Author Topic: EM Weapons  (Read 4185 times)

0 Members and 1 Guest are viewing this topic.

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5654
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
EM Weapons
« on: November 12, 2007, 10:55:19 AM »
Here's what I came up with.

EM Weapons

Prerequisite - Particle Weapons II

EMW I, 1000 RP, 1250 Initiate cost, 62.5 Sustain Cost
EMW II, 2000 RP, 2500 Init. Cost, 125 Sustain Cost
EMW III, 3000 RP, 3750 Init. Cost, 187.5 Sustain Cost
EMW IV, 4000 RP, 5000 Init. Cost, 250 Sustain Cost

EMW I
EM Warhead

EMW II
EM Pulse

EMW III
EM Beam

EMW IV
Dual EM Beam


EM Warhead, 2 CP, 15 cost, 8 EM damage.
EM Pulse, 800 Cost, 75 Tons, 250 Power Used, 16 EM damage. 1 hex range.
EM Beam, 600 Cost, 50 Tons, 100 Power Used, 6 EM damage
HP 2, HTK 3, 0 - 65, 1-2 - 55, 3-6 - 50, 7-15 - 45
Dual EM Beam, 900 Cost, 75 Ton, 125 Power used, 10 EM Damage.
HP 3, HTK 5, 0 - 70, 1-2 - 65, 3-6 - 55, 7-15 - 50

EM Weapons Specials
EM Warheads and Pulse weapons cause an EM blindspot similar to a ship blowing up. This lasts for 1 turn. Ships struck by any EM weapon will have their sensors "disabled" for 1 turn. Intact shielding prevents this from occuring. Missiles struck by PD EM weapons have a 70% chance of being "burnt out" and rendered useless. Missile Armor subtracts 20% from that chance. Missile Shields negate it.


*NOTE*
This was originally posted over a year ago, so I am unsure if it is in the current rules.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »