EMP/Ion Cannon

1 posts ยท Feb 20 1997

From: AEsir@a...

Date: Thu, 20 Feb 1997 10:50:51 -0500

Subject: EMP/Ion Cannon

My idea was based on the Pulse Cannon from FT and the EMP missiles in MT.
Fires a charged particle blast that scrambles an opponents systems.
 To
hit the target roll 1D6. At ranges 9 to 12 inches it hits on a 6. At ranges 6
to 9 inches it hits on a 5 or 6. At ranges 3 to 6 it hits on a 4 or higher and
at ranges 0 to 3 inches it hits on a 3 or higher. For effect, roll 1D6 and
subtract the target's screens. 1 and 2 have no effect. 3 and 4 cause threshold
rolls on all systems, these knock those systems out on a 5 or 6. A roll of 5
or 6 cause a threshold eoll on all systems, these knock those systems out on a
4 or higher.
   Systems knocked out by EMP/Ion Cannons may be repaired during battle
by DC crews, but are automatically repaired at the beginning of thee next
Strategic Turns of a campeign at no cost. (Just have to replace those power
supplies.)
    The EMP/Ion Cannon has a Mass of 4 and costs 20 FTP.  It has a
single arc and requires a dedicated fire control system. This is point
balanced by having the range half of the pulse cannon and requiring a
reasonably high die roll to be effective. Shield not mass are what make the
real difference against this weapon. Considering that most capital ships do
have shields more than makes up for this issue and keeps the game simple. Phil
P.