Sensor Modifications

DEW Radar
  This is of course designed for Defensive Early Warning planes (duh), and this is more or less a generic system, only a part name (such as the N045 mounted on the Su-86) is used to differentiate it from others. However, some companies have different protocols, and the rest. If you would like to throw some uncertainty and other things (such as a new revolution in chips or whatever, roll 1D6 and add the result to 100 kilometers:
  1. +25 km
  2. +50 km
  3. +75 km
  4. +100 km
  5. +125 km
  6. +150 km
  The weight and design of the system has it’s own Power Amplifiers, etc., as it’s necessary if you want to control your border. And due to the violent times of Shadowrun, some manufacturers install explosive bolts to ensure the safety of the aircraft. While heavily protected, these assets are vulnerable when cornered (though like the E-260 and Su-86, provision has been made for self defense missiles. Another feature is the fact that the system can also act as a targeting radar if needed. This not only allows defending fighters to remain in EMCON mode, as well as camouflaging the positions of the fighters without the fighters having to turn on their own radars. Multiply the total range by 60% to get the range of the targeting radar. Quite obviously, this can be downloaded to defending fighters and they can engage. These radars in the tracking (DEW) mode can track up to 75 targets within it’s detection cone, while the acquisition mode can track up to 27 targets. Due to the size of the system, permanently reduce the aircraft’s Signature by 3, this can be improved with other signature reducing systems. This is only available as a design option only. Another version of this radar, such as the N045 system, does not require human operation, such radars are fitted with Electronics Ports and come equipped with electronics that weigh 200 kilograms and take up 5 CF. The computer has the equivalent of a Rating 10 Tactical Computer, and there is no range restriction (i.e., it doesn’t have a range of a shotgun). This can be used in the track mode, or the acquisition. Such planes also feature Battletac FDDM systems to allow better coverage of an area.
  DEW Radar
  Design Specifications
  Design Cost: 10,000 points
  Maximum Improvement: NA
  CF Consumed: 100
  Load Reduction: 20,000 kilograms
  Dipping Sonar
  The dipping sonar is the ASW helicopters way of detecting underwater targets without the helicopter having to land on the water. This idea has been in concept for nearly a century, when the "dipping" sonar became the only way of detecting submarines. The whole assembly consists of the sonar itself, the cable to run it down, and the machinery and software to allow it to work. Since this will be a generic item, much like the DEW Radar above, start with a base detection range of 20 kilometers, modified by a 1D6 die roll:
  1. +10 km
  2. +20 km
  3. +30 km
  4. +40 km
  5. +50 km
  6. +60 km
  The rules for using a dipping sonar are as follows. To perform the dipping, the helicopter must be hovering for the duration, as any movement save for wind will ruin any sensor reading that the sonar detects. The minimum distance is 100m from sea level, to allow the sonar to go deeper in the ocean, hopefully below a thermal layer. The sonar is attached to a 300m long cable, which is designed not to twist while it is either being lowered, in the water, or being brought back in, to prevent any damage to the system. When the sonar is deployed, the sonar extends twelve staves that the sonar pulse emenates from. A sensor mounted in the tip of the bottom detects whether or not it is hitting the bottom of the ocean, and can be used to a minimum depth of 10 meters, while it’s maximum depth is around 250 meters underneath the sea. Use the Sonar rules on pg. 169, Cyberpirates for more information and the system has a nominal rating of 6 to identify targets. The winch takes one Combat Turn to deploy, and deploying the sonar requires a Complex Action.
  Dipping Sonar
  Design Specifications
  Design Cost: 1,000 points
  Maximum Improvement: NA
  CF Consumed: 5
  Load Reduction: 300 kilograms
  Customization Specifications
  Parts Cost: 10,000¥
  Parts Availability: 7/1 mth.
  Street Index: 3
  Maximum Improvement: NA
  Base Time: 2 days
  Skill: Appropriate vehicle B/R Skill
  Target Number: 4
  Equipment: Vehicle Facility
  CF Consumed: 6 CF
  Load Reduction: 300 kg
  MAD Gear
  MAD (Magnetic Anomaly Detection) gear is designed specifically to detect underwater targets using a magnetic seeker. The computers translate the earth's magnetic field, and detect any anomalies in the earths field created by large, metallic objects like submarines. Even in 2058, it is still the best way (besides sonar) to detect underwater objects, as it doesn't "pulse" like sonar does, and does not give away the aircraft using it.
  Standard mounting on helicopters is a towed "dart" that has a cone on the end, and serves as the main sensing apparatus of the system. This also provides stability for the system, which prevents it from flying into the rotor. The normal length of the cable is 25 meters, long enough to provide an accurate reading and to prevent it from making the helicopters body a false reading. Standard fixed-wing aircraft have it mounted in a "stinger" arrangement, also to allow the aircraft's body to not become a false reading.
