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.