If you were supposed to get an email from the forum but didn't (e.g. to verify your account for registration), email Wes at stararmy@gmail.com or talk to me on Discord for help. Sometimes the server hits our limit of emails we can send per hour.
I have linked v3 and v2 in the initial damage rating.
I have corrected the range section, it's rang is the same as the Heavy Pulse Laser Vulcan from Origin Industries since they are basically the same technology.
I have clarified the operation of the unit in a section renamed "control".
And finally, I have included more info on how long it can fire.
@Ametheliana I've been thinking, my damage chart contains an inaccuracy, or maybe that's the wrong. It's more like a gap.
The anti armor mode deals SDR 2 to solid armor but only ADR 3 to shields. when I wrote that I was referring to ship-to-ship combat. I mean, we are talking about 8000 rounds per minute! That's enough to saturate a tank several times over!
The idea was that a large shield generator would be able to focus its field to deflect hundreds of shots with only 1 action.
Thats where the problem is. Let's say the anti armor mode is being used to perform a direct hit on a power armor. it's Shield generator is exponentially smaller then a Starship generator. Would it be able to protect the armor in the same capacity?
I don't think this system I made will work. I would like to keep the firing patterns but just make the damage SDR 1 vs. Shields across-the-board for simplicity.