Emp Cannon

Prerequisite

-

Power Point Abilities

Jam Weapon (3 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, optionally targeting one weapon the mech has. If the attack hits, the selected weapon (or a randomly selected weapon without the analog property) becomes nonfunctional for 1 minute unless the targeted mech succeeds at a Fortitude save. At the end of each of its turns, the targeted mech can attempt a new saving throw to end the effect.

Kill Engine (4 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, selecting one of the targeted mech’s movement types. If the attack hits, the selected movement type’s speed is reduced to 0 feet for 1 round unless the targeted mech succeeds at a Fortitude save. As a standard action, the targeted mech can attempt a new saving throw to end this effect.

Sabotage Power (3 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, targeting its power core. If the attack hits, the targeted mech can’t regain or expend Power Points for 1 round unless it succeeds at a Fortitude save.

This electromagnetic pulse cannon destabilizes enemy mechs’ sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech’s tier.

Source

Tech Revolution pg. 106

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