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Downtime Rules
Chapter 1: Building Starships
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Starship Weapons
Science Officer Actions
Source
Starship Operations Manual pg. 15
Science officers can use the following new actions to interact with ECM modules.
Activate ECM Module (Gunnery Phase)
Source
Starship Operations Manual pg. 15
You can activate one of your starship’s ECM modules. If you use an ECM module mounted on a turret, you can target a ship in any arc.
Rapid Jam (Gunnery Phase, Push)
Source
Starship Operations Manual pg. 15
You can activate any two of your starship’s ECM modules, regardless of their arc. Each check attempted with these modules this round takes a –4 penalty.
Recall Beacon (Helm Phase)
Source
Starship Operations Manual pg. 15
You configure your starship’s coordinates to one of your starship’s active warp pucks. If you succeed at a Computers check (DC = 15 + 1-1/2 × your starship’s tier) before your starship’s movement for the round, your starship instantly moves to the warp puck’s hex while maintaining its facing. For every 5 by which you exceed the check, you can either increase your starship’s size modifier by 1 for the purpose of determining the maximum distance your starship can teleport to the puck, or you can turn your starship once. If you attempt to teleport your starship to a warp puck that is beyond the module’s maximum range, your starship does not move and the puck is destroyed.
Insidious Electronics (Gunnery Phase, Push)
Source
Starship Operations Manual pg. 15
At 6th level, you can spend 1 Resolve Point to activate any one of your ECM modules that targets a starship. If you succeed, you gain the benefits of either the scan (one piece of information) or target system science officer action, in addition to the effects of the ECM module.