EMP-12 Electromagnetic Pulse Emitter

Origin and function
A Grackletooth design, the EMP-12 contains a tiny nuclear-fusion chamber and shielding to redirect the massive amount of energy released when a hydrogen atom is split. The lead shielding directs the energy out of the barrel of the gun instead of into the user and nearby organics and electronics. The specific type of EMP is referred to as an E1 type Electromagnetic Pulse meaning the magnetic pulse itself is far too fast for ordinary lightning or EMP shielding, often damaging, disabling, or destroying electronic devices.(33% chance of any event, roll percentiles - refer to table) Unshielded organic targets suffer from accute radiation poisoning when caught in the crossfire or in the cockpit of a targeted enemy armor and artillery. Most commonly equipped to the Beetle Power Armor if enemy artillery and armored vehicles cannot be reached by aerial assault.

Statistics
Attack: +4 | Damage: 5d6 damage from radiation poisoning to unshielded organic targets/ 5d10 damage to unshielded electrical systems | Range: 1000ft | Weight: 35 lbs | Cooldown: Once fired the EMP-12 requires two rounds to rebuild sufficent energy, if fired before two rounds expires reduced damage is done to organics and electronics: 1d10 damage .

1% - 33% - Damaged - electronic systems require repairs once they have been damaged(reduced damage to electronics: 3d10 damage, full damage to organics)

34% - 66% - Disabled - the electronic system requires two rounds to reboot(reduced damage to electronics: 2d10 damage, full damage to organics)

67% - 100% - Destroyed - the electronic system suffers irrepairable damage and must rebuilt(full damage to organics and electronics)