Component:Adaptive Radar Receiver
In Game Description
By using adaptive wave beamforming, the Adaptive Radar Receiver increases the sensitivity of the warship's sensors, allowing for earlier detection of smaller targets (such as missiles) at longer ranges. The adaptive receiver also features advanced noise filtering technology, improving the sensor's resistance to noise and jamming but also slightly reducing its accuracy.
Gameplay usage
Doesn't just improve jamming resistance, but also aids in detection in general.
Stats
| Adaptive Radar Receiver | |
|---|---|
| Cost | 30 pts |
| Dimensions | 2x2x2 |
| Hitpoints | 40 |
| Hitpoints to Function | 10 |
| Damage Threshold | 10 |
| Mass | 4 Tonnes |
| DC Priority | Low |
| Power | -200 (kW) |
| Modifier: Sensitivity | +25% |
| Modifier: Noise Filtering | -0.7 dB |
| Modifier: Positional Error | +5% |
| Modifier: Velocity Error | +2.5% |
Notes
Lore
An expensive little module that was developed to fight off the Indivisum when they were threatening everybody and pretending they were the Skirvaldr. There was serious talk about enlisting the Falcata to support a pre-emptive strike, and the Alliance Pathfinders suggested the entire system of Sonnen was bathed in a system-wide jamming array, hence the development of the ARR, but obviously this strike never happened and the Indivisum entered into a cozy alliance with the Falcata.
The Naval Office, now twiddling their thumbs, decided that it would probably be better to just throw this onto warships expected to operate in asteroid fields, hopefully to detect drifting rocks that were able to hide in a field's metallic signatures. Also works for missile detection and picking up craft hiding in jamming fields, but the constant calculations produce a frustrating level of inaccuracy, so, take from that what you will.
-I. Parker, CMC


