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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#Officer.2FShip_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 ===
=== Description ===


List of possible Actions:
List of possible Actions:
# 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.
# '''Jam Opponent Sensor Array''': This makes it more difficult for a target ship to target any ship for one round. This is an opposing roll against the enemy's Scan roll. If successful the scan fails. This doesn't stop the ship from being detected if the enemy ship's Passive Sensors is better then the target ship's Detection DC.
# 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. This is an opposing roll. Jamming is declared and if the target ship wishes to attempt to bypass the interference then the two Sensor Offices make opposing rolls. 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 + Class(masterworked) Level of Jammer. If the ship has a Masterworked Jamming Device they can make the jam appear to come from natural causes. This however gives the Sensor officer disadvantage when doing an apposing check.
# 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. This is an opposing roll so 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 and needing repairs before it can attempt to beam again. Repair DC is 7 + Number exceeded the roll by. Max 20.
# 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.
# '''Scramble Drones''': This Jams drones working for a target ship. This simple causes the drones to not function for one round. Not all drones require constant communications with the mothership so this may not always work. The DC is 12 + Target Ship Sensor Mod + Drone Controller Class Level + Misc Mods.
# '''Jam Missile Launcher''': Specify a target to attempt to disrupt missile launch systems and guided missiles. The DC is 5 + Target Ship Sensor Mod + Target Ship Weapons Mod + Misc Mods (This can include special missile features). For each 5 the Officer beats the DC by remove 1 successful missile die.
# '''Disrupt Hacking''': This temporarily de-syncs a hacker from your system. The Hacker still has authorization on the system but temporarily looses connection causing them to forfeit a turn. The DC is 7 + Target Ship's Sensor Mod + Target Ship's Electronics Mod + Hacker's Intelligence Mod.


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


: '''Associated Ship Attribute''': Communications
: '''Associated Ship Attribute''': Electronics
: '''Roll''': d20 + Communications Mod
: '''Associated Ship Position''': Communications/Sensor Officer
: '''Price''': The base price for a Jamming unit is $200,000.  
: '''Roll''': d20 + Electronics Mod + Class Level
: '''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.
: '''Price''': The base price for a Jamming unit is $200,000. It is another $200,000 per size of the ship. And Masterworked Jamming Unit's add there base price for every class level.
: '''Procure Diff''': A Jamming unit is considered illegal and dangerous. The procure difficulty is +2 as most Civilizations try there damnedest to make sure the average person doesn't get there hands on such an annoying and disrupt peace of technology.

Latest revision as of 03:31, 20 October 2018

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 Sensor Array: This makes it more difficult for a target ship to target any ship for one round. This is an opposing roll against the enemy's Scan roll. If successful the scan fails. This doesn't stop the ship from being detected if the enemy ship's Passive Sensors is better then the target ship's Detection DC.
  2. Scramble Communications Array: This makes it more difficulty for a target ship to communicate. This is an opposing roll. Jamming is declared and if the target ship wishes to attempt to bypass the interference then the two Sensor Offices make opposing rolls. 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 + Class(masterworked) Level of Jammer. If the ship has a Masterworked Jamming Device they can make the jam appear to come from natural causes. This however gives the Sensor officer disadvantage when doing an apposing check.
  3. Scramble Beam: This scrambles transportation technologies and stops the use of transporters. A scramble has to happen before the transporter starts. This is an opposing roll so 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 and needing repairs before it can attempt to beam again. Repair DC is 7 + Number exceeded the roll by. Max 20.
  4. Scramble Drones: This Jams drones working for a target ship. This simple causes the drones to not function for one round. Not all drones require constant communications with the mothership so this may not always work. The DC is 12 + Target Ship Sensor Mod + Drone Controller Class Level + Misc Mods.
  5. Jam Missile Launcher: Specify a target to attempt to disrupt missile launch systems and guided missiles. The DC is 5 + Target Ship Sensor Mod + Target Ship Weapons Mod + Misc Mods (This can include special missile features). For each 5 the Officer beats the DC by remove 1 successful missile die.
  6. Disrupt Hacking: This temporarily de-syncs a hacker from your system. The Hacker still has authorization on the system but temporarily looses connection causing them to forfeit a turn. The DC is 7 + Target Ship's Sensor Mod + Target Ship's Electronics Mod + Hacker's Intelligence Mod.

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

Associated Ship Attribute: Electronics
Associated Ship Position: Communications/Sensor Officer
Roll: d20 + Electronics Mod + Class Level
Price: The base price for a Jamming unit is $200,000. It is another $200,000 per size of the ship. And Masterworked Jamming Unit's add there base price for every class level.
Procure Diff: A Jamming unit is considered illegal and dangerous. The procure difficulty is +2 as most Civilizations try there damnedest to make sure the average person doesn't get there hands on such an annoying and disrupt peace of technology.