As you scroll through the Marketplace, you will see that Every BattleMech and some Vehicles have 4 Numbers
attached to them. Sensor Power, Sensor Range, Stealth and ECM.
Lets look at a Locust....

Range: 2 Base sensor range (BSR) is 4 hexes per level. It is possible to detect units at multiples of BSR

Power: 5 High power allows more likely detection at higher multiples of BSR, and counteracts stealth and ECM

Stealth: 2 Also includes from basic camo to advanced color-changing paint and light bending technologies

ECM: 0 Electronics countermeasures jam enemy sensors. The highest ECM rating per side is used in any battle


Now, to explain how Sensors Work...

A base roll of 2D6 is used to determine how far out you can "detect" units.... However, this 2D6 is modified by the following:

base adjustment is Power - Stealth - best ECM - 2

So, it takes your Power Rating... Takes away the Enemys Stealth... Takes away the BEST Enemy ECM Rating on the BattleField.
Then Takes away 2....

This gives you your Base adjustment... Now, this BASE adjustment is further modified by the type of target, and what it does,
in the following manner:


infantry are -4 to detect with sensors. Radar Waves tend to have little effect other than a Carcinogen to Infantry.

vehicles are
Light: -2, - Lets face it, a 2m Jeep or a 15m Demolisher?
Medium: 0,
Heavy: +2,
Assault: +4 - What did I say about the Demolisher?

mechs are Light: -1, Easier to hide behind trees...
Medium: +1, - Getting Larger...
Heavy: +3, - Lets face it, they aren't subtle at this size...
Assault: +5, - Can you say "Jurrassic Park" ?

Target is Stationary -2
- Be vewy, vewy qwiet...

Enemy movement .. up to +5 (+1 per 2 hexes above 1)
- The Faster it goes, the more like it shows up against a "Stationary" Background

Jumping = additional +3 to be detected..
Pretty Self Explanatory.

Heat ... +1 per 5 points
- Neveron Sensors include a full suite of Thermographic scanners... A Flashman who Alphas isn't going to appear like an Ice-Cream anymore.

Fired last turn = +4 to be detected
- "Now, let me see... I was hit in the back, so....."

Previously spotted.. +2
- Lookie, Lookie... Lets play Follow the Leader...

inside buildings remember are -2 to -8 depending on CF

each sensor crit = -5
- Yep, you're blinded alright.


Now we've got the total adjustment to the roll. Neveron then takes a Roll of 2D6, then applies your Total Adjustment,
wether positive or Negative - at the end, you have your "Sensor Roll":


If you roll is 2 or more, then you will only detect units at 0.25 times your base range...

If you roll is 4 or more, then you will only detect units at 0.5 times your base range...

If you roll is 6 or more, then you will only detect units at 1 times your base range...

If you roll is 8 or more, then you will only detect units at 2 times your base range...

If you roll is 10 or more, then you will only detect units at 3 times your base range...

If you roll is 12 or more, then you will only detect units at 4 times your base range...

If you roll is 14 or more, then you will only detect units at 5 times your base range...

If you roll is 16 or more, then you will only detect units at 6 times your base range...

If you roll is 18 or more, then you will only detect units at 7 times your base range...

If you roll is 20 or more, then you will only detect units at 8 times your base range...

Remember, that each 1 Point of "Base Range" is equal to 4 Hexes on a Map...

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So, lets say two locusts are trying to detect each other. Locust A stood still, while Locust B ran at its maximum of 12 Hexes.
They stand 10 Hexes apart, but with Hills in the way, Obscuring Line of Sight...

Locust A: Power is 5, the Enemy Locusts Stealth is 2... Since there is no others on the Map, the ECM is 0...

base adjustment is 5 - 2 - 0 - 2
So the Base adjustment for Locust A is 1.
1 - 1 (Enemy is a Light Mech) +5 (Which is moving damn fast)
So Locust A's Sensor Adjustment is +5...

On the 2D6 Roll, Locust A scored a 4 - so its total Sensor Roll is 9. Which means it will detect the unit at 2x its base Range.
As its base Range is 2, it can detect at a Range of 4, which is 16 Hexes.... Since they are only 10 Hexes Apart, Locust A sees Locust B...

For Locust B....
base adjustment is 5 - 2 - 0 - 2
So the Base adjustment for Locust B is 1.
1 - 1 (Enemy is a Light Mech) -2 (Which is stationary)
So Locust B's Sensor Adjustment is -2...
On the 2D6 Roll, Locust B scored an 8 - so its total Sensor Roll is 6. Which means it will detect the unit at 1x its base Range.
As its base Range is 2, it can detect at a Range of 2, which is 8 Hexes.... Since they are 10 Hexes Apart, Locust B fails to see Locust A this turn.
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The above applies if you do not have Line of Sight... If however, Line of Sight CAN be Drawn to your Enemy, it works slightly differently.

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If you have LINE OF SIGHT:

Partial cover = +3
- Always harder to see a Half-Hidden 'Mech

Woods = +2 per point
- Can't see the forest for the Trees, eh?

No heat mods, or Sensor crit mods, or ECM
- Critical Hit! Eyeball Mk. 1 - Owie.

Height = +3 levels for jumping, 1/2 height for prone mechs

Previously Spotted = +4 not +2
- If you're already relying on your eyes, so much the better...


With line of Sight, you use the same formulas as above, except disregarding the ECM value, Sensor Crits, Heat, and add in the
Partial Cover and Woods Modifiers... You use the same range target numbers as above, but your Base Sensor Range is considered to be 20.

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You can always see enemies which are in your hex, or in an adjacent Hex... Additionally, Line of Sight, as well as Sensors,
are both 360-degree items...

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I hope this has shed some light on the "Sensor" Mysteries...