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EMP/Ion Cannon

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.

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