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	<id>https://epd6.com/index.php?action=history&amp;feed=atom&amp;title=Sensor_Baffling</id>
	<title>Sensor Baffling - Revision history</title>
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	<updated>2026-11-11T14:47:55Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://epd6.com/index.php?title=Sensor_Baffling&amp;diff=7934&amp;oldid=prev</id>
		<title>imported&gt;Thedemonapostle at 22:53, 12 April 2011</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Sensor_Baffling&amp;diff=7934&amp;oldid=prev"/>
		<updated>2011-04-12T22:53:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:53, 12 April 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Sensor Baffling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Model&#039;&#039;&#039;: Arakyd Nightshadow anti-sensor treatment&amp;lt;br /&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;: Sensor countermeasure coating&amp;lt;br /&amp;gt;&#039;&#039;&#039;Scale&#039;&#039;&#039;: Starfighter or capital&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cost&#039;&#039;&#039;: 20,000 per starfighter scale Hull die (ignore pips); 50,000 per capital scale Hull die (ignore pips)&amp;lt;br /&amp;gt;&#039;&#039;&#039;Availability&#039;&#039;&#039;: 4, X&amp;lt;br /&amp;gt;&#039;&#039;&#039;Game Notes&#039;&#039;&#039;: A ship treated with this material adds to a sensor operator’s difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be “stealthed” – blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be “baffled” up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;foe &lt;/del&gt;example) are easier to baffle, due to their natural design.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Source&#039;&#039;&#039;: Pirates &amp;amp; Privateers (page 38)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Sensor Baffling&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Model&#039;&#039;&#039;: Arakyd Nightshadow anti-sensor treatment&amp;lt;br /&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;: Sensor countermeasure coating&amp;lt;br /&amp;gt;&#039;&#039;&#039;Scale&#039;&#039;&#039;: Starfighter or capital&amp;lt;br /&amp;gt;&#039;&#039;&#039;Cost&#039;&#039;&#039;: 20,000 per starfighter scale Hull die (ignore pips); 50,000 per capital scale Hull die (ignore pips)&amp;lt;br /&amp;gt;&#039;&#039;&#039;Availability&#039;&#039;&#039;: 4, X&amp;lt;br /&amp;gt;&#039;&#039;&#039;Game Notes&#039;&#039;&#039;: A ship treated with this material adds to a sensor operator’s difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be “stealthed” – blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be “baffled” up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/ins&gt;example) are easier to baffle, due to their natural design.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Source&#039;&#039;&#039;: Pirates &amp;amp; Privateers (page 38)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Thedemonapostle</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Sensor_Baffling&amp;diff=7933&amp;oldid=prev</id>
		<title>imported&gt;Thedemonapostle: Created page with &quot;&#039;&#039;&#039;Sensor Baffling&#039;&#039;&#039;&lt;br /&gt;&#039;&#039;&#039;Model&#039;&#039;&#039;: Arakyd Nightshadow anti-sensor treatment&lt;br /&gt;&#039;&#039;&#039;Type&#039;&#039;&#039;: Sensor countermeasure coating&lt;br /&gt;&#039;&#039;&#039;Scale&#039;&#039;&#039;: Starfighter or capital&lt;br /&gt;&#039;&#039;&#039;C...&quot;</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Sensor_Baffling&amp;diff=7933&amp;oldid=prev"/>
		<updated>2011-04-12T22:52:49Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Sensor Baffling&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Model&amp;#039;&amp;#039;&amp;#039;: Arakyd Nightshadow anti-sensor treatment&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;: Sensor countermeasure coating&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Scale&amp;#039;&amp;#039;&amp;#039;: Starfighter or capital&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;C...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Sensor Baffling&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Model&amp;#039;&amp;#039;&amp;#039;: Arakyd Nightshadow anti-sensor treatment&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Type&amp;#039;&amp;#039;&amp;#039;: Sensor countermeasure coating&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Scale&amp;#039;&amp;#039;&amp;#039;: Starfighter or capital&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Cost&amp;#039;&amp;#039;&amp;#039;: 20,000 per starfighter scale Hull die (ignore pips); 50,000 per capital scale Hull die (ignore pips)&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Availability&amp;#039;&amp;#039;&amp;#039;: 4, X&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Game Notes&amp;#039;&amp;#039;&amp;#039;: A ship treated with this material adds to a sensor operator’s difficulty to detect the ship. A light treatment adds 1D to the difficulty. A heavy treatment (a second coat) adds 2D. Additional treatments are futile, since the treatment does nothing to prevent the detection of engine exhaust, a primary method of detecting ships. The type of vessel affects how well the ship can be “stealthed” – blunt, angular ships, 500 meters or more in length, or more than 5D Hull (either capital or starfighter scale) can only be “baffled” up to 1D of protection. Slender, rounded off ships (smaller Mon Calamari vessels foe example) are easier to baffle, due to their natural design.&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Source&amp;#039;&amp;#039;&amp;#039;: Pirates &amp;amp; Privateers (page 38)&lt;/div&gt;</summary>
		<author><name>imported&gt;Thedemonapostle</name></author>
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