Weapon Design Challenge

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Tron
08/25/10 06:42 PM
24.185.32.68

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It's taken a long time but eventually the Innersphere has acquired more weapons almost as efficient as Clan weaponry (RAC 5, Thunderbolts, Heavy Gauss, MMLs). But almost of those weapons are either missiles or ballistic weapons, Plasma Cannons being the exception.

So the challenge is to create a new energy weapon that doesn't completely override the usefulness of other energy weapons but still comes close to being on par with clan weaponry.

Here is my contribution to start things off.

Tesla Coil
Code:
7 damage	6 heat	4 tons	3 Crits

+1 Targeting modifier Range 5/10/15

On a succesful hit reduces the targeting modifer by -1 the next turn. This effect stacks up to 4 times.
For each turn a unit is not hit by this type of weapon reduce the stack by 1.

Explodes for 7 Damage if critically hit. Can not be powered down.

ix
08/25/10 08:25 PM
81.6.219.90

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Waverider Large Laser
10 damage Short/Medium range
5 damage Long range
0-8 / 9-15 / 16-30

10 heat (+5) 7 tons 4 criticals

The Waverider laser uses a dual beam to create an ionized channel with the primary beam for the secondary beam to ride and so achieve far greater range than would otherwise be possible, beating Clan weaponry at their own game. Damage falls off with distance as the primary beam fades away, leaving the secondary beam alone to do damage. Due to the difficulty of mounting two beams that fire in such quick succession in a single housing, the primary laser encloses the secondary, reducing the speed with which the heat can be sunk, the weapon cannot fully sink its heat and generates a further 5 heat the turn after firing. If it is fired that turn it generates 15 heat total and 5 more heat the following turn (for 15 total if it's fired again). Criticals destroy the weapon with no further effect.
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