Rules, 10k
DSSM / E-Wave Drop Pod, 10k

The Decoy Signal Simulator Munition (DSSM) and the E-Wave Drop Pod are similiar devices and both operate by setting up a distortion field of electronic jamming and confusion, making every friendly unit within the area of effect very difficult to target and hit using targeting systems. There are some differences between DSSMs and the E-Wave, but mainly this is the radius of effect. As such, the E-Wave follows all the rules for the DSSM as laid down here unless specified otherwise.

Decoy Signal Simulator Munitions:

DSSMs are launched by one of two ways - Predetermined and Emergancy.

Predetermined:

This is a premeditated launch when a gunner is actually firing the DSSM as part of a plan. The DSSM is fired in the Electronic Warfare phase of the turn, and the DSSM has a range of up to 1 hex. When fired, the DSSM becomes active immediately.

When launched, the hex containing the DSSM and the surrounding six additional hexes are all affected by the DSSM. As shown in the following diagram:

DSSM effect (16k)

The DSSM gives all friendly units within the area effect an ECM of 6, which functions as normal. Note that this EW is not cumalative with other ECM ratings that may be being broadcast around by other units.

Emergancy Launch:

An emergancy launch is when the unit comes under attack and needs some serious electronic defensive support. If a unit with DSSMs has already used all of its actions, then it may not make an emergancy launch.

If used in this manner, then the hex that the unit is in - and the surrounding six, just like the above diagram - are effected. Everything within this area has an immediate ECM rating of 3.

In the next EW phase, the DSSM comes up to full strength and now acts as if it had been a predetermined Launch.

Overlapping DSSMs:

DSSMs do not overlap or combine their effects at all. If two DSSMs effects overlap, simply apply the greater bonus (such as if one had been Emergancy launched).

Endurance of DSSMs:

DSSMs are stationary. Once launched, their effects will remain in the same hexes until the DSSM is destroyed or the game ends.

Destroying DSSMs:

A DSSM can only be destroyed by a unit in the same hex as it. The unit may not move, nor may not conduct a combat action that turn - it is involved in seeking and destroying the DSSM. If the unit has a second or more combat action, then that may be used for combat, and EW units may still use their EW.

To figure if the DSSM has been found and destroyed, the searcher must roll (1 + ECM rating of searcher) or less on 1d6. A success means that the DSSM has been found and stepped on (destroyed).

This roll should be made in the Mutal Fire phase of the relevent Player Turn.

For example, a NS466 Neuspotter is attempting to find and destroy a DSSM. It has an ECM rating 2, and thus must roll 3 or less on 1d6.


E-Wave Drop Pod:

The E-Wave Drop Pod functions much like a DSSM, but it has a bigger radius of effect. It can be dropped at any time in the movement phase, but has a range of 0. Use the following diagram to determine the radius of effect.

E Wave effect (16k)

The E-Wave pod has the following effects:

Inner Seven Hexes: These hexes are treated as having an ECM rating of 9.
Outer Light Grey Six Hexes: These hexes are treated as having an ECM rating of 6.

E-Wave Drop Pods may not be emergancy launched.

If an E-Wave Drop Pod is active, and if the operating radius overlaps a DSSM, then the Drop Pod takes precedence. The effects do not combine at all. If two E-Wave Drop Pods are active in the same radius, only use the better modifier. Again, the two pods do not combine their effects.

A Drop Pod may be destroyed in the same way as a DSSM.

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