Communications

Time Taken: One round.

Specializations: Type or model of communications unit — comlink, subspace radio.

Communications represents a character's ability to use subspace radios, comlinks and other communications systems. While operating communication devices is normally a Very Easy task, the difficulty numbers are higher when the skill is used to descramble enemy codes and find enemy transmission frequencies.

Characters may also use communications to send or receive a signal through natural hazards which disrupt communications, such as a gas cloud, heavy magnetic fields or locations with a high metal content.

The following difficulties are for finding a specific kind of frequency:
 * Very Easy: Listening in on a known, registered frequency. Public communications, low-security corporate commnets.
 * Easy: Listening in on a specific private frequency. Low security government communications such as emergency services.
 * Moderate: Listening in on a somewhat sensitive communication frequency. Local governments, sensitive businesses or security-conscious individuals.
 * Difficult: Tapping professionally secure channels. Lower level Imperial or higher-level police bands.
 * Very Difficult: Listening in on higher Imperial channels, or high-ranking government channels.
 * Heroic: Listening in on a top-secret Imperial, Rebel or New Republic frequency.

If the signal is coded, the character can use communications to make a decoding roll. Some broadcasting devices have coding die codes, which adds to the broadcaster's communication skills when determining how difficult it is to decode the message. By comparing the results on the "Decoder Roll Chart," the character may decode none, some or all of the message.

Note that some messages will also have code words — for example, Coruscant might be referred to as "Dewback" in a message. At this point, the characters only know what was said about "Dewback" and must figure out what "Dewback" is.