Ultra-Tech Beam Weapon Options: Difference between revisions

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__TOC__
__TOC__
{{unfinished}}
==Options==
==Options==
These options can be combined with [[TL9]]-[[TL12|12]] or [[superscience]] beam weapons to create extremely powerful or efficient weapon systems. It's possible to add superscience upgrades to weapons that do not themselves require superscience. For example, a laser rifle ([[TL10]]) may be upgraded
These options can be combined with [[TL9]]-[[TL12|12]] or [[superscience]] beam weapons to create extremely powerful or efficient weapon systems. It's possible to add superscience upgrades to weapons that do not themselves require superscience. For example, a laser rifle ([[TL10]]) may be upgraded
with grav focus ([[TL10]][[^]]) technology.
with grav focus ([[TL10]][[^]]) technology.
===Superscience Power Cell (TL^)===
===Superscience Power Cell (TL^)===
Many science fiction settings assume beam weapons
Many science fiction settings assume beam weapons can fire continuously for extended periods. The superscience power cell option multiplies the weapon's number of shots by 5. Note that the [[Shots]] listed for all beam weapons in the GURPS Basic Set assume superscience power cells; divide Shots by 5 if using mundane cells.
can fire continuously for extended periods. The super-
science power cell option multiplies the weapon’s number
of shots by 5. Note that the Shots listed for all beam
weapons in the GURPS Basic Set assume superscience
power cells; divide Shots by 5 if using mundane cells.
===Field-Jacketed (TL10^)===
===Field-Jacketed (TL10^)===
A field-jacketed beam is enclosed in a force field or
A field-jacketed beam is enclosed in a force field or space-folding effect that prevents interference with atmosphere (or lack of atmosphere, as the case may be). This technology allows ultraviolet, X-ray, and gamma-ray lasers to be effective in atmosphere, and charged particle beams, electrolasers, and sonic weapons to work normally in vacuum. Beam weapons that cannot otherwise function underwater also do so at normal efficiency.
space-folding effect that prevents interference with atmos-
phere (or lack of atmosphere, as the case may be). This
technology allows ultraviolet, X-ray, and gamma-ray lasers
to be effective in atmosphere, and charged particle beams,
electrolasers, and sonic weapons to work normally in vacu-
um. Beam weapons that cannot otherwise function under-
water also do so at normal efficiency.


At the GM’s option, field-jacketing a laser or other beam
At the GM's option, field-jacketing a laser or other beam may make it visible, even in vacuum. This may explain the pretty colors observed in space opera movies!
may make it visible, even in vacuum. This may explain the
pretty colors observed in space opera movies!


Field-jacketing can be added to all beam weapons
Field-jacketing can be added to all beam weapons (although some types may not need it). It's a standard superscience space opera effect, and doesn't have to cost anything. A field-jacketed weapon may also be twice as expensive as one without this feature.
(although some types may not need it). It’s a standard
superscience space opera effect, and doesn’t have to cost
anything. A field-jacketed weapon may also be twice as
expensive as one without this feature.
===Gravitic Focus (TL10^)===
===Gravitic Focus (TL10^)===
This uses a hypergravity field to create a synthetic virtu-
This uses a hypergravity field to create a synthetic virtual lens that can focus and/or accelerate an energy beam. The technology trades beam energy for range, and permits space battles over thousands or millions of miles, rather than hundreds.
al lens that can focus and/or accelerate an energy beam.
The technology trades beam energy for range, and permits
space battles over thousands or millions of miles, rather
than hundreds.


Grav-focusing is available for any type of laser, for
Grav-focusing is available for any type of laser, for microwave beams, and for any type of particle beam. It is usually used only on larger weapon systems, such as vehicular laser cannon.
microwave beams, and for any type of particle beam. It is
usually used only on larger weapon systems, such as  
vehicular laser cannon.


