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Player > Starships > Other > Weapon > Digital Assault Torrent

Digital Assault Torrent

Starfinder Starship Operations Manual p.19

Range: Medium (10-Hexes)
Speed (In Hexes):
Damage: Special
PCU: 15
Cost (In BP): 25
Special Properties: Hacking


ECM Modules

Electronic countermeasure (ECM) modules are a type of powerful instrument designed to foil an enemy starship’s sensors, impair a starship’s systems, and in some cases alter the battlefield itself. ECM modules must be installed on weapon mounts, but they are activated by a science officer during the gunnery phase. ECM modules follow the same rules for range and quadrant targeting as conventional starship weapons.
When activating an ECM module, a science officer attempts a special gunnery check, adding their ranks in the Computers skill but adding neither their base attack bonus nor their ranks in the Piloting skill, and adding their Intelligence modifier in place of their Dexterity modifier; an NPC officer typically has a gunnery modifier equal to that of the gunner’s gunnery modifier. Compare the result of this gunnery check to the target’s Target Lock (TL). If the result equals or exceeds the target’s TL, the science officer hits and applies the ECM module’s effects. Due to the interference created by shields, starships with functioning shields in the targeted quadrant gain a +2 circumstance bonus to their TL against ECM modules. ECM modules do not deal critical damage.


Hacking

A hacking module remotely overpowers another starship’s onboard computer systems. An affected starship loses all control of its integrated control module (ICM) for 1 round, plus 1 additional round for every 5 by which the science officer’s special gunnery check exceeds the target’s TL. Instead, the hacking module’s science officer gains control of the affected starship’s ICM and can apply the flat circumstance bonuses the ICM would typically apply as penalties of equal value to one or more starship combat checks, representing the hacker’s interference with the thrusters, communications, and even the internal lights of the targeted starship. For example, a science officer who has taken control of a starship’s mk 2 trinode computer (which normally grants +2 bonuses to three different checks) could apply a –2 penalty to three different starship combat checks per round. A heavy or capital hacking module increases the flat penalty value by 1. A capital hacking module can also apply the penalty to one additional starship combat check per round.
The science officer must apply a penalty before the affected starship’s crew attempts a check. Although the science officer knows when one of the affected starship’s crew members is attempting a check and the type of check (such as knowing that a gunner is about to use the shoot action), hacking into the starship provides the science officer no special knowledge of the starship’s armaments or its crew’s capabilities.
A starship’s effective TL against gunnery checks attempted by a hacking module increases by 1 for each anti-hacking system it has. During the engineering phase, an affected starship’s science officer can use their action to end the hacking effects with a successful Computers check (DC = 15 + 1-1/2 × the enemy starship’s tier). This science officer gains a circumstance bonus to this check equal to their starship’s number of anti-hacking systems.

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