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Weapons & Equipment » Search » RISC Viral Jammer (Homing)
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Weapon & Equipment Information |
General Details
Name: RISC Viral Jammer (Homing)
Type (Category): Equipment (Other)
Reference: Interstellar Operations: Alternate Eras (p. 88)
Description: Description not provided
Game Rules: Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date: | 3137 |
Production Date: | — |
Extinction Date: | 3142 |
Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
– (–)
–/–/–/17 (–)
F
—
990,000
2.500
1
284.000 †
—
—
† Defensive Battle Value RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — RISC Viral Jammers
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
RISC Viral Jammers (HJ) RISC Viral Jammers are active electronic warfare systems designed to counter opposing electronics within the user’s general vicinity. Available in two forms—the anti-ECM decoy jammer (DJ) or the communications-disrupting homing jammer (HJ)—a viral jammer may be activated at the start of the unit’s Movement Phase, and will have the effects outlined below for its jammer type against all units that are within 34 inches of the jamming unit and have an LOS to it at the end of their Movement Phase. Note that this jamming will affect friendly and opposing units alike.
Once engaged, a RISC viral jammer remains active for 5 turns and cannot be shut off before then except through the destruction or shutdown of the operating unit. Once a jammer is disabled in any way (or its 5 turns of operation elapse), its negative effects on opposing electronics will dissipate, and the jammer’s special ability is marked off the unit’s stat card.
Homing Jammers (HJ): Once a homing jammer is activated, all units within LOS of the jamming unit and a range of 34 inches or less must roll 2D6. On a result of 9 or more, the units will function normally. Otherwise, the affected unit may not use any TAG, C3 systems of any kind (including C3BSM, C3BSS, C3EM, C3I, C3M, C3RS, or C3S), or the NOVA special for the duration of the jammer’s effect. In addition, if the unit features an IATM, LRM, CNARC, SNARC, or SRM special, all attacks made that include these weapons’ damage or effects will suffer a +1 Target Number modifier.
MegaMek Output → Critical Slot: RISC Viral Jammer (Homing)
Record Sheet Output → Critical Slot: RISC Viral Jammer (Homing)
Inner Sphere Data (IndustrialMechs)
Prototype Date: | 3137 |
Production Date: | — |
Extinction Date: | 3142 |
Recovery Date: | — |
IndustrialMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
–
–/–/–/17
F
—
990,000
2.500
1
284.000 †
—
—
† Defensive Battle Value RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — RISC Viral Jammers
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
RISC Viral Jammers (HJ) RISC Viral Jammers are active electronic warfare systems designed to counter opposing electronics within the user’s general vicinity. Available in two forms—the anti-ECM decoy jammer (DJ) or the communications-disrupting homing jammer (HJ)—a viral jammer may be activated at the start of the unit’s Movement Phase, and will have the effects outlined below for its jammer type against all units that are within 34 inches of the jamming unit and have an LOS to it at the end of their Movement Phase. Note that this jamming will affect friendly and opposing units alike.
Once engaged, a RISC viral jammer remains active for 5 turns and cannot be shut off before then except through the destruction or shutdown of the operating unit. Once a jammer is disabled in any way (or its 5 turns of operation elapse), its negative effects on opposing electronics will dissipate, and the jammer’s special ability is marked off the unit’s stat card.
Homing Jammers (HJ): Once a homing jammer is activated, all units within LOS of the jamming unit and a range of 34 inches or less must roll 2D6. On a result of 9 or more, the units will function normally. Otherwise, the affected unit may not use any TAG, C3 systems of any kind (including C3BSM, C3BSS, C3EM, C3I, C3M, C3RS, or C3S), or the NOVA special for the duration of the jammer’s effect. In addition, if the unit features an IATM, LRM, CNARC, SNARC, or SRM special, all attacks made that include these weapons’ damage or effects will suffer a +1 Target Number modifier.
MegaMek Output → Critical Slot: RISC Viral Jammer (Homing)
Record Sheet Output → Critical Slot: RISC Viral Jammer (Homing)
Inner Sphere Data (Combat Vehicles)
Prototype Date: | 3137 |
Production Date: | — |
Extinction Date: | 3142 |
Recovery Date: | — |
Combat Vehicle Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
May mount up to one per unit WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage
Range
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
–
–/–/–/17
F
—
990,000
2.500
1
284.000 †
—
—
† Defensive Battle Value RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short Medium Long Extreme Special Abilities
—
— — — — RISC Viral Jammers
Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
RISC Viral Jammers (HJ) RISC Viral Jammers are active electronic warfare systems designed to counter opposing electronics within the user’s general vicinity. Available in two forms—the anti-ECM decoy jammer (DJ) or the communications-disrupting homing jammer (HJ)—a viral jammer may be activated at the start of the unit’s Movement Phase, and will have the effects outlined below for its jammer type against all units that are within 34 inches of the jamming unit and have an LOS to it at the end of their Movement Phase. Note that this jamming will affect friendly and opposing units alike.
Once engaged, a RISC viral jammer remains active for 5 turns and cannot be shut off before then except through the destruction or shutdown of the operating unit. Once a jammer is disabled in any way (or its 5 turns of operation elapse), its negative effects on opposing electronics will dissipate, and the jammer’s special ability is marked off the unit’s stat card.
Homing Jammers (HJ): Once a homing jammer is activated, all units within LOS of the jamming unit and a range of 34 inches or less must roll 2D6. On a result of 9 or more, the units will function normally. Otherwise, the affected unit may not use any TAG, C3 systems of any kind (including C3BSM, C3BSS, C3EM, C3I, C3M, C3RS, or C3S), or the NOVA special for the duration of the jammer’s effect. In addition, if the unit features an IATM, LRM, CNARC, SNARC, or SRM special, all attacks made that include these weapons’ damage or effects will suffer a +1 Target Number modifier.
MegaMek Output → Critical Slot: RISC Viral Jammer (Homing)
Record Sheet Output → Critical Slot: RISC Viral Jammer (Homing)
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