Each level of grav-focus halves the damage but multi-
Each level of grav-focus halves the damage but multiplies the range by 10. Up to ([[TL]]-9) levels of grav focus are possible. Gravity focus can always be turned off. If so, the weapon inflicts its normal damage. Each level doubles the weapon's cost.
plies the range by 10. Up to (TL-9) levels of grav focus are
possible. Gravity focus can always be turned off. If so, the
weapon inflicts its normal damage. Each level doubles the
weapon’s cost.
===FTL (TL11^)===
===FTL (TL11^)===
Any beam weapon may take this option. The beam trav-
Any beam weapon may take this option. The beam travels instantly to the target at many times light speed. Treat the beam as field-jacketed (above) – that is, it ignores any of the usual environmental restrictions that might affect it (so a laser beam can travel underwater, etc.). In addition, its 1/2D range becomes the same as its max range. Accuracy does not increase, but the user suffers only half the usual speed/range penalties. For example, a target 100 yards away is -5, not -10.
els instantly to the target at many times light speed. Treat
the beam as field-jacketed (above) – that is, it ignores any
of the usual environmental restrictions that might affect it
(so a laser beam can travel underwater, etc.). In addition, its
1/2D range becomes the same as its max range. Accuracy
does not increase, but the user suffers only half the usual
speed/range penalties. For example, a target 100 yards
away is -5, not -10.


These beams may be subject to setting-specific restric-
These beams may be subject to setting-specific restrictions similar to those that apply to faster-than-light travel. They usually only function in vacuum (although the GM may rule otherwise) and may only function when far away from a sizable gravity well, such as that of a planet. These beams also imply the existence of instantaneous faster-than-light communications and sensors, which would use similar technology.
tions similar to those that apply to faster-than-light travel.
They usually only function in vacuum (although the GM
may rule otherwise) and may only function when far away
from a sizable gravity well, such as that of a planet. These
beams also imply the existence of instantaneous faster-
than-light communications and sensors, which would use
similar technology.
===Hotshots and Overheating===
===Hotshots and Overheating===
Ordinary beam weapons have cooling systems,
Ordinary beam weapons have cooling systems, but sustained fire can overheat them. The GM can ignore heat in most situations, but have the weapon overheat if dramatically appropriate. In general, firing more than (RoF × 10) shots will overheat the weapon. This can be avoided by either a 10-second pause between each attack, or by not firing any shots for a full minute.
but sustained fire can overheat them. The GM can
ignore heat in most situations, but have the weapon
overheat if dramatically appropriate. In general, fir-
ing more than (RoF ¥ 10) shots will overheat the
weapon. This can be avoided by either a 10-second
pause between each attack, or by not firing any
shots for a full minute.


Beam weapons can be overloaded to fire hot-
Beam weapons can be overloaded to fire hotshots. A hotshot counts as two shots. Multiply damage (or radius of effect, or [[HT]]/[[Will]] penalty) by 1.3, or add +1 damage per die. When firing a hotshot, the weapon has a malfunction number of 14.
shots. A hotshot counts as two shots. Multiply dam-
age (or radius of effect, or HT/Will penalty) by 1.3,
or add +1 damage per die. When firing a hotshot,
the weapon has a malfunction number of 14.


Plasma guns that use power cartridges cannot fire
Plasma guns that use power cartridges cannot fire hotshots, but can be loaded with "hot" [[power cartridges]] which have the same effect. Some beam weapons are "Gatlings." They do not overheat, but they may not fire hotshots.
hotshots, but can be loaded with “hot” power car-
tridges (p. 127) which have the same effect.
Some beam weapons are “Gatlings.They do not
overheat, but they may not fire hotshots.


Effects of Overheating: If a beam weapon has
''Effects of Overheating:'' If a beam weapon has overheated, it can still be fired, but will malfunction on a 14 or more (12 or more if firing hotshots while overheated) until it has been allowed to cool for at least a minute.
overheated, it can still be fired, but will malfunction
on a 14 or more (12 or more if firing hotshots while
overheated) until it has been allowed to cool for at
least a minute.


If a beam malfunctions, roll on the table on p. B407.
If a beam malfunctions, roll on the [[Malfunctions]] table.


