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Jam is a function of a Space ship. Space Ships and other functions can be found [[Space_Ships#Ship_Functions|here]]. This allows a space ship too send out a jamming signal with a wide range of possible actions all affecting either Communications or Sensors.
Jam is a function of a Space ship. Space Ships and other functions can be found [[Space_Ships#Ship_Functions|here]]. This allows a space ship too send out a jamming signal with a wide range of possible actions all affecting either Communications or Sensors.
=== Description ===


List of possible Actions:
List of possible Actions:
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# Scramble Communications Array: This makes it more difficulty for a target ship to communicate. The DC is 12 + Opponent Communications Mod. The target ship must making an opposing Communications check. By default a target ship doesn't know who is scrambling there communications array. The opponent ship must make a Scan check to check if your ship is doing it. The DC for there check is simply 10.
# Scramble Communications Array: This makes it more difficulty for a target ship to communicate. The DC is 12 + Opponent Communications Mod. The target ship must making an opposing Communications check. By default a target ship doesn't know who is scrambling there communications array. The opponent ship must make a Scan check to check if your ship is doing it. The DC for there check is simply 10.
# Wide Field Jamming Single: This sends a pulse out several AUs (Astronomical Units, which is the average distance between the Sun and the Earth) that can disrupt normal communications and sensor scans. Considered a highly illegal activity though. People traveling in space within range must make a opposing Communications and Sensor check. If one failures that attribute is no longer usable for 20 minutes or until the jamming stops.  
# Wide Field Jamming Single: This sends a pulse out several AUs (Astronomical Units, which is the average distance between the Sun and the Earth) that can disrupt normal communications and sensor scans. Considered a highly illegal activity though. People traveling in space within range must make a opposing Communications and Sensor check. If one failures that attribute is no longer usable for 20 minutes or until the jamming stops.  
# Scramble Beam: This scrambles transportation technologies and stops the use of transporters. A scramble has to happen before the transporter starts. The DC for this action is the Beam roll. If you exceed the roll by more then 5 there is a 20% chance of the equipment taking a minor damage condition and needing repairs before it can attempt to beam again.


A Jamming unit always requires at least a Hard Point too install.
A Jamming unit always requires at least a Hard Point too install.


The base price for a Jamming unit is $200,000.  
: '''Associated Ship Attribute''': Electronics
 
: '''Roll''': d20 + Electronics Mod
A Jamming unit is considered illegal and dangerous. The procure difficulty is +2 as must civilization try there damnedest to make sure the average person doesn't get there hands on such an annoying and disrupt peace of technology.
: '''Price''': The base price for a Jamming unit is $200,000.  
: '''Procure Diff''': A Jamming unit is considered illegal and dangerous. The procure difficulty is +2 as must civilization try there damnedest to make sure the average person doesn't get there hands on such an annoying and disrupt peace of technology.

Revision as of 01:33, 3 January 2016

Jam is a function of a Space ship. Space Ships and other functions can be found here. This allows a space ship too send out a jamming signal with a wide range of possible actions all affecting either Communications or Sensors.

Description

List of possible Actions:

  1. Jam Opponent Target Array: This makes it more difficult for a target ship to target any ship for one round. The DC is 10 + Opponent Targeting Value.
  2. Scramble Communications Array: This makes it more difficulty for a target ship to communicate. The DC is 12 + Opponent Communications Mod. The target ship must making an opposing Communications check. By default a target ship doesn't know who is scrambling there communications array. The opponent ship must make a Scan check to check if your ship is doing it. The DC for there check is simply 10.
  3. Wide Field Jamming Single: This sends a pulse out several AUs (Astronomical Units, which is the average distance between the Sun and the Earth) that can disrupt normal communications and sensor scans. Considered a highly illegal activity though. People traveling in space within range must make a opposing Communications and Sensor check. If one failures that attribute is no longer usable for 20 minutes or until the jamming stops.
  4. Scramble Beam: This scrambles transportation technologies and stops the use of transporters. A scramble has to happen before the transporter starts. The DC for this action is the Beam roll. If you exceed the roll by more then 5 there is a 20% chance of the equipment taking a minor damage condition and needing repairs before it can attempt to beam again.

A Jamming unit always requires at least a Hard Point too install.

Associated Ship Attribute: Electronics
Roll: d20 + Electronics Mod
Price: The base price for a Jamming unit is $200,000.
Procure Diff: A Jamming unit is considered illegal and dangerous. The procure difficulty is +2 as must civilization try there damnedest to make sure the average person doesn't get there hands on such an annoying and disrupt peace of technology.