Vehicle EMPS
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Vehicle EMPS
Under the official core rules military vehicles are completely immune to EMP weapons. I dislike this, though I can see the logic in preventing a single EMP shot hitting a tank and ending what should be an epic boss battle. With a bit of help from Darya/Tansai I have designed a new EMPS rating system for vehicles.
Civilian Vehicles
As stated in the rules, civilian vehicles have an EMPS of 22. If hit by an EMP blast of 22 or more the vehicle's engine and all subsystems will cut out. The engine will not work again for D6 minutes. A vehicle can be upgraded to use the military EMPS system, and this will be posted about on the WDN in the future.
Military Vehicles
A military vehicle's electrical systems have been hardened against EMP and will only fail one at a time. Military vehicles' EMPS start at 35 and can be enhanced with some upgrades, and also reduced by the use of complex targeting systems and engines.
The system that fails on a successful hit will be decided by the GM (usually at random) unless a penalty is taken to aim, much like using the severing table.
When a system has been disabled it can be restored to operational status by the driver/pilot taking a full round action to reboot the vehicle. This is of course impossible for vehicles moving at high speed and most aircraft, but a stationary tank or APC can easily restore all of its systems with a reboot if required. While rebooting, all weapon and sub systems except life-support-like systems will go offline.
A successful Perception + Assess Tech roll will reveal the EMPS of a military vehicle, with penalties based on the vehicle's design and condition.
Turrets
As stated in the core rules, turrets built to defend buildings are EMP immune, though their weapons are not.
Civilian Vehicles
As stated in the rules, civilian vehicles have an EMPS of 22. If hit by an EMP blast of 22 or more the vehicle's engine and all subsystems will cut out. The engine will not work again for D6 minutes. A vehicle can be upgraded to use the military EMPS system, and this will be posted about on the WDN in the future.
Military Vehicles
A military vehicle's electrical systems have been hardened against EMP and will only fail one at a time. Military vehicles' EMPS start at 35 and can be enhanced with some upgrades, and also reduced by the use of complex targeting systems and engines.
The system that fails on a successful hit will be decided by the GM (usually at random) unless a penalty is taken to aim, much like using the severing table.
When a system has been disabled it can be restored to operational status by the driver/pilot taking a full round action to reboot the vehicle. This is of course impossible for vehicles moving at high speed and most aircraft, but a stationary tank or APC can easily restore all of its systems with a reboot if required. While rebooting, all weapon and sub systems except life-support-like systems will go offline.
A successful Perception + Assess Tech roll will reveal the EMPS of a military vehicle, with penalties based on the vehicle's design and condition.
Turrets
As stated in the core rules, turrets built to defend buildings are EMP immune, though their weapons are not.
Re: Vehicle EMPS
The Anti-Grav Motor from the Core Rules (Page 56) will now decrease the EMPS of a vehicle by 1 for each motor installed. This includes military vehicles.
Similar topics
» Powered Armour EMPS
» Vehicle Customization
» Vehicle Upgrades
» Damaging Vehicle Components
» Vehicle Combat System
» Vehicle Customization
» Vehicle Upgrades
» Damaging Vehicle Components
» Vehicle Combat System
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