Ultra-Tech Beam Weapon Options
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.