Ok, looks like my last post is getting some traction. I'm in inspired mode so let's keep this content train ah-chuggin!
Power Weapons (TL 10)
Power weapons use some form of force field to increase their impact force, be it gravitational, electromagnetic, or some other energy herein unknown to modern science.
Power weapons let off a glow that can provide some light but also give their users position away when activated. They will act as a light source that is bright enough to give a modifier of LOG15(damage adds) -3 or if you want more details they will be as bright as a light with a lux of 5 × LOG(damage adds). See GURPS Powers: Enhanced Senses p. 13 for more information on how light levels translates into light level modifiers.
For weapons that do cutting, impaling, or piercing damage they increase the weapons Armor Divisor by one step (to a max of 10) and add TL -3 points of damage adds, crushing attacks only get the damage adds. +13CF.
They also worsen the odds breaking for a non-force weapon on a parry by 1.
This can be increased to TL -2 for +1 CF, TL -1 for +4 CF, TL for +9 CF, or TL +1 for +19 CF.
Power weapons need a power source to function, usually power cells.
A standard C cell will power a power weapon for TLp/divide by weapons weight in seconds. TLp is 75 at TL 10, 150 at TL 11, 225 at TL 12.
A +1 power weapon halves this duration, a +2 one cuts it by a 1/3 , a +3 one cuts it by 1/5, and +4 one cuts it by 1/8th.
Legal class worsens by 1 to a max of LC 2.
DR Steps
Find
your weapons base Armor Divisor (AD) on the below table and for each
step your modifiers adds, move down one step on the table. For example
if you have a base AD of 2 and have one step worth of AD modifiers you
will move down one step and your weapons now has a AD of 3.
Step AD
0 1
1 2
2 3
3 5