Ion Cannon Mass: same as Pulse Torpedoes Cost: 3 * Mass Effect: halve the
range of a Pulse Torpedoe to hit the target. If you hit roll as the effect of
an EMP missile from MT.
Gort, Klaatu barada nikto!
Following the tread on Ion Cannons, here the stats we use; They and the rest
of our home rules can be found at;
http://www.public.usit.net/arrowjr/Jyanix.html
EMP Mines EMP mines are designed to 'scramble' a ship's electronics and
systems without causing structural damage. Roll 1d6 and subtract 1 for each
level of screens the ship has in use. The final score gives results as
follows;
1 - 2 No effect
3 - 4 Roll for every system on the ship, as if for a threshold roll:
systems knocked out on a roll of 5,6
5 - 6 Same as above, but knocked out on 4,5,6
Ion Cannon
Ion Cannons fire a Electro-magnetic flux beam, that ionizes screens,
rendering them unusable.
Mass: 2 Points: 4 +1 per arc Range: 24"
Attacks, roll 1d6 and add 1 for each level of screens the ship has in use. The
final score gives the results as listed.
1-2 = No effect
3-4 = Roll Threshold -
Level 1 screens - knocked out on a die roll of 4,5,6,
Level 2 screens - knocked out on a die roll of 5,6
Level 3 screens - knocked out on a die roll of 6
5-6 = Roll Threshold -
Level 1 screens - knocked out on a die roll of 3,4,5,6
Level 2 screens - knocked out on a die roll of 4,5,6
Level 3 screens - knocked out on a die roll of 5,6
Reflect screens = normal level 2 shields. No effect on Armoured hulls