Ion Cannon

2 posts ยท Jan 14 1999 to Jan 15 1999

From: Phillip E. Pournelle <pepourne@n...>

Date: Thu, 14 Jan 1999 15:25:00 -0800

Subject: Ion Cannon

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!

From: Steven Arrowsmith <arrowjr@u...>

Date: Thu, 14 Jan 1999 19:57:25 -0500 (EST)

Subject: Re: Ion Cannon

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