  For game use, the towed version requires a Complex Action to deploy/retract. It also requires a Combat Turn for the system to activate to start processing data. Note that there is no max/min range for the system, as it uses the earth's own magnetic field and synthesizes it into a 3-D projection on the operators console. The system is only available as a design option. The MAD gear has an effective Intelligence of 8, roll these dice against the underwater targets Signature. One success indicates that the gear has located a sub or other object that is metallic, any more successes refine the picture of course. Any successes correspond in giving a -1 modifier per 2 successes achieved for attacks against the detected target.
  MAD Gear (Towed)
  Design Specifications
  Design Cost: 400 points
  Maximum Improvement: NA
  CF Consumed: 4 CF
  Load Reduction: 100 kg
  Customization Specifications
  Parts Cost: Body x 2,000¥
  Parts Availability: 10/20 days
  Street Index: 2
  Maximum Improvement: NA
  Base Time: 1 week
  Skill: Appropriate vehicle B/R Skill
  Target Number: 8
  Equipment: Vehicle Facility
  CF Consumed: 5 CF
  Load Reduction: 100 kg
  MAD Gear (Fixed)
  Design Specifications
  Design Cost: Body x 200 points
  Maximum Improvement: NA
  CF Consumed: 5 CF
  Load Reduction: 100 kg
  Customization Specifications
  Parts Cost: Body x 3,000¥
  Parts Availability: 14/1 mth
  Street Index: 3
  Maximum Improvement: NA
  Base Time: 1 week
  Skill: Appropriate vehicle B/R Skill
  Target Number: 8
  Equipment: Vehicle Facility
  CF Consumed: 6 CF
  Load Reduction: 100 kg
  Mast Mounted Sight/Nose Mounted Sight
  The Mast/Nose Mounted Sight (MNMS) is an innovative way to place sensors for better vision. Nominally mounted on attack helicopters, the MNMS is a key feature that allows them to acquire and sometimes engage targets from a protected position. Naturally, the helicopter gets the benefit of the cover of terrain, while seeing it's target. Standard position is mounted above the rotor mast, above the rotors. One mounting (though real uncommon and unpractical) was a position right below the rotor. This not only exposes the rotor, but doesn't offer a good of a view as well. The only helicopter known is an Eurocopter Tiger variant, and only deserves note. The only other application for MNMS's is the use on scout helicopters. The only known helicopter to date, the OH-58D Kiowa Warrior, used this to great effect, and has become one of the premier helicopters today.
  Regardless of where it is positioned, the MMS contains normal targeting optics such as Low-Light, Thermographic, and of course day sighting systems. Mounted also are magnification sighting, to allow finer targeting or viewing. The magnification sights nominally have a range of 5 klicks. It should be noted that targets can be viewed at longer ranges, but only large targets, such as tanks, can only be reasonably identified at such distances. For game rules, treat the telescope having the range of a Ballista, and an Image Magnification-3 capability as well. Installed integrally to the MMS and NMS is a Laser Designator, this was considered to be a freebie since the system is very light compared to other systems, and when linked to a Battletac network, allows the chopper to "shoot and scoot" designating for it's own missiles, and designating for other systems as well. The MMS can scan 360º, and can elevate up to +50º, and depress down to -60º. This offers a very good viewing area, and allows better coverage.
  Note however, that the NMS can be placed in the nose of the helicopter and features the same optics and features as the MMS. Such a setup is common on the AH-64A/D (TADS/PNVS), and the Italian A129 Mangusta attack helicopter. The only difference of course is that the NMS doesn't gain any benefits, and is treated like a normal turret. Most NMS's have a 270º panning, and can go +40º in elevation and -60º in depression. It is also common to link the main turreted armament to these sensors, along with a helmet mounted sight to offer better engagement of targets. The only known current setup is the AH-64A/D Apache.
  Design Specifications
  Design Cost: 200 points
  Maximum Rating: Can mount up to two other types of designators
  CF Consumed: 5
  Load Reduction: 100 kg
  Customization Specifications
  Parts Cost: 50,000¥ + cost of additional sensors
  Parts Availability: 10/2 weeks
  Street Index: 2
  Maximum Rating: Can mount up to two other types of designators
  Base Time: 40 hours
  Skill: Appropriate Vehicle B/R Skill, Electronics B/R Skill
  Target Number: 6
  Equipment Needed: Vehicle Facility
  CF Consumed: 6
  Load Reduction: 100 kg
  Sensor Turret
  A Sensor Turret is quite simply a turret specifically designed to mount a sensor. Common sensors are designators, and other types as well. It is not designed for weapons. It operates in the same manner as a normal turret, and all are considered anti-air capable, to allow the best coverage possible. Note this does not take up a hardpoint when considering hardpoint rules in Rigger 2.
  Design Specifications
  Design Cost: 20 points
  Maximum Rating: Can mount one type of sensor, or designator.
  CF Consumed: 1
  Load Reduction: 10 + designator or sensor weight.
  Parts Cost: 5,000¥
  Parts Availability: 8/24 hours
  Street Index: 2
  Maximum Rating: Can mount one type of sensor, or designator.
  Base Time: 20 hours
  Skill: Appropriate Vehicle B/R Skill, Electronics B/R Skill
  Target Number: 4
  Equipment Needed: Vehicle Facility
  CF Consumed: 2
  Load Reduction: 10 kg

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