Cybernetics in Genesys: EMP Weapons



Aside from the weapons listed in the Modern and Sci-Fi (Netrunner) section, we should also throw in some EMP weaponry as mentioned in the last post.

EMP weapons can cause disorientation when used against biological targets (or worse to their wielders if there is a problem with the shielding), but their true targets are machines. With that in mind, I wanted to switch direction a bit on how EMP weapons impact their targets:
  • When a cyborg is hit by a weapon with the EMP quality, it's critical rating drops 1 for every 1 point of cybernetic strain a character has.
  • Hits that penetrate the armor of vehicles have a Critical of 1. 
  • EMP weapons can be incredibly powerful, BUT a spend of 4 Threat or 1 Despair will inflict a Critical on the firing vehicle/person as properly shielding or grounding the users of these weapons is a tricky proposition.

NAMESkillDAMCRITRANGEENCUMPRICERARITYSPECIAL
EMP WEAPONS
Pulse PistolRanged(Light)55Short23605EMP, Prepare 2, Limited Ammo 2, Stun 1
Pulse RifleRanged(Heavy)65Medium59006EMP, Prepare 1, Limited Ammo 4, Stun 2
Pulse CannonGunnery85Long718008EMP, Prepare 1, Cumbersome 2, Stun 3
Under Barrel EMPRanged(Heavy)65ShortPlus 2Plus 6006EMP, Prepare 1, Liited Ammo 2, Stun 1, Unwieldy 2, Cumbersome 2

Some other guidelines: They should do ~%20 less damage than their ballistic counterparts, have %20 more encumbrance, +2 worse crit rating (aside from vehicles and the aforementioned 'discount' for targets with cyber), have a disorient effect as well as requiring 1 round between firings to charge.










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