EMP Equipment
by Alex Pepper

EMP GRENADES

Only affects one target. They do not use the grenade template. These grenades use an Electro Magnetic Pulse that surges through target causing failure in all electrical components. Shielding against this will protect the unit from this form of attack. All squad members may be armed with one EMP Grenade, for a cost of 15 points. An indvidual may purchase one grenade for 7 points. EMP grenades are thrown and cannot be launched from any grenade launcher, vehicle mounted or otherwise. EMP grenades can be used against Vehicles, AI’s and will also affect Enhanced Chassuers.

INDIVIDUAL’S
When rolling to hit a figure the target makes an A roll at –3 if the attack succeeds nothing else happens. However if the save fails the figure looses all of its remaing actions for that round. At the start of their activation the model must make a Ld roll to see if the come back on- line. A self repair roll (if applicable) may also be taken.

VEHICLE’S
When Rolling to hit a vehicle, use the Vehicle Hit Location Table using the following effects for each location.

When targeting the Eradicator Deathdroid, Harricane Walker, or Meka use their specific hit location table to determine where the grenade hit..

BODY. Make an armour roll against the vehicle’s armour rating at –3. If the attack succeeds the vehicle shuts down for 1 round due to a surge in the electronics.

ENGINE/TIRES/TRACKS. Make an armour roll against the vehicle’s A at –3. If the attack fails nothing happens. If the attack is successful the vehhicle may run into trouble. Use the same hit location rule as noted in Beasts of War pg 16.

AI/CREW. OPEN VEHICLE— Determine which crew member is hit, if the crew is not an AI they get a slight buzz from the grenade but they must make a Ld roll to see if they can trow it out before the grenade goes off.if the save fails the grenade goes off hitting vital control components causing a loss of control without a further Ld roll from the crew.However if the roll succeeds nothing else happens. If the crew member is an AI make an A roll at –3 to determine if the grenade affects the crew. If the save fails a loss of control roll is made.

AI/CREW. CLOSED VEHICLE— Make an armour roll against the vehicle’s A at –3. If it is a save nothing more happens. If the attack succeeds the grenade has managed to hit somewhere near vital control components and the vehicle suffers a loss of control.

WEAPON. Make an armour roll at –3. If it is a save nothing else happens, however if the roll succeeds, the weapon shuts down on a roll above 10 and becomes totally useless unless repaired.

AMMO STORAGE/FUEL TANK. Make an attack against the vehicle’s A roll at –3. If the attack fails nothing else happens. If the save fails there is a 50% chance of hitting the Fuel Pump, if this happens the vehicle will splutter to a halt in the vehicle’s MV in rounds. If it hits the Ammo Storage nothing else happens.

EMP SHEILDING

protects against attacks from EMP grenades. It is a small device implanted into AI’s and other similar models maybe fitted to Vehicles. It sends continueous pulses that block the effects of EMP.

The cost of the Device depends on the models size.

Normal Size. Cost is 5 per model in squad. All units in the squad must be fitted with the device. An indvidual model may purcahse this as one of its three pieces of equipment.

Large/Light Vehicle Size. Cost is 7 per vehicle or individual.

Giant/Normal Vehicle Size. Cost is 9 per unit vehicle or individual.

Heavy Vehicle Size. Cost is 11 per unit vehicle or individual.

This page is maintained by
Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1