a wide variety of electronic gadgets in most TL6+ game worlds. Among the most important of these – for adventurers, at least – are communicators, sensors, and computers.
Communicators
Standard communicators are radios. They transmit signals by modulating the intensity, frequency, or phase of long-wavelength electromagnetic radiation. This limits them to the speed of light (186,000 miles per second); as a result, they are effectively instantaneous for planetary communications but have a noticeable delay over interplanetary distances. Note also that ordinary radio frequencies cannot penetrate more than a few yards of water.
Depending on the TL and equipment, communicators can send code, voice, text, video, or data. Many TL8+ communicators incorporate satellite links or computer systems as well. See Communications and Information Gear for the range, cost, and weight of some sample communicators.
Communicators use the rules under the Telecommunication advantage, except that Electronics Operation (Communications) skill rolls replace IQ rolls. To extend range, make an Electronics Operation (Communications) roll at -1 per 10% added to range, to a maximum extension of 100%.
The Telecommunication rules also give several alternatives to radio, including laser and infrared communications. More exotic options are available in some settings.
See Also: Communications, Sensors, and Media.
Sensors
Sensors grant the operator one or more sensory advantages (Infravision, Telescopic Vision, etc.) while used. For statistics for a number of sensors, see Law Enforcement, Thief, and Spy Gear; Optics and Sensors; and Weapon and Combat Accessories.
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 constantly 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 operate. 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 making 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.
Using Sensors
If a sensor provides the user with a completely new sense (e.g., radar, for a human), he must roll against Electronics Operation (Sensors). If it just augments a sense he already possesses, he need only make an ordinary Sense roll – although an unusually complex sensor might call for a roll against Electronics Operation or another skill. For example, a human would make a Vision roll to use an ordinary telescope, but a large astronomical telescope might require an Astronomy roll.
Passive Visual Sensors
These systems work like normal vision, but extend the limits of human sight. They are available in all four categories described above.
Telescopic Optics: Telescopes, binoculars, electro-optical scopes, etc. give Telescopic Vision:
Magnification | Level | 2-3× | 1 |
---|---|---|---|
4-7× | 2 | ||
8-15× | 3 | ||
16-31× | 4 |
Further levels follow the same progression.
Image Intensifiers (TL7): Most often called "night vision" devices, these electronically amplify ambient light to generate a monochrome (usually green) picture. They do not work in total darkness, fog, etc. They grant Night Vision; the level varies from 7 at early TL7 to 9 at TL8+. Better systems include electro-optical magnification, giving Telescopic Vision 1-4 on portable systems, more on vehicular systems.
Thermal Imaging Sensors (TL8): These detect the infrared spectra emitted by objects at different temperatures, and use this information to build up a false-color television image of the environment. They do work in total darkness, smoke, etc. The user sees as if he had Infravision, often with Telescopic Vision 1-3. Most are two to three times as heavy and four to six times as costly as image intensifiers.
Hyperspectral Imaging Sensors (TL9): These sensors process infrared, visible, and ultraviolet light to create a single image. This makes them extremely effective at picking out camouflaged objects. They give Hyperspectral Vision and Telescopic Vision. These devices are rare and expensive at TL8, but become standard vehicular sensors at TL9+, replacing thermal imaging sensors.
This page has not been finished up!