the frontier of human space, pioneers and freebooters mostly fought among
themselves--until the Kra'Vak invasion. Afterwards, when the major navies
withdrew to defend the Core worlds, the abandoned people of the outer rim
were forced to cooperate to defend themselves against xeno attacks. Rim
shipwrights, innovative and resourceful, installed weapons on whatever
hulls they had available, then quickly turned to building new vessels
designed for war. The few Rim shipyards have limited capacity, however, so
converted raiders and armed merchantmen are still common in ORC squadrons.
Because ships are so valuable, the captains of the Rim still carry on the
pirate tradition of capturing enemy ships, when possible, rather than
destroying them, and most ORC warships mount EMP batteries for that
purpose. Their prey is not only the xeno ships that attack them, but also
the ships of the inner worlds who abandoned them.
ORC warships are tough
with slightly above average hulls plus some armor. They mount beam
weapons with very wide arcs so most weapons will be able to target enemies
no matter how well they manuver. EMP Batteries are used on all their
ships except for the smallest combatants. ORC ships are not
the most manuverable with only moderate thrust but this is partially
compansated for with their wide weapon arcs.
(Electro-Magnetic Pulse) Batteries
These weapons fire electro-magnetic pulses that short out and disrupt
electroning system of the target ship.
The EMP Battery works like a normal beam battery of
the same size class (i.e. requires 1 Fire Control per target, a
Class 2 EMP Battery rolls 2 beam dice at range 0-12 and 1 die at
range 12-24, screens work as normal, etc.) When hits are
indicated, do not mark off hull boxes, but these EMP hits are
accumulated to a maximum of 3. If multiple EMP beams fire together in a single attack
their hits are added together, but any EMP hits after the 3rd are wasted.
If any EMP hits are scored on a target
ship, roll 1D6 for
each EMP vulnerable system: rolling EQUAL TO or LESS than the number
of EMP hits indicated by the attack means
that the system is damaged just as if it had failed a threshold
check. See the example below.
Mass and cost of EMP
Batteries are the same as a standard beam battery of the
same class and same number of arcs.
vulnerable systems are defined as all systems on the target ship EXCEPT:
- Core Systems
- Weapons (including Point Defense
weapons and magazines)
- Crew and passengers (including boarding
- Cargo holds, passenger quarters and
similar "systems" which don't normally make threshold
- Fighter/small craft/tender bays
This normally means that only engines, screens and fire control
systems are vulnerable along with many special systems like
sensors, cloaks, etc; but any systems added to FT hereafter are
vulnerable unless they fall under any of the above general
categories or are explicitly stated not to be.
a system is damaged, it takes effect after all weapons on the
firing ship have fired.
Systems damaged by an EMP
Battery can be repaired just like systems damaged by a threashold check.
Example of an EMP Battery in use....
an ORC Gargoyle-class light cruiser, fires its two EMP-2 batteries
at the FSE battleship Roma at a range of 19mu. Reaver
rolls two dice resulting in a 4 and a 6; the 4 is blocked by Roma's screen,
but the 6 does two hits and a re-roll. The re-roll is a 5 for 1
more hit, so Reaver scores a total of 3 EMP hits. Roma rolls a
die for each vulnerable system with results of 1-3 indicating that
system is damaged. The rolls are a 4 for
her Main Drive, a 1 for her FTL, a 2 for her Screen Generator, and 1,
5, 4 for her fire controls - the Roma loses her FTL, screen and one fire
also fires her two Class 2 Beam batteries at Roma, resulting
in two dice rolled for a 2 and a 4. The 2 is a miss and the
4 is blocked by the Roma's screen. Even though the EMP
batteries knocked out the Roma's Screen Generator, that damage
does not take effect until ALL weapons from Reaver have
been resolved, so it is still there to block this shot.
players with the EMP Batteries feel like these weapons aren't
doing any damage, while at the same time, their opponents feel
like the EMP Batteries are overpowered and taking down their fire controls and
engines too easily. So please play both sides, with and then
against EMP Batteries before you make judgment on them.