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Approved Tech LLT-12 Erebus Jamming Array

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Intent: To create basic EW weapon for the Republic and open market
Development Thread: If needed
Manufacturer: Lucerne Labs
Model: LLT-12 Erebus-class Jamming Array
Affiliation: Open Market, Galactic Republic, Closed Market
Modularity:None
Production: Mass-Produced
Material: Durasteel, electronic components, dedicated energy receptor projectors, full-spectrum distortion projectors

Strengths
-Excellent at lessening the effectiveness of enemy long-range fire
-can be employed to create a jamming bubble around the ship to protect against incoming starfighters and warheads

Weaknesses
-Takes up a significant amount of power (5 capital guns) that could be used to deal concrete physical damage
-Nearly worthless against capital ships at close range

Description: The LLT-12 Erebus-class Jamming Array is probably best understood as a contemporary of Mandal Hypernautic's MH-EW05 in that it is large scale ECM weapon that consumes significant amounts of power, normally suited enough to power large capital weapons, to disrupt the offensive abilities of enemy starships. Unlike the MH-EW05, the LLT-12 concept is based on more traditional sensor jammer technology derived from the significantly smaller and older Miradyne 4x-Phantom.

Each Erebus-class Jamming Array takes the form of a large concave, focusing dish upon upon which are five clusters of jamming antennae. Each cluster has several dedicated energy receptor projectors (DERP) and full-spectrum distortion projectors. While in use, the jamming array's dish rotates on a turret to project signal noise to enemy sensors. The DERPs are used to lessen the sensor signatures of the host vessels and those vessels around it, especially to enemy Dedicated Energy Receptors, while the full-spectrum distortion projectors transmit additional signal transmissions (“Signal Noise”) to attempt to confound the enemy sensors. But rather than attempt to simply jam the enemy sensors via brute force, the Erebus-class employs a dedicated team of ECM specialists to optimize its performance against enemy sensors, much in a way similar as sensor blinds like the Tranquility System I, via use of repeater jamming techniques. The operators analyze the incoming sensor signals and send back additional signals on the same frequencies to suggest that the ships are actually at a slightly different position than where they really are.

At long ranges, these signal modifications can result in great accuracy reductions; even a single degree off in a long-range turbolaser turret's point of aim can easily be hundreds of meters away from its original target. Still, most users of the Erebus Jamming array expect at least some of the enemy shots to hit, either via luck or concentrated attempts to overcome the jamming via opposing attempts by enemy sensor operators. Generally speaking, the Erebus's effectiveness wains as it nears the enemy sensors to the point of uselessness at close quarters range. This is in part because some enemy gunners will simply override or turn off their targeting computers (ala Luke Skywalker & the first Death Star) and use visual means of targeting to varying degrees of effectiveness, and in part because enemy sensors tend to have stronger sensor returns, negating simple barrage jamming tactics sometimes employed by Erebus operators. But skillful tactical use of the Erebus Array by its operators can still effect enemy weapon accuracy at close ranges, oftentimes enough to prevent a specific subsystem from being hit, but they are unlikely to altogether stop them from hitting an enemy ship at close range.

At close ranges, Erebus operators often employ the array differently than when they are trying to jam enemy capital ships at range. The five clusters of sensor jammers rotate independently of the dish (losing its focusing power) to point in a variety of directions. When activated, the jammers produce a bubble of static and random sensor noise around the host ship, which while not powerful enough to effect most capital ships, is powerful enough to mess up the onboard guidance and targeting systems of smaller craft such as starfighters, gunships, guided missiles, and the like.

For all of its advantages, the Erebus has some significant drawbacks, chief among them its power usage. The array consumes as much power as five turbolasers (takes up 5 capital guns on a ship). Moreover, it is very easy to accidentally jam friend sensors with its use if they fly into its operating range. This is especially a problem when employing friendly starfighters and guided missiles to attack jammed targets because these smaller craft tend to have comparatively weak sensor systems. To avoid this, some Erebus operators will coordinate with other ships in advance to employ frequency hopping protocols for their full spectrum transceivers, allowing friendly ships the ability to use their sensors even while in jamming areas. However, this also frequently means that the opposition will catch a lucky break when the frequency hop goes to one of their own frequencies, allowing them to use their sensors unopposed by the jamming for a brief period of time. Advanced sensors, crystal gravfield traps, and slicers can also mitigate the effectiveness of this device on varying levels, making its effectiveness an unsure thing.

Because Lucerne Labs sees the device as a defensive weapon, not unlike ion cannons, it sells the LLT-12 on the open market in order to give merchant ships another defense against pirates and raiders. While Lucerne Labs takes pains to ensure that it only sells to customers with legitimate reasons, it is thought that several of them have ended up in the hands of pirates and criminal organizations through theft, piracy, and shady dealings with straw purchasers. Because of its limited utility and offensive power, it is expected that most starships will only field several of these devices at most.

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