Jump to content
Main menu
Main menu
move to sidebar
hide
Content
Game Mechanics
Game Mechanics Main
Player Handout
Characters
Character Advancement
Attributes and Skills
Rules
Combat and Injuries
Movement and Chases
Space Travel
Combat
Character Sheets
Links
Aliens
Aliens Main
Races
Creatures
The Force
The Force Main
Force Powers
Lightsaber Fighting Styles
Force Paths
Force Weapons
Artifacts
Lightsaber Construction
Droids
Droids Main
1st Degree Droids
2nd Degree Droids
3rd Degree Droids
4th Degree Droids
5th Degree Droids
Droid add-ons and Junk
Starships
Starships Main
Starfighters
Space Transports
Capital Ships
Space Stations
Tactical Space Weapons
Starship Modifications
Equipment
Individual Ships
Star Systems
Star Systems Main
Deep Core
Core Worlds
Colonies
Inner Rim
Expansion Region
Mid Rim
Outer Rim
Wild Space
Hutt Space
Corporate Sector
Unknown Region
Vehicles
Vehicles Main
Airships
Airspeeders
Beast Vehicles
Gliders
Ground Vehicles
Hover Vehicles
Landspeeders
Rotor Vehicles
Sail Barges
Skiffs
Speeder Bikes
Swoops
Walkers
Watercraft
Equipment
Equipment Main
Structures and Bases
Communications
Conveyances
Droid add-ons and Junk
Information
Medical
Protective Equipment
Security
Surveillance
Survival
Tools
Weapons
Weapons Main
Artillery
Blasters
Grenades & Explosives
Melee Weapons
Miscellaneous Weapons
Missile Weapons
Poisons
Ranged Weapons
Thrown Weapons
Weapons Accessories
Characters
Characters Main
Templates
Non-Player Characters
Stock Non-Player Characters
Story Lines
Story Lines Main
Conrad Deception
After the Fall
Collapsible World
Retrieval
Crossovers
Crossovers Main
Alien vs Predator
Andromeda
Babylon 5
Battlestar Galactica
Farscape
Halo
Mass Effect
Mobile Suit Gundam
Perry Rhodan
Robotech Defence Force
Serenity
Shadowrun
Space Balls
Star Control
Stargate
Starship Troopers
Star Trek
The Last Starfighter
Warhammer 40,000
Wing Commander
Home Brewed
Home Brewed Main
Aliens
Equipment
Starships
Quests
Star Systems
House Rules
Navigation
Main page
Community portal
Current events
Recent changes
Random page
Help
Episode D6: Star Wars D6 Wiki
Search
Search
Appearance
Log in
Personal tools
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Babylon 5 Electromagnetic Weaponry
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=='''Electromagnetic Weaponry'''== Electromagnetic energy is decidedly difficult to manage into a cohesive weapon. It is erratic, potentially dangerous and extremely short-ranged by all common sciences of today. There are a few who have come up with abysmally short lived and unremarkable applications of EM energy by the Younger Races, but the most spectacular examples of true electromagnetic mastery is only found in the living ships of the Vorlons. Their technology concerning the creation, manipulation and wielding of electromagnetic energy is a marvel beyond the minds of the 23rd Century. Other than the minor uses found here, the realm of electromagnetic weaponry is still a work in progress for those still risking experimentation with it. {| style="width: 100%;" class="article-table" cellspacing="1" cellpadding="1" border="3" |- | class="xl64" colspan="10" style="height: 20px; text-align: center;"|<u>'''Electromagnetic Weaponry'''</u> |- | style="text-align: center;"|<u>'''Name'''</u> | style="text-align: center;"|<u>'''Origin'''</u> | style="text-align: center;"|<u>'''Type'''</u> | style="text-align: center;"|<u>'''Scale'''</u> | style="text-align: center;"|<u>'''Cost'''</u> | style="text-align: center;"|<u>'''Space Range'''</u> | style="text-align: center;"|<u>'''Atmosphere Range'''</u> | style="text-align: center;"|<u>'''Qualities'''</u> | style="text-align: center;"|<u>'''Damage'''</u> |- | style="text-align: center;"|Shock Cannon | style="text-align: center;"|Minbari Federation | style="text-align: center;"|Ion Cannon | style="text-align: center;"|Capital | style="text-align: center;"|65,000 | style="text-align: center;"|1/3/4 | style="text-align: center;"|1-2/6/8km | style="text-align: center;"|Ionization | style="text-align: center;"|1D |- | style="text-align: center;"|Electro-Pulse Gun | style="text-align: center;"|Minbari Federation | style="text-align: center;"|Ion Cannon | style="text-align: center;"|Capital | style="text-align: center;"|75,000 | style="text-align: center;"|1/3/6 | style="text-align: center;"|1-2/6/12km | style="text-align: center;"|Ionization | style="text-align: center;"|Special |- | style="text-align: center;"|Burst Beam | style="text-align: center;"|Narn Regime | style="text-align: center;"|Ion Cannon | style="text-align: center;"|Capital | style="text-align: center;"|60,000 | style="text-align: center;"|1-2/4/8 | style="text-align: center;"|2-4/8/16km | style="text-align: center;"|Ionization | style="text-align: center;"|2D |- | style="text-align: center;"|Electromagnetic Lash | style="text-align: center;"|Lumati | style="text-align: center;"|Ion Cannon | style="text-align: center;"|Capital | style="text-align: center;"|120,000 | style="text-align: center;"|1-3/8/15 | style="text-align: center;"|2-6/16/30km | style="text-align: center;"|Ionization | style="text-align: center;"|4D |} ===='''Shock Cannon'''==== *Ionization The closest thing to a solid advance in true electromagnetic weaponry created by the Minbari, the shock cannon is little more than a fusion cannon armed with a different set of charge accumulators. It projects a blast of wild and short-lived EM energy toward an enemy in the hope that it will cause internal system damage instead of the more permanent damage that a neutron laser or fusion cannon would cause. *'''Special''': Causes 1D Physical damage and Ionizes 1 control system. ===='''Electro-Pulse Gun'''==== *Ionization Unique to the Minbari, the electro-pulse gun emits electromagnetic static that can rip through defensive screening or armor and disrupt an enemy ship’s vital control systems. The effects on a small craft, such as fighter craft is devastating. The weapon unleashes its charge with surprising accuracy, but cannot harm a target in any way other than by frying electrical systems and disabling key components – making the target an easy target for the firing ship’s own escorts. *'''Special''': Ionizes 1D worth of control systems. This effect is 2D worth on starfighter or lesser scale vessels. ===='''Burst Beam'''==== *Ionization A strange place to find an electromagnetic weapon of any sort is in the hands of the commonly destructive and vengeful Narn. Even so, the burst beam is a short-ranged EM pulse emitter that is carried by a stream of energized particles – cutting small holes in an enemy in order to soften a system long enough to let the EM energy rip its circuits apart. Too short of a range for anything but the expedient assault and police cutters of the Regime, the burst beam has become a raider cell favorite for those that can afford it. *'''Special''': Causes 2D Physical and Ionizes 1D worth of control systems. ===='''Source'''==== *Babylon 5 Ship Builder's Manual (page 61) *thedemonapostle
Summary:
Please note that all contributions to Episode D6: Star Wars D6 Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Episode D6: Star Wars D6 Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Babylon 5 Electromagnetic Weaponry
Add topic