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Old 10-09-2021, 04:28 PM   #3
GURPS Fox
 
Join Date: Jun 2020
Default Re: Ultra-short duration pulse lasers

Quote:
Originally Posted by Ulzgoroth View Post
...Where are you finding the only rule you're finding?

You should also look at the rule on Ultratech p118-119.
So far, largely yes when using 3e. There are no modifiers for pulse lasers in terms of energy input in kW or joules (at least, that I could find), which I find weird as hell, for the moment you start shrinking the duration, the higher your energy input requirements.
Quote:
However, the way you're describing it seems rather weird. A pulse laser isn't necessarily (or likely, I should think) emitting a pulse train with no breaks!

There are some sources (well, at least one) for probably more realistic treatments of lasers than GURPS standard, but I'm not sure realistic is what you're looking for here...
Did some digging with what I've got and at the GURPS discord and that's how I found out that pulse lasers are output over the duration and not per pulse.

The pulse lasers I'm usually used to in their descriptions have been output per pulse, not overall output. Add to that the descriptions having 'cycles' -i.e. how many times a laser goes on and off- as well, and thus wanting to port this over.

So far I've been thinking of using a 'per cycle' damage (so, a 1GJ/pulse laser that has a 16-pulse per cycle would thus have an output of 16GJ) instead of the usual damage figures.
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game mechanics, gurps 3e, lasers, pulse lasers


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