It seems to me that laser weapons in Traveller aren't differentiated enough from projectile weapons. They also feel a bit crippled with the need for a hefty backpack power source, although they also do substantially more damage than other firearms.
Here's my take on lasers, which hopes to make them feel a bit different to projectile weapons, and also make them a bit more flexible and appealing to characters.
Ammunition
Lasers can be powered by small, disposable power packs, much the same size as magazines for equivalent projectile firearms. In fact, the backpack and vehicle umbilical power connectors slot into the same receptacle, giving the user flexibility.
The amount of power pumped into the laser can be varied by the user. Laser shots can be reduced in power to cause injury rather than death, and to conserve battery power.
Aiming:
Laser beams travel at the speed of light - that means, if you can get the target in your sights, you can hit them. There is no need to 'lead' a moving target. There is no need to adjust your aim based on range to the target - the laser beam is as straight as - well - a laser.
The following rules changes make it much easier to hit a target with a laser weapon. They do make lasers much more powerful, but I think they are realistic when compared to projectile weapons.
Damage
Contrary to popular belief, laser beams do diverge slowly. This means that the energy delivered per unit surface area on the target diminishes with range. Also, atmospheric absorption reduces the amount of energy delivered to the target
Example
John is firing a laser carbine at a fast moving enemy (40m/sec) in an air raft, currently at Very Long range. The atmosphere is standard.
As it's a long shot, he takes a minor action to aim, giving him +1 to hit, the laser therefore granting him an additional +1
His range penalty is -2 (½ of the standard range penalty).
The target movement penalty is -2 (½ of -4).
His total DM is -2 (there may be other factors, such as cover, etc).
If he fires the carbine at full power he'll use 4 charges. At Very Long range in standard atmosphere, his weapon damage will diminish by -4/2 = -2d. Therefore, he'll inflict at most 2d damage to his target, or 2d+3 if he's using a TL11 weapon.
If he was using a laser Rifle, the damage penalty is just -1 (½ of -2), and the rifle can power upto 5 charges into a shot, delivering 4d damage to the target !
I hope these ideas give a bit more flavour to lasers, without making them over-powerful. It might be necessary to tweak the damage penalties, or the maxium delivered damage, in order to prevent them being too powerful compared to conventional weapons.
Here's my take on lasers, which hopes to make them feel a bit different to projectile weapons, and also make them a bit more flexible and appealing to characters.
Ammunition
Lasers can be powered by small, disposable power packs, much the same size as magazines for equivalent projectile firearms. In fact, the backpack and vehicle umbilical power connectors slot into the same receptacle, giving the user flexibility.
The amount of power pumped into the laser can be varied by the user. Laser shots can be reduced in power to cause injury rather than death, and to conserve battery power.
Laser power packs are rated for the number of charges they contain. Each charge delivers 1d worth of damage. When firing the weapon, the user can take a minor action to vary the charge (damage) setting of the weapon. TL11 lasers gain an additional +3 to damage due to their higher efficiency design.
The maximum power setting for each laser type remains the same: 3d for pistols, 4d for carbines, 5d for rifles.
Lasers can also be set for automatic fire. The autofire value can be selected, with a maximum of 2 for pistols, 4 for carbines, 6 for rifles. Burst fire uses the autofire value x the damage setting number of charges. Auto fire uses 3x this value.
When performing autofire, the maximum damage setting is reduced by 1d - the rapid pulsing means the lasing chamber cannot be charged as highly as when performing a single shot.
(e.g. a laser rifle can be selected to fire autofire 4 at 3d damage. A burst of this fire will consume 12 charges. Autofire will use 36 charges. At maximum, a laser rifle can fire autofire 6 at 4d damage, using 24 charges for a burst, and 72 for full-auto !).
The available power packs are:
Belt Pack - 300 charges, 3kg, 1,000Cr.
Back Pack - 1000 charges, 8kg (TL9), 1,500Cr
Pistol Magazine - 30 charges, 0.3kg, 30Cr
Carbine/Rifle Magazine: 100 charges, 1kg, 50Cr
Power connections are also available for vehicles, giving the laser weapon unlimited fire so long as the vehicle powerplant is operational.
Aiming:
Laser beams travel at the speed of light - that means, if you can get the target in your sights, you can hit them. There is no need to 'lead' a moving target. There is no need to adjust your aim based on range to the target - the laser beam is as straight as - well - a laser.
The following rules changes make it much easier to hit a target with a laser weapon. They do make lasers much more powerful, but I think they are realistic when compared to projectile weapons.
Lasers get an additional +1 if the character is aiming (as per standard laser sight rules).
Penalties for target movement (normally -1 per 10m moved) are halved
Penalties for longer then optimal ranges are halved (penalties for sub-optimal range are the same)
Damage
Contrary to popular belief, laser beams do diverge slowly. This means that the energy delivered per unit surface area on the target diminishes with range. Also, atmospheric absorption reduces the amount of energy delivered to the target
In vaccuum, trace or thin atmospheres beam divergence and absorption is negligible - there are no damage penalties.
In standard atmospheres, the penalty = ½ x the standard range penalty.
In dense, exotic or tainted atmospheres, the penalty = the standard range penalty.
Damage cannot be reduced below 1d - any successful attack always inflicts at least 1d damage on the target.
Note: read the penalty numbers from the table on pg.65 as the number of dice to subtract from damage. Don't use the laser's natural ½ range penalty (as mentioned above). Damage penalties are only applied for ranges longer than the optimal range.
Example
John is firing a laser carbine at a fast moving enemy (40m/sec) in an air raft, currently at Very Long range. The atmosphere is standard.
As it's a long shot, he takes a minor action to aim, giving him +1 to hit, the laser therefore granting him an additional +1
His range penalty is -2 (½ of the standard range penalty).
The target movement penalty is -2 (½ of -4).
His total DM is -2 (there may be other factors, such as cover, etc).
If he fires the carbine at full power he'll use 4 charges. At Very Long range in standard atmosphere, his weapon damage will diminish by -4/2 = -2d. Therefore, he'll inflict at most 2d damage to his target, or 2d+3 if he's using a TL11 weapon.
If he was using a laser Rifle, the damage penalty is just -1 (½ of -2), and the rifle can power upto 5 charges into a shot, delivering 4d damage to the target !
I hope these ideas give a bit more flavour to lasers, without making them over-powerful. It might be necessary to tweak the damage penalties, or the maxium delivered damage, in order to prevent them being too powerful compared to conventional weapons.