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Player > Starships > Other > Weapon > Fractal Nav-Scram Projector

Fractal Nav-Scram Projector

Starfinder Starship Operations Manual p.18

Range: Short (5-Hexes)
Speed (In Hexes):
Damage: Special
PCU: 10
Cost (In BP): 16
Special Properties: Nav-scram


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.


Nav-Scram

A nav-scram module projects a burst of subatomic particles to interfere with and overload navigational equipment. During the next round’s helm phase, the pilot of a starship affected by a nav-scram must roll their Piloting check twice and take the worse result when determining the order in which starships move during that round. A heavy or capital nav-scram module instead causes the affected starship’s pilot to roll Piloting checks twice and take the lower results during the next round. A capital nav-scram module’s effects last 1d3 rounds.

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