Jump to content

Babylon 5 Electromagnetic Weaponry

From Episode D6: Star Wars D6 Wiki
Revision as of 15:53, 31 October 2016 by imported>Thedemonapostle (Created page with "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...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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. More electromagnetic weaponry is covered later, in the CLASSIFIED chapter of this book.

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.

Name Scale Space Range Atmosphere Range Rate of Fire Damage
Shock Cannon Starfighter 1-3/12/25 10-300/1,200/2,500 m 1 4D+2*
Electro-Pulse Gun Capital 1-3/12/25 2-6/24/50 km 1 Special
Burst Beam Starfighter 1-3/12/25 10-300/1,200/2,500 m 1 6D+1*
  • Shock Cannon: This weapon causes 4D+2 lethal damage plus 4D+2 Ionization damage.
  • Electro-Pulse Gun: This weapon Ionizes 1 Controls of a capital scale ship. If the weapon successfully hits a starfighter scale ship, that ship is completely Ionized.
  • Burst Beam: This weapon causes 6D+1 lethal damage plus 6D+1 Ionization damage.