Laser Ray Guns

 

A ray beam blasts through a steel barrier before being absorbed by the air.

There exist wavelengths far shorter than the visible and near visible part of the spectrum. At TL 11, beams can go into the deep ultraviolet, into parts of the spectum named the vacuum ultraviolet (VUV) and extreme ultraviolet (EUV). This extreme shortwave light can be focused far tighter than near visible light, which increases their range ... in vacuum. In air, or any matter at all denser than a trace gas, the beam is absorbed nearly instantly. Typically emitted as a train of short pulses, these act like a blaster to explode matter they encounter so that subsequent pulses can drill deeper. The ray beam must blast the air out of the way in the same fashion that it blasts solid matter aside. The momentary near vacuum left behind in the center of the air blasts allows the remainder of the beam to pass through. Treat each meter of air as DR 10.

However, there is a benefit to these very short wavelengths - the plasma created by absorption of the beam becomes transparent to the beam. At very tight focus, this allows the beam to travel though the plasma it is creating to drill a deeper hole in materials that are normally too strong to be blasted open. This means that the armor divisor keeps decreasing at shorter and shorter ranges compared to near-visible blasters. At the most intense focus, the intensity of the beam is so high that matter in its way is fully ionized - every chemical bond is broken and the outer electrons are stripped from the atoms. Since non-superscience armors are dependent on chemical bonds for strength and protection, this means that at these extremely tight focuses the beam ignores all DR except for the cover DR due to the interposing object's mass. Find the Armor Divisor for a given fraction of ½D range on the table below
Fraction of ½D range Armor Divisor* Air DR**
1 (1) 10 / m
0.5 (2) 5 / m
0.25 (3) 3 / m
0.1 (5) 2 / m
0.05 (10) 1 / m
0.025 (30) 1 / 3 m
0.01 (∞) 1 / 30 m
* DR after applying armor divisor is never less than the mass-derived cover DR.
** Multiply by the atmospheric pressure. If not otherwise specified, this can be figured as 30 for Superdense atmosphere, 6 for Very Dense, 1.2 for Dense, 1 for Standard, 2/3 for Thin, 0.25 for Very Thin, and 0 for Trace or vacuum.

Since the rules for losing focus away from the focal point also work in reverse (that is, the beam's effect is treated as longer range as you get closer to the ray guns away from the focal point as fast as when going away from the ray guns from the focal point), this means that deep ultraviolet and soft x-ray wavelengths that go through a large aperture get absorbed almost instantly by the air. To have any reasonable range, ray guns designed for atmospheric use have pinpoint apertures that emit beams which start out thin enough to get the (∞) armor divisor and which are initially propagating parallel rather than converging. One side effect of this is that these beams do not lose focus any faster beyond their target, unlike beams which are focused to a smaller point than their aperture. If you need to use it in vacuum, after-market focal arrays can be attached to the front of the ray gun to allow much longer ranges. All weapons in the default table shown below are assumed to use this option if they are in the deep UV or x-ray region of the spectrum and are not stated to be specifically designed for space combat. To make a custom ray gun designed for atmospheric use simply set the aperture to zero in the form or leave the aperture field blank.

Very little can deflect a beam of these short wavelengths. Since the beam does not necessarily follow the exact same path that the light that can from the target to the gun, the Acc of deep UV and x-ray ray guns is slightly lower than that of visible and near-visible lasers.

The light of these beams is not near-visible. It ignores air and water attenuation, attenuation from atmospheric conditions, will not reflect off mirrors, and cannot propagate through transparent materials without blowing holes in them. The beams will not cause flash-blindness, sunburn, or radiation poisoning - the light from the beams cannot even get though air, much less a human eye or any thickness of human tissue. Consequently, they do not automatically have LC 1 due to these additional hazards to bystanders.

Ray beams are very visible in any kind of atmosphere. They produce a streak of electric blue-hot plasma along the beam path and a thunderclap like a strike of straight lightning. This acts like a tracers for shooting, both showing the gunner the path of the beam and giving away the gunner's position.

