EMP Cannon

A specialised non-lethal weapon designed to disable enemy ships without destroying them. Often used in duels, honourable piracy, or clean capture operations, it represents a precise application of overwhelming electronic force.

 

Cost:

With Weapon Mount to attach to: 0 Points
Without Weapon Mount to attach to: 10 Points
 

Summary

Type: Fighter-Class Weapon (Useful)
Qualities: Useful, Power Capacity (Range), Power Capacity (Mass), EMP Disable, Area 3, Controlled Effect, Scale 1, Ranged (Reduced Capacity 1)
The EMP Cannon is a non-lethal systems-disruption weapon that uses an electromagnetic pulse to temporarily disable a fighter’s integrated electronics. Although built using the Useful quality, it is treated as a normal weapon attack—requiring scanning to bypass shields and allowing targets to dodge.
A successful hit disables the target’s systems for several rounds, drops shields immediately, and disables any connected electronic systems within a 15-yard radius. Its range, mass capacity, and specialised effects make it ideal for precision control, clean captures, or honour duels governed by The Signal Code.
 

Lore

In many civilised systems, Aces duel not with lethal weapons, but EMP Cannons. Under the widely recognised Signal Code, any ship disabled—even momentarily—is considered defeated and must withdraw. Honourable pirate captains often agree to similar terms, allowing crews to surrender cargo if all defenders are EMP’d. Mercenaries enforcing the code frequently add a clause requiring pirates to pay a bounty if they lose.
 

Rules & Limitations:

  • Range: 128 Yards without penalty. -1 penalty to hit up to 256 yards. 1 Gobble Die for every 128 interval past 256 yards.
  • Power Capacity (Range): Allows targeting at range.
  • Power Capacity (Mass), Boosted: Affects up to 128 tons—enough for fighters and large turrets.
  • EMP Disable: On a successful hit:
    • Target and all integrated electronics are disabled for a number of rounds equal to the Width of the hit.
    • Shields drop immediately and provide no Hard Armour while disabled.
  • System Reboot (Immediate): After being hit, the ship immediately rolls its Power attribute. Reduce the disabled duration by the Width of the roll. If reduced to 0 or less, the ship is not disabled.
  • System Reboot (Ongoing): While disabled, the pilot may spend their action each round to make another Power roll to reduce the remaining duration.
  • Area 3: On a successful hit, the target and all systems within 15 yards take 2 Shock to every location, then roll 2d10 and take 1 Killing to each rolled location.
    • Affected systems must be electronic or integrated (see below).
  • Controlled Effect – Electronics Only: The Area effect does not affect organics or non-electronic systems.
  • Scale 1: Can only affect targets of Scale 1.
  • Full Power Only: Must be fired at maximum Width.
  • Depleted: Requires ammo tracking (100 uses).
  • Obvious: Very bright and loud—cannot be hidden when fired.
  • If/Then – Requires External Power Source: Only usable when mounted to a powered vehicle or station.
  • Operational Skill: Requires Weapon (Gunnery) or similar.
  • Focus: Must be installed. Not innate.
  • Bulky: -2 dice if not mounted.

 

Tactical Role

  • Non-Lethal Engagement: Ideal for duels, piracy, and capture missions.
  • Pilot Suppression: Temporarily removes enemies from the fight.
  • Shield Breaker: Drops shields instantly, exposing targets.
  • Disables Support Systems: The Area effect disables nearby drones, turrets, and tech relays.

 

Cost Breakdown

  • Base Useful Power: +2 Points
  • Power Capacity (Mass): +2 Points
  • Booster (Mass): +1 Point
  • EMP Disable: +0 Points (narrative effect within the base power)
  • Area 3: +3 Points
  • Controlled Effect – Electronics Only: -1 Point
  • Scale 1: +1 Point
  • Focus: -1 Point
  • Depleted: -1 Point
  • Bulky: -1 Point
  • Obvious: -1 Point
  • Full Power Only: -1 Point
  • Operational Skill: +0 Points
  • If/Then – Requires External Power Source: -1 Point
  • Reduced Capacity 1 (Ranged): -1 Point
Final Cost per Regular Die: 1 Point
 

Space Combat Adaptation

The EMP Cannon brings a tactical dimension to space combat, allowing pilots to disable targets without killing them. It’s a weapon of control, precision, and deterrence—favoured in duels, piracy with honour, and clean extraction operations. When used under the Signal Code, it represents a social contract of surrender or retreat, enforced not by law, but by shared respect for skill.

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