>>5802454You haven't seen Core BS, yet.
Even if it's more calculating where the thing is targeting, and not being there. And there's a limit to it, naturally, especially as the range drops.>>5802007>>5802013These posts made me spend two hours of my day unsuccessfully trying to comprehend 1960s-70s military manuals. It was actually fairly interesting, so thanks. I have slightly more understanding of how cold war era jamming, radar, and communications worked, but probably not enough to give a satisfying answer.
So assume jammers here generally work on principles not exactly the same to our universe.
The bullshittium author hand wave excuseBeing able to not jam your own side when it's active is from having a few open channels that are constantly changing according on a set timeline, and flipping everyone to the different channels, so the opposition can't also find, connect, and use them for their own transmissions fast enough.
If you have direct access to the jammer somehow, like through a hardline connection, it is possible locate and use those few clear bands.
Tight beams seem contingent on knowing exactly where you're targeting, something that gets a tad more difficult when mechs are moving about. So, being able to talk back to the stationary base, but the base not being able to tight-beam back to the moving mech, especially if that mech is trying to specifically keep everyone from knowing exactly where they are by being under ECM.
Inspiration was something sort of like the ECM effects of an N-jammer, along with it giving the ability to access to the 'digital battlefield'. And because it's interesting to have more subtle effect option, sometimes, instead of strapping more guns or defensesTime for some vote counting, then.
>Close Combatseems to be the clear winner.
>Mid Syncthough not by much
>E-War over jammingWe'll see what Beta can break on Infernus
The thing you named Query isn't here, but Beta is more than able to try and Smash down virtual gates with his own Will.
Rolls!
For E-war, Predator provides 2 auto-successes, then Will of 5.
For Close Combat, that's Attack of 3, x1.5, for 4 dice then Defense of 3, x1.5, +1 for Burning Eagle, and +1 for Yi, for 6 dice.
Total of 10 dice, +1 autosuccess.
This seems a little clunky with this many rolls, but dice go click clack.
>I need 15 rolls of 1d6, first 5 are Will, last 10 are Close Combat.Feel free to go 2 or 3 dice on each post. Gotta get through em!