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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Fri Nov 12, 2021 12:59 am Post subject: EMP Weponry and "tech" |
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We have to day on earth EMP "guns" that can stop a car by simply shutting off the electronics.
Now in star wars we have shielding and such in star wars, but I am curious as to EMP and how it would impact anything "electronical" |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Fri Nov 12, 2021 1:13 am Post subject: |
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Aren't there already electromagnetic pulse weapons?
I recall the DEMP gun listed....I want to say....in the Imperial Sourcebook, though I vaguely recall the descriptive leaned heavily towards droids, rather than anything else electronic.
~Ty
[EDIT] Found the listing, in The Imperial Sourcebook, P122-123:
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Sometimes it is desirable to neutralize droids without permanently damaging or destroying them. These constructs are vulnerable to the effects of an electromagnetic pulse, a burst of energy which destroys critical electromagnetic pathways in mechanical and computerized devices.
Internal components are hardened against EMP effects as a matter of course in manufacturing, to enable devices to withstand the rigors of space and unpredictable alien environments. However, a modified-frequency pulse effect developed by Merr-Sonn weapons is capable of penetrating shielding and hardened circuitry.
The DEMP gun incorporates this technology. It is a weapon capable of "stunning" a droid as an alternative to damaging it.
The DEMP gun is available in a handgun or carbine configuration with adjustable power settings. Setting one does one-half the normal stun damage of a blaster pistol. Setting two inflicts the stun damage indicated in the weapon specifications. Setting three inflicts physical damage to internal components. A droid damaged with setting three cannot be repaired, but must have its components completely replaced. |
Again, largely concerned with droids, though the descriptive suggests it would ignore shielding and hardened circuitry on anything electronic it hits. _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 12, 2021 3:24 am Post subject: |
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Also in one of the novels, we saw those EMP-Ion mines.. So ships DO seem to also be affected by EMPs.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Nov 12, 2021 1:41 pm Post subject: |
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garhkal wrote: | Also in one of the novels, we saw those EMP-Ion mines.. So ships DO seem to also be affected by EMPs.. |
That mine used a dual warhead, using an ion weapon to bring down the X-Wings's shields before disabling them with an EMP weapon.
Frankly, the entire concept behind that mine was a little OTT, but Alston at least acknowledges this in the novel by having one of the characters mention how expensive it would be. The biggest issue for me was how it detected ships in hyperspace, but since I've already come up with my own version, having a miniaturized version with greatly reduced range isn't hard to picture.
TyCaine wrote: | Again, largely concerned with droids, though the descriptive suggests it would ignore shielding and hardened circuitry on anything electronic it hits. |
But there is another section in the ImpSB that mentions EMP weapons, and it infers that shields can actually reflect the attack back at the attacker:Magnetic Bombards
High tech worlds where the new magnepulse custom ordnance have been tested showed an immediate cessation of hostile and rebellious activity. A magnetic bombard delivered above cities or technological installations can send a civilization literally back into its dark ages.
These weapons take two forms, both delivering a magnetic pulse that shorts out most technological equipment, computers, communication units, and droids. The first method delivers the pulse via a cannon blast delivered by a ship of medium cruiser level or above. This blast, however, can be reflected back on the firer, causing the attacking vessel to "blink out" and become a desolate, powerless hulk. The second method delivers its pulse via a cluster bomb, but these bombs can be destroyed before they reach detonation.
Now being designed to include shields and evasive computers, the magnepulse bomb is gaining acceptance within the Empire. It is a clean weapon that simply prevents a world from retaliating with modern weaponry. The bombs can be carried by any vessel capable of supporting TIE bays, as these weapons are approximately the size of a fighter when the thrusters, evasive computers, shield generator, and power cells are in place.
The sophisticated technology that goes into creating a magnepulse bomb, and its one-shot delivery, make this ordnance very mission expensive. For now, DMR has chosen to spend the extra credits to obtain maximum flexibility. But new technologies, like interchangeable cannon-mounted weapons, might see this change in the near future.
Remember, these weapons do nothing against planets without a level of technology that includes computers and electromagnetic communications. But as most worlds the Empire wishes to pacify fall into this category, the use of magnepulse ordnance may increase as the civil war rages on.
-Imperial Sourcebook (2E), pg. 67 (emphasis mine) So it seems Aaron Alston took some liberties with the text in Wraith Squadron, but I like how having EMP be ineffective against shielded targets balances out what would be a pretty overpowering weapon otherwise.
Off-hand, I'd say treat EMP damage like Ionization that doesn't roll off, and has to be repaired. The DEMP Gun's three different damage levels would look something like this:Setting One (Low): Ionization Damage
Setting Two (Medium): Inflicts EMP Damage (as Ionization, but doesn't roll off)
Setting Three (High): Inflicts Normal Damage (to Electronic Devices and Droids only) As far as Shields, I'd suggest that Shields double their value against EMP weapons, and that a Wild Die result on an attack against a shielded target rebounds on the attacker (any failed attacks without a Wild Die result are just assumed to have reflected off in a random direction). _________________ "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.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Nov 12, 2021 4:35 pm Post subject: |
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Also, for quick game stats on Magnetic Bombard cluster bombs, use a TIE/X-M4 with no Hyperdrive, 2D of Shields and have the warhead inflict EMP Damage, as described above. _________________ "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.
The CRMcNeill Stat/Rule Index
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Fri Nov 12, 2021 7:16 pm Post subject: |
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Informative, thank you guys |
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