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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Jammer_command</id>
	<title>Jammer command - Revision history</title>
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	<updated>2026-10-20T15:17:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Jammer_command&amp;diff=1954&amp;oldid=prev</id>
		<title>CodexBot: Link corresponding classic in-game help section</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Jammer_command&amp;diff=1954&amp;oldid=prev"/>
		<updated>2026-10-13T04:54:25Z</updated>

		<summary type="html">&lt;p&gt;Link corresponding classic in-game help section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;JAMMER&amp;#039;&amp;#039;&amp;#039; command uses one carried jammer to interfere immediately with ships in range, including the launching ship. The device does not remain as an object to scan or destroy; see [[Jamming]] for its range, severity, and effects.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
JAMMER&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The command may be abbreviated to &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt;. It takes no target, direction, or quantity. One successful command consumes one jammer regardless of how many ships it affects.&lt;br /&gt;
&lt;br /&gt;
== Launch checks and consequences ==&lt;br /&gt;
The ship class must support jammer launch and carry at least one jammer. A jammer cannot be launched while cloak is charging, fully active, or in ge-next&amp;#039;s post-deactivation recovery state. It may be used while stopped, at impulse, or at warp, including in the [[Neutral zone|neutral zone]]. The launching ship is also jammed by its own device.&lt;br /&gt;
&lt;br /&gt;
Launching a jammer does not lower raised shields or consume neutron flux. It is hostile activity and starts the normal combat-exit delay. Classic and ge-next apply their jamming effects at once rather than creating a moving projectile; the affected ships then hold the duration in their own ship records.&lt;br /&gt;
&lt;br /&gt;
== Launcher differences ==&lt;br /&gt;
Classic has no jammer reload delay or damageable jammer-launcher system. A player with inventory can enter &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt; repeatedly without waiting for a ship-state update. ge-next 0.2.6 limits the launcher to one jammer per main ship-state update, normally a reload of no more than about six seconds. This also prevents repeated commands from flooding nearby players with jamming notices.&lt;br /&gt;
&lt;br /&gt;
Since ge-next 0.3, combat damage can disable the launcher until Damage Control or maintenance repairs it, and a ship already at fatal damage cannot operate it. The damaged launcher and repair progress appear in [[Report command|&amp;lt;code&amp;gt;REPORT SYSTEMS&amp;lt;/code&amp;gt;]]. These are launch restrictions; classic and ge-next also differ substantially in what the &amp;#039;&amp;#039;jam&amp;#039;&amp;#039; does, as described on [[Jamming]].&lt;br /&gt;
&lt;br /&gt;
Equipped ships can use &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt; in ge-arena matches. Arena loadouts make jammers relatively scarce, and arena&amp;#039;s combat-exit delay is shorter than regular ge-next&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[MBMGEHLP.MSG#HELP_JAMMER|Classic HELP JAMMER]]&lt;br /&gt;
* [[Jamming]]&lt;br /&gt;
* [[Scan command]]&lt;br /&gt;
* [[Lock command]]&lt;br /&gt;
* [[Torpedo command]]&lt;br /&gt;
* [[Missile command]]&lt;br /&gt;
* [[Report command]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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