I'll leave this but realize you meant years afterwards. No it doesn't mention years for it
pg 102
Communications Equipment: Communications equipment (see p. 212, TechManual) can be used to generate an ECCM field with the same area of effect as an Inner Sphere Guardian ECM Suite. Any unit that mounts 3 to 6 tons of communications equipment equals half of an ECM suite when generating an ECCM field. If the unit mounts 7 or more tons of communications equipment, it equals 1 ECM suite when generating an ECCM. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
pg 104
Equipment: Communications equipment (see p. 212, TechManual) can be used to generate ghost targets with the same area of effect as an Inner Sphere Guardian ECM suite. However, to do so, the unit must mount 7 or more tons of communications equipment. Any time communications equipment is used to generate an ECCM field, all other bonus modifiers are lost.
Ghost Targets
An ECM suite can be tuned to generate “ghost targets†that may affect the ability of enemy units to properly target friendly units. The ECM loses its normal functions when used in this way. The player must announce the switch to ghost target generation in the End Phase of any turn, or may set the suite for ghost target generation at the start of the scenario. In either case, note the change on the record sheet of the unit in question. At the start of every Weapon Attack Phase when an ECM is tuned to generating ghost targets, the controlling player makes a Piloting Skill Roll with a +2 modifier; no other modifiers are applied to this roll. If the roll fails, he did not tune the ECM correctly and no effects are applied for that turn. On a successful roll result, he attuned the ECM properly; the player should note the result’s Margin of Success.
During a turn’s Weapon Attack Phase, if a weapon attack passes through the ECM bubble of an enemy ECM tuned to generating ghost targets and the controlling player made a successful Piloting Skill Roll that turn, the attacking player must also make a Piloting Skill Roll before making a to-hit roll for the weapon attack in question; the only modifier added to this Piloting Skill Roll is the MoS of the enemy ECM unit. If the roll is a success, the to-hit roll is made as normal; the attacker’s targeting and tracking system is able to differentiate between all the ghost targets. If the roll fails, for every 2 MoF (round down), apply a +1 to-hit modifier to all weapon attacks that pass through the ECM bubble for that turn by that attacker.
Note that an attacking player only makes a single roll, regardless of how many weapons are firing, applying any modifiers to all weapon attacks equally.
If an attack passes through multiple ghost target-generating ECM fields, only a single roll is made. Determine the highest Margin of Success from those multiple enemy ECM fields, applying an additional +1 for each additional field, and then applying the total modifier to the Piloting Skill Roll. A +4 to-hit modifier is the maximum that can be applied to a weapon attack through the use of ghost target ECM fields. For example, if an attack passed through three ghost target-generating ECM fields and the highest Margin of Success of those fields was a 3, the modifier applied to the Piloting Skill Roll would be 4 [+3 (highest MoS of the three ECM fields) +2 (2 additional ECM fields) = 5, but only a maximum +4 can be applied].
pg 196
Cockpit Command Console: A BattleMech mounting a cockpit command console (see p. 300) may determine if a Satellite is available or attempt to establish a Satellite uplink with a friendly or neutral Satellite, but can do so and still move and fire normally in the subsequent turn, provided the second warrior does not need to take any actions to do so. For the turn following the turn in which the player announced that the BattleMech will determine if a Satellite is available, or establish a connection to a friendly or neutral Satellite, the +2 Initiative for the cockpit command console is lost. A cockpit command console cannot be used to hack into a hostile Satellite.
pg 226
Communications Equipment: If a unit on a side mounts 3 to 6 tons of communications equipment (see p. 212, TM) or a cockpit command console (see p. 360), once the player has rolled the dice to use a sensor, the player then rolls 1D6. On a result of 1–3, the numerical value below the original dice roll result is added to it; on a result of 4–6, the numerical value above the original dice roll result is added. For example, a player with a Beagle Active Probe rolls 2D6 for sensor detection and gets a result of 6, meaning he detects any enemy units in medium range. Because his side has communications equipment, he immediately rolls 1D6 and gets a result of 3. This means that that a 5 is added to the original 6 (5 is one numerical value less than 6). Such a result doesn’t change anything in this example; however, if the player had rolled a 4, then 7 would have been added to the 6, meaning the player would detect any units in the medium and short range brackets.
If a unit on a side mounts 7 or more tons of communications equipment, once the player has rolled the dice to use a sensor, the numerical values above and below the original dice roll result are also added. For example, on a result of 5, the values of 4 and 6 are added.
These benefits apply to all units on a side, but the units mounting the equipment must be on the playing area; if they leave the playing area for any reason (to retreat, due to off-map movement (see p. 192) and so on), these benefits are lost. Additionally, if the communications equipment or cockpit command console loses its Initiative bonuses for any reason (see Communications Equipment and Cockpit Command Console, p. 212, TM, and 300, respectively), the benefits of these items for double-blind play are lost as well (if the Initiative bonuses are recovered, these benefits also resume). Only a single communications equipment or cockpit command console bonus can be applied in this fashion.
Note that the 67-hex range for monitoring a remote sensor is not changed, regardless of the communications equipment available to a side (see below).
Remote Sensors: As noted in the Remote Sensor rules (see p. 375), if a unit mounts any of the following equipment and is within 67 hexes of a friendly remote sensor, it can monitor that friendly remote sensor: active probe, C3 master computer, improved C3 computer, cockpit command console or communications equipment. In place of rolling for its sensors, the controlling player of the unit in question can instead roll for one remote sensor (regardless of how many it can monitor), with all the same results applied as noted above.