TL 11, beam color short EUV

Change beam color
Beam Color:
TL Weapon Type Damage Acc Range Mass (kg) ROF Shots Min ST Bulk Rcl Cost LC
11Pocket Cutterpi-1.5 7 3 7/- 0.08/0.008 3 100 2 0 1 40 3
11Holdout Ray Beamerpi-1.5 7 3 7/- 0.08/0.008 3 100 2 0 1 40 3
11Pocket Ray Pistolpi+0 12 6+3 20/- 0.4/0.04 3 100 4 -1 1 200 3
11Ray Pistolpi+0 14 6+3 30/- 0.8/0.25 3 400 5 -2 1 350 3
11Heavy Ray Pistolpi+0.5 16 6+3 40/- 1.2/0.4 3 400 6 -2 1 600 3
11Pistol Cutterpi+0.5 16 3 40/- 1.2/0.4 3 400 6 -2 1 600 3
11Auto Ray Pistolpi+0.5 16 6+3 35/- 1.8/0.5 6 600 7 -2 1 700 2
11Ray Carbinepi+0.5 18 12+3 40/- 2/0.6 5 500 5† -3 1 900 2
11Assault Ray Gunpi+1 20 12+3 60/- 3/0.9 4 400 6† -4 1 1.2 k 2
11Hunting Ray Gunpi+1.5 22 12+3 80/- 3/0.18 3 60 6† -3 1 1.5 k 3
11Heavy Duty Cutterpi+1.5 25 3 80/- 5/1.5 4 400 8† -5 1 2 k 2
11Battle Ray Gunpi+1.5 25 12+3 80/- 5/1.5 4 400 8† -5 1 2 k 2
11Dinosaur Ray Gunpi+2.5 35 12+3 180/- 6/0.2 1 20 8† -5 1 3.5 k 3
11Light Support Ray Gunpi+1.5 25 18+4 80/- 7/7p 10 2000 10M -6 1 4 k 2
11Heavy Support Ray Gunpi+3.5 50 18+4 350/- 50/50p 10 2000 26M -10 1 35 k 1
11Strike Ray Gunpi+4 65 18+4 600/- 250/120 10 2000 55M -10 1 70 k 1
11Ray Cannonpi+7 200 18+4 6 km/- 3000/900 4 400 199M -10 1 1.2 M 1
11Space Ray Cannonpi+8.5 350 18+4 12000 km/- 20000/4000 4 400 523M -10 1 10 M 1

