EMP Cannon

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Toastrider
12/17/02 01:28 PM
172.136.208.43

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Dunno if this has been tried before, but... feel free to add suggestions.

EMP Cannon
Energy weapon
Range: 6/12/18
Heat: 6
Damage: Special
Weight: 5 tons
Critical Slots: 2

The EMP Cannon is a weapon originally developed from the particle-projection cannon, though it sacrifices its damage component for an electromagnetic disruptor effect.

The EMP blast does no direct damage normally. When fired, it causes temporary malfunctions to a target. Repeated EMP shots can cause Mechs to shut down from scrambled electronics, with minimal damage to the Mech itself.

Game Rules:

The EMP Cannon does no damage. When it hits a body part, roll as if it had inflicted one 'critical hit' on the target location. Apply effects as listed below. All ill effects start at the beginning of the next turn (if you hit someone's leg, they will have -1MP for the next turn and the turn after that).

Actuators (leg): The actuator is scrambled by the effect. -1 to the Mech's movement for the next two turns until the processors reboot.

Actuators (arm): The actuator is scrambled as per above. -1 to attacks (as if the actuator were destroyed by a critical hit) for the next two turns.

Life support (head): LSU temporarily scrambled for 1 turn. Apply penalties as if the life support critical was destroyed during that turn.

Sensors (head): Sensors badly scrambled. Apply a +3 attack penalty on the next turn.

Cockpit (head): Controls scrambled. +3 penalty to ALL piloting and attack rolls for the next two turns. The pilot, thankfully, isn't injured.

Engine (torso areas): EMP blast disrupts reactor shielding temporarily. +5 heat for two turns until the reactor shields realign.

Gyro: Gyro malfunctions temporarily. Pilot must make a piloting roll at a +1 modifier, or fall. The gyro realigns rapidly from being struck, though, so there is no duration.

Jump Jets: Temporarily disabled for one turn. -1 Jump MP.

Lasers and PPCs: Weapon temporarily disabled for two turns.

Autocannons: Weapon temporarily disabled for one turn.

Missiles (any): Weapon temporarily disabled for one turn. Roll 2d6. On a 12, a missile payload in the launcher is touched off by the pulse and explodes, inflicting full damage to that area of the Mech and wrecking the launcher.

Gauss weapon: Weapon disabled temporarily for three turns. Roll 2d6. On a 12, the pulse causes the capacitor system to detonate, as per a critical hit on a Gauss weapon.

Hatchet, sword, mace: No effect (duh).

Comments?

--Toasty
"The survivors, not the victors, write the history books."
Apoc
12/17/02 04:30 PM
67.224.53.157

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I believe it's range is too great for it's ability to disable mechs. Perhaps 4/6/12 with a minimum range of 2. It should be heavier, 9-10 tons since it's a modified PPC with extra shielding to protect the firing unit. Because of the large radius of electrical distrurbance, the surround hexes can be affected. Roll 2D6, on a ruslt of 9+ results in a hit. Against physical weapons, it could affect the arm itself, making it incapable of swinging.
Nightward
12/17/02 05:38 PM
211.26.1.97

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It seems a little bit too powerful. Personally, I think the new Haywaire iNARC pods do the trick.

Since most 'Mechs are already heavily insulated to survive the secondary electrical effect of PPC blasts, the amount of electrical impulse in a blast would have to be absolutely phenomanal. I think that the Heat for the weapon should be substantially higher than 6, even if the shot does no damage. Mind you, the fact that you have to score a 'Critical Hit" for the weapon to do anything does mitigate this somewhat.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
NathanKell
12/17/02 07:37 PM
67.86.58.8

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In light of such insta-death weapons as GRs and RACs, not to mention all manner of Clan nasties, I don't think it's so very overpowered. Perhaps another ton, or even better less range--but no minimum (they're nutty, IMO).
One little nit: on the gyro hit, have the pilot roll to avoid the fall in the end phase, not immediately (otherwise it screws up the idea of simultaneous execution of weapons fire).
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
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