storylf wrote:Not sure what you mean there - just move declaration to defensive fire (altogether or as an optional choice to offensive fire), any seekers are affected, and the effect lasts the rest of the impulse so it carries into direct fire. Or go as I was suggesting and make the 2 uses seperate options.
The problem is that the rule is structured to only last for a single impulse, and is timed to inflict the greatest impact. If you had to declare use in the defensive fire phase, then you are using it preemptively (giving the enemy the chance to change targets), rather than reactively (after the enemy has declared fire). Declaring in defensive fire dilutes the effect of the jamming.
storeylf wrote:What's this offensive jamming. You can protect a friendly ship from enemy attack, you are saying that should also include your self. Are you meaning a new option to choose an enemy ship that gets a +1 shift on all of its fire for 1 impulse irrespective of targets?
Yes, that is exactly what offensive jamming is. It is really handy when you are fighting one or two major enemies. Instead of trying to protect multiple targets, you can instead jam an enemy who will cause the most damage. (E.g. fighting an Andromedan; the vast majority of its firepower is in one spot [the mothership]. Jam it rather than protecting specific targets.)
terryoc wrote:Like Lee, I don't see any offensive EW function in the (5S) rules as printed in Distant Kingdoms. Is this an addition for the 6th Edition FCRRB?
I thought I was clear that it was an addition. Basically, the jamming function can be used in any of those three ways, instead of just one (or two). It gives a little more flexibility without actually making anything more complex.