Descriptions
     Pocket Cutter: A pocket tool often used for cutting or drilling, which can also be used for self defense or more nefarious purposes at extreme close range. Skill: Beam Weapons (Pistol). Aperture 0.0025 cm. Beam energy 0.06 kJ. Energy used per shot 0.08 kJ. Extra power cell 0.008 kg, $0.4.
     Holdout Ray Beamer: An easily concealable ray gun for personal defense. It lacks a proper grip and sights, limiting its ergonomics and accuracy. Skill: Beam Weapons (Pistol). Aperture 0.0025 cm. Beam energy 0.06 kJ. Energy used per shot 0.08 kJ. Extra power cell 0.008 kg, $0.4.
     Pocket Ray Pistol: A compact ray gun designed for concealed carry. Skill: Beam Weapons (Pistol). Aperture 0.005 cm. Beam energy 0.3 kJ. Energy used per shot 0.4 kJ. Extra power cell 0.04 kg, $2.
     Ray Pistol: A common ray gun sidearm, popular with law enforcement and civilians who feel they need protection. Skill: Beam Weapons (Pistol). Aperture 0.005 cm. Beam energy 0.5 kJ. Energy used per shot 0.6 kJ. Extra power cell 0.25 kg, $12.
     Heavy Ray Pistol: A large, bulky sidearm with a powerful beam discharge. Skill: Beam Weapons (Pistol). Aperture 0.006 cm. Beam energy 0.8 kJ. Energy used per shot 1 kJ. Extra power cell 0.4 kg, $20.
     Pistol Cutter: A cutting and drilling tool with a pistol grip. Skill: Beam Weapons (Pistol). Aperture 0.006 cm. Beam energy 0.8 kJ. Energy used per shot 1 kJ. Extra power cell 0.4 kg, $20.
     Auto Ray Pistol: A large, fully automatic sidearm for paramilitary use. Skill: Beam Weapons (Pistol). Aperture 0.006 cm. Beam energy 0.7 kJ. Energy used per shot 0.9 kJ. Extra power cell 0.5 kg, $25.
     Ray Carbine: A light and maneuverable longarm for heavy hitting power in crowded conditions. Skill: Beam Weapons (Rifle). Aperture 0.007 cm. Beam energy 0.9 kJ. Energy used per shot 1.2 kJ. Extra power cell 0.6 kg, $30.
     Assault Ray Gun: A common light infantry weapon. Skill: Beam Weapons (Rifle). Aperture 0.008 cm. Beam energy 1.5 kJ. Energy used per shot 2 kJ. Extra power cell 0.9 kg, $40.
     Hunting Ray Gun: A ray gun popular with hunters and sportsmen, capable of dropping large game. Skill: Beam Weapons (Rifle). Aperture 0.009 cm. Beam energy 2.5 kJ. Energy used per shot 3 kJ. Extra power cell 0.18 kg, $9.
     Heavy Duty Cutter: A two-handed torch for tough cutting and drilling jobs. Skill: Beam Weapons (Rifle). Aperture 0.009 cm. Beam energy 2.5 kJ. Energy used per shot 3.5 kJ. Extra power cell 1.5 kg, $70.
     Battle Ray Gun: An infantry longarm with enough punch to drill through most personal battlefield armor at close range. Skill: Beam Weapons (Rifle). Aperture 0.009 cm. Beam energy 2.5 kJ. Energy used per shot 3.5 kJ. Extra power cell 1.5 kg, $70.
     Dinosaur Ray Gun: A ray gun designed for very large, dangerous, thick skinned game, whether rhinos, elephants, or Tyrannosaurus. Skill: Beam Weapons (Rifle). Aperture 0.012 cm. Beam energy 7 kJ. Energy used per shot 10 kJ. Extra power cell 0.2 kg, $10.
     Light Support Ray Gun: A squad support level weapon designed for sustained rapid fire. Skill: Gunner (Beams). Aperture 0.009 cm. Beam energy 2.5 kJ. Energy used per shot 3.5 kJ. Extra power cell 7 kg, $350.
     Heavy Support Ray Gun: A rapid fire light anti-material ray gun. Skill: Gunner (Beams). Aperture 0.018 cm. Beam energy 20 kJ. Energy used per shot 25 kJ. Extra power cell 50 kg, $2500.
     Strike Ray Gun: An anti-vehicular ray gun common on aircraft and light armored vehicles. Skill: Gunner (Beams). Aperture 0.025 cm. Beam energy 40 kJ. Energy used per shot 60 kJ. Extra power cell 120 kg, $6000.
     Ray Cannon: A ray gun common on tanks and naval ships. Skill: Gunner (Beams). Aperture 0.08 cm. Beam energy 1500 kJ. Energy used per shot 2000 kJ. Extra power cell 900 kg, $40000.
     Space Ray Cannon: A ray gun with a large aperture for long distance space combat. Skill: Gunner (Beams). Aperture 100 cm. Depth of focus multiplier 0.12. Beam energy 7000 kJ. Energy used per shot 10000 kJ. Extra power cell 4000 kg, $200000.
Accessories
     Recharging pack: A battery pack that can recharge power cells between firefights. It does not provide enough power to directly shoot most ray guns, but it can continuously provide 4 kW of power while the power cell is at less than maximum capacity, for a maximum energy of up to 20000 kJ. Divide the power supplied by the energy per shot of the laser to find the time to recharge one shot, divide the maximum energy by the energy per shot to find the total number of shots that can be supplied when fully charged. Mass: 1 kg. Cost: $100.

Custom Ray Gun weapon
Description:
TL:
Damage: d +
or d ×
Shots:
Energy Source: TL: Internal Magazine
Aperture (cm):
Beam Color:
ROF:
Configuration:
beamer - a weapon without stock or pistol grip, like a flashlight or cutting tool.
pistol - a weapon with a pistol grip but without a stock.
rifle - a weapon with shoulder stock and grip.
cannon - a weapon designed to be fired from a tripod, turret, or weapon mount.
pointer - a weapon where the beam is directed through an external turreted beam pointer telescope.

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