{{Beam Weapon}}{{Superscience}}{{TL11}}
{{Beam Weapon}}{{Superscience}}{{TL11}}
[[Category:Ultra-Tech]]
[[Category:Ultra-Tech]]

Latest revision as of 17:12, 18 December 2014

Options

These options can be combined with TL9-12 or superscience beam weapons to create extremely powerful or efficient weapon systems. It's possible to add superscience upgrades to weapons that do not themselves require superscience. For example, a laser rifle (TL10) may be upgraded with grav focus (TL10^) technology.

Superscience Power Cell (TL^)

Many science fiction settings assume beam weapons can fire continuously for extended periods. The superscience power cell option multiplies the weapon's number of shots by 5. Note that the Shots listed for all beam weapons in the GURPS Basic Set assume superscience power cells; divide Shots by 5 if using mundane cells.

Field-Jacketed (TL10^)

A field-jacketed beam is enclosed in a force field or space-folding effect that prevents interference with atmosphere (or lack of atmosphere, as the case may be). This technology allows ultraviolet, X-ray, and gamma-ray lasers to be effective in atmosphere, and charged particle beams, electrolasers, and sonic weapons to work normally in vacuum. Beam weapons that cannot otherwise function underwater also do so at normal efficiency.

At the GM's option, field-jacketing a laser or other beam may make it visible, even in vacuum. This may explain the pretty colors observed in space opera movies!

Field-jacketing can be added to all beam weapons (although some types may not need it). It's a standard superscience space opera effect, and doesn't have to cost anything. A field-jacketed weapon may also be twice as expensive as one without this feature.

Gravitic Focus (TL10^)

This uses a hypergravity field to create a synthetic virtual lens that can focus and/or accelerate an energy beam. The technology trades beam energy for range, and permits space battles over thousands or millions of miles, rather than hundreds.

Grav-focusing is available for any type of laser, for microwave beams, and for any type of particle beam. It is usually used only on larger weapon systems, such as vehicular laser cannon.

Each level of grav-focus halves the damage but multiplies the range by 10. Up to (TL-9) levels of grav focus are possible. Gravity focus can always be turned off. If so, the weapon inflicts its normal damage. Each level doubles the weapon's cost.

FTL (TL11^)

Any beam weapon may take this option. The beam travels instantly to the target at many times light speed. Treat the beam as field-jacketed (above) – that is, it ignores any of the usual environmental restrictions that might affect it (so a laser beam can travel underwater, etc.). In addition, its 1/2D range becomes the same as its max range. Accuracy does not increase, but the user suffers only half the usual speed/range penalties. For example, a target 100 yards away is -5, not -10.

These beams may be subject to setting-specific restrictions similar to those that apply to faster-than-light travel. They usually only function in vacuum (although the GM may rule otherwise) and may only function when far away from a sizable gravity well, such as that of a planet. These beams also imply the existence of instantaneous faster-than-light communications and sensors, which would use similar technology.

Hotshots and Overheating

Ordinary beam weapons have cooling systems, but sustained fire can overheat them. The GM can ignore heat in most situations, but have the weapon overheat if dramatically appropriate. In general, firing more than (RoF × 10) shots will overheat the weapon. This can be avoided by either a 10-second pause between each attack, or by not firing any shots for a full minute.

Beam weapons can be overloaded to fire hotshots. A hotshot counts as two shots. Multiply damage (or radius of effect, or HT/Will penalty) by 1.3, or add +1 damage per die. When firing a hotshot, the weapon has a malfunction number of 14.

Plasma guns that use power cartridges cannot fire hotshots, but can be loaded with "hot" power cartridges which have the same effect. Some beam weapons are "Gatlings." They do not overheat, but they may not fire hotshots.

Effects of Overheating: If a beam weapon has overheated, it can still be fired, but will malfunction on a 14 or more (12 or more if firing hotshots while overheated) until it has been allowed to cool for at least a minute.

If a beam malfunctions, roll on the Malfunctions table.