Medium Pulse Laser

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Medium Pulse Laser
Type: Inner Sphere
Damage: 6
Heat: 4
Minimum Range: 0
Range (S / M / L): 1-2 / 3-4 / 5-6
Crits: 1
Weight: 2.0 t
To-hit modifer: -2
Point blank modifer: 0
Resource requirements
Resource #
Antimony: 0
Bauxite: 0
Beryllium: 0
Chromium: 0
Cobalt: 0
Copper: 0
Germanium: 0
Gold: 0
Hydrogen: 0
Iron: 0
Lead: 0
Lithium: 0
Manganese: 0
Molybdenum: 0
Nickel: 0
Nitrogen: 0
Organics: 0
Plastics: 0
Platinum: 0
Precious Gems: 0
Rare Earth Elements: 0
Silicon: 0
Silver: 0
Sulfur: 0
Titanium: 0
Tungsten: 0
Uranium: 0
Vanadium: 0
Water: 0
Zinc: 0
Blueprint production cost: ? RP
Design research level: 8
RP required: 30,000,000
BP required: ?

[edit] Blurb

The pulse laser uses rapid-cycling, high-energy pulses to generate multiple laser beams, creating an effect comparable to machine-gun fire. But because the staggered pulses give the protective ablation products from combat armor a chance to disperse to expose fresh armor to subsequent pulses the result is a burst of fire that is more effective and accurate. Originally developed by the Terran Hegemony, pulse lasers run cooler than ER lasers and pack a little more punch than standard lasers, but have a shorter effective range than either type. These weapons were popular on faster hunter/killer designs, which could close faster and benefit from the ability to land solid damage even on the fly. Treat pulse lasers the same as standard lasers, but apply a -2 modifier to the base to-hit number. (excerpt taken from the Classic Battletech TechManual, See "http://www.fanpro.com/cms/fp/" for more info.) (Heat 2 per shot, Damage 3, Range Short 1-2, Medium 3-4, Long 5-6, -2 to hit bonus.) (Heat 4, Damage 6, Range Short 1-2, Medium 3-4, Long 5-6, -2 to hit modifier.)

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