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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16382 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Oct 31, 2016 11:59 am Post subject: EMP Damage |
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I've been putting some thought into how to handle EMP damage for some of the ordinance I'm working on, particularly for defense suppression ordnance for starfighters.
Essentially what I'm thinking is to treat EMP damage just like Ion damage, except that any penalties are permanent. However, as per the description of EMP weaponry in the Imperial Sourcebook, any active shields would completely block the EMP effect.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14306 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Oct 31, 2016 1:46 pm Post subject: |
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I would say based on my RL training in regards to electronics repair, comms gear and EMPS;
Yes for perm damage
NO for shields blocking
BUT people can make EMP blocks. Which would in essence GIVE a ship's electronics some shielding (say 1-2d)... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16382 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Oct 31, 2016 2:01 pm Post subject: |
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The only detailed description of EMP effects in the SWU is in the Custom Ordnance chapter of the ImpSB says the following:"This blast, however, can be reflected back on the firer, causing the attacking vessel to "blink out" and become a desolate, powerless hulk."
My thinking is that, in order to avoid creating a weapon that is too powerful, there should be an obvious weakness. Since EMP is energy, and we have only sci-fi hand wave explanations as to what shields are and how they function, I think energy shields of all types should not only be (at minimum) extremely effective against EMP, but should have a chance of reflecting the pulse back at the shooter (on a Wild Dice result, perhaps). That would limit EMP weaponry to use against unshielded targets, or require it to be used in combination with other weaponry to penetrate shields. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14306 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 01, 2016 12:11 am Post subject: |
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I disagree. Knowing how EMP's work IRL their biggest issue us unlike an Ion cannon, they don't discriminate.. So they shut down all electronics, including your own. That's their down side.. Giving shields the power to reflect them back would make no one (well anyone with a lick of intelligence) ever bother using EMP weapons. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16382 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 01, 2016 1:03 am Post subject: |
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garhkal wrote: | I disagree. Knowing how EMP's work IRL their biggest issue us unlike an Ion cannon, they don't discriminate.. So they shut down all electronics, including your own. That's their down side.. Giving shields the power to reflect them back would make no one (well anyone with a lick of intelligence) ever bother using EMP weapons. |
No, they would just have to use them in combination with other weapons.to bring down the shields first. Recall the Empion Mine from Wraith Squadron?
Plus, the Custom Ordnance chapter mentions two current EMP delivery methods: heavy cluster bombs and cannon. An EMP cannon would have a directional effect that could be aimed at a specific target; it would be awfully silly to build a one-shot cannon that burned itself out on firing.
Sure, real world EMP may have specific characteristics, but this is space opera science fiction. The real world's rules often don't apply. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Tue Nov 01, 2016 8:37 am Post subject: |
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Regarding the stuff in the books:
I think that if you're going to make EMP warheads (or bombs, grenades, whatever) very powerful, then yes, some sort of common shielding should be effective against them. Or else everyone in the SWU would just use EMP's constantly against their enemies to the exclusion of other weapons.
If you make them not "very" powerful, but powerful enough to do some localized damage (like a hand-held EMP), then I think shields would be less powerful in such a situation and penetrable by the EMP. It's a trade-off...powerful but neutralized by shields...less powerful but will penetrate shields.
Also, EMP's definitely cause permanent damage. That is something to consider. Also, I imagine an EMP big enough to wipe out an area 1km in diameter would likely weigh a lot. Like over 10 kg. And it would be bulky.
As far as warheads and warships go, I think a successful hit of a single EMP warhead in the right spot should render most capital ships useless until they are towed away and repaired, but this is only if its shields are inoperative or have been depleted. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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