I’m running the EotE Beginner Game’s sequel adventure, “The Long Arm of the Hutt”. It has more or less morphed into using the regular rules instead of the rules-light version from the Beginner Game box. My question is about the General Purpose Scanner which the party picked up recently. Is there nothing that it cannot do?!?
More specifically: there do not seem to be many limits placed on what a General Purpose Scanner can detect. (At least according to the CRBs for FaD and EotE; I have only intermittent access to the CRB for AoR, so I haven’t checked the item’s description there yet.)
One example given in the EotE CRB, the Cryoncorp EnhanceScan, “… is a typical example of this. Small enough to be carried by a single scout, the scanner has life-form tracking, motion sensing, metal detection, and the ability to intercept standard frequency comlink transmissions. The motion sensing operates up to half a kilometer, while the remaining systems can detect targets up to a kilometer and a half, and the comlink interceptor can catch signals from much further.” (EotE p. 175.) All this for merely 500 credits, 2 Encumbrance, and Rarity 3.
Theoretically, there are ways around all of that: life-forms who are shielded in some manner - due to a species trait, or special armour and/or gadgets, or because they are hidden in shielded vehicles/rooms/other locations. Maybe due to some forms of hibernation or stasis.
Maybe I could ask for either a Computers or a Vigilance skill check if the user keeps it running constantly? Possibly a Computers skill check to switch from one form of scanning to another?
Or just let it give the user some Boost dice on a Perception or Vigilance check?
How have other GMs dealt with this versatile piece of equipment?