AldarisLordOfLight
Friend of Colors, Knight of the Pen, Cat Father
Here is a quick reprint of the Pods from the Myrmidon write-up:
In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of a EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.
You can either jam one system on two different targets, giving each the -25% to their combat bonuses and one attack, or use both pods to jam the same target by 50% and making them lose two attacks. Once a target is successfully jammed, the effects last for 2d6 melees, so you can go on to hit other targets on your next action.
I see. So 2 targets for -25% or 1 target for -50% that lasts for 2d6. On my next action, I can hit another target. Cool. Myrmidon for debuffs!