Pulse Weapons


Pulse weapons are effectively a burst of plasma from a focused power source. These weapons come in a variety of sizes and strengths. Essentially Pulse weapons were developed to fill a role that a Beam weapon could not. As you know, solid Beams take tremendous amounts of energy not only to power them but also to cool them.

As with the Beam weapons, we'll break down the Pulse weapons in the same manner and discuss what goes into them first and end with what properties will be required to get the most out of them. As always, Special research will unlock and further your capabilities of each. Input Energy is the amount of energy you would like to store in the weapon before it is fired. Compression Factor is how concentrated you want the plasma to be when it is fired. Obviously, the higher the concentration, the more powerful the pulse. The Optimum Range is how far the weapon can fire accurately. The Rate of Fire for which the weapon was designed, is how fast the weapon can be successfully fired without overheating or breaking down entirely. Finally, the Scatter Radius: this is unique to pulse weapons. When a normal pulse weapon is fired it hits the target and the energy is absorbed into the target. However, when a scatter effect is added, the energy is discharged to the surrounding area instead of being absorbed. This in turn causes surrounding units and structures to receive damage.

The Coil material functions the same as it would in a Beam weapon. This is the part of the weapon where the energy is stored until released. Materials for this component should be low in Magnetic Production as well Magnetic Reactance to help maximize energy transfer once it is released. The Accelerator acts like a Beam's Coupler. However, unlike the Coupler it is designed to speed up the releasing energy, not just transfer it. In turn you will want materials to be low in Magnetic Production but high in Magnetic Reactance. The reason for this is that although the Accelerator should not produce a magnetic charge; it does use the natural formation of one to help increase the transfer speed of the energy to the Focuser. The Focuser acts much in the same way as it does in a Beam weapon.

Instead of passing the energy in a stream, it will be focused into more of compressed bullet-type format. Overall the same style materials should be used that would be used in a solid Beam. Low Temperature Sensitivity and Thermal Expansion work best due to heat related reasons. The Casing is obviously where the weapon is housed. While the Casing in design does not have to be as drastic due to the way a pulse weapon is fired, it is still recommended that you find materials that are low in Temperature Sensitivity and Malleable to help deal with the heat buildup.

Finally, the Chamber material. This is where the weapon is actually fired, just like the Medium on a Beam weapon. However, since Pulse Weapons fire in pulses (as the name implies), the way in which this part is used is different. The Chamber is where the energy is stored right before the weapon is fired. Once the weapon has been fired, more energy is allowed into the Chamber. Since the weapon will most likely be fired frequently and have little time to cool down, the Chamber is put under tremendous stress. Furthermore, the energy being passed through it has a suction like effect as it leaves. This is why you see comet-like tails form as the pulse leaves the weapon. Since this occurs so often, it is highly recommended and at times deemed necessary to have materials that cannot be Compressed and have almost no Malleability.


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