Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  RISC Viral Jammer (Decoy)
Type (Category):  Equipment (Other)
Reference:  Interstellar Operations: Alternate Eras (p. 88)

Description:
Description not provided

Game Rules:
Game rules not provided
Unit Type Availability
BattleMechsIndustrialMechsCombat Vehicles
Inner Sphere Data (BattleMechs)
Prototype Date:  3136
Production Date:  
Extinction Date:  3142
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 May mount up to one per unit

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
12
– (–)
–/–/–/17 (–)
F
990,000
2.500
1
284.000 †
Defensive Battle Value

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
3136
3141
Experimental

ALPHA STRIKE WEAPON CONVERSION TABLE
Heat
Short
Medium
Long
Extreme
Special Abilities
RISC Viral Jammers

Special Unit Abilities
The special unit abilities described here are intended for use with the Alpha Strike rule system:
 RISC Viral Jammers (DJ)
RISC Viral Jammers are active electronic warfare systems designed to counter opposing electronics within the user’s general vicinity. Available in two forms—the anti-ECM decoy jammer (DJ) or the communications-disrupting homing jammer (HJ)—a viral jammer may be activated at the start of the unit’s Movement Phase, and will have the effects outlined below for its jammer type against all units that are within 34 inches of the jamming unit and have an LOS to it at the end of their Movement Phase. Note that this jamming will affect friendly and opposing units alike.

Once engaged, a RISC viral jammer remains active for 5 turns and cannot be shut off before then except through the destruction or shutdown of the operating unit. Once a jammer is disabled in any way (or its 5 turns of operation elapse), its negative effects on opposing electronics will dissipate, and the jammer’s special ability is marked off the unit’s stat card.

Decoy Jammers (DJ): Once a decoy jammer is activated, all units within LOS of the jamming unit and a range of 34 inches or less must roll 2D6. If this roll result is 9 or higher, the unit is unaffected by the jammer. Otherwise, any AECM, ECM, LECM, STL, or WAT specials the unit possesses will be rendered inoperative for the duration of the jammer’s effect.

MegaMek Output → Critical Slot:  RISC Viral Jammer (Decoy)
Record Sheet Output → Critical Slot:  RISC Viral Jammer (Decoy)