Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Monday, October 9, 2017

Space Combat extended

Space combat was been lightly covered in previous posts. Within the Highlands any ship-on-ship actions are primarily single ship-on-ship police or anti-piracy affairs conducted primarily by Ranger units on corvettes or schooners. From time to time a Frigate patrolling the border between the frontier and the Midlands might find itself engaged by a foreign vessel or multiple hostile vessels of a subordinate class.
Outside the Highlands, in the Midlands or the Wild large scale squadron, task force or fleet battles are much more likely. Such combat is very much different in scope and character from  single ship actions. While a Frigate embarks support craft and might deploy pinnace to act as scouts or pickets or even have fighting vehicles or battleriders to act as support craft they typically do not have the long range reconnaissance or Command and Control systems necessary to engage in fleet level actions.
During one-on-one actions vessels typically depend upon their own sensor suites to locate enemy vessels, direct fire control and engage enemies.
During fleet actions major combatants, such as dreadnoughts and superdreadnoughts use pickets made up of destroyers and battleriders to deploy sensor nets, act as forward firecontrol nodes and provide support. To aid in this role destroyers tend to be light on energy weapons, but heavy on missiles. They primarily use railguns and light lasers in the anti-missile roll. Destroyers are small enough to employ relatively effective stealth and cloaking technology, like the more heavily armored battelriders.
In real space combat even the most powerful energy weapons are limited to 300,000 miles range. In subspace their range is a twentieth of that. At those ranges sensor response lags only a second. Missiles are effective at distances far beyond the range at which sensor response lags by minutes. Sensor nets can also be effectively deploy at distances which result in information minutes or hours old being the most recent data upon which response decisions must be made. Likewise large dispersed sensor nets can detect objects at distances so great that the information is an hour and a half old by the time the information reaches its control node.

Divergence

As originally stated though the background for New Diasporia can be applied to any game system, the game itself was developed using GURPS, primarily 3rd Edition, especially some of the Traveller rules, but also GURPS Space. Here and there other GURPS source book rules are used. Some rules come from GURPS 4th Edition, though modified for use with the 3rd Edition rules.
I have also stated that there are fundamentals of the GURPS Rule set, primarily in Tech Levels, Tech Level advancement and maintenance rules which have been modified, primarily to support the background but also because they don't work reasonably as originally constructed.
During the original playtest for GURPS Traveller it was noted that the rules for missiles and spinal mounts resulted in missiles dominating, a circumstance that did not well reflect the original Traveller material. Several rule modifications were introduced to mitigate this, but resulted in other problems vis a vis ship survivability against spinal mounts.
In New Diasporia this is not so much a problem. Traveller Meson weapons do not exist and particle weapons are primarily relegated to close support planetary use. While Laser and Grazer weapons are used, especially in the close support and anti-missile roles space combat is dominated by missiles.
That is real space combat is dominated by missiles. Subspace combat is another story. In subspace missile drives propel a missile not faster than other B/G powered vessels, making missiles ineffective. Subspace combat is heavily dominated by energy weapons which have very much reduced ranges, just as do sensors.
A variety of energy weapon sizes are available for use on spacecraft. Lasers and Grazers typically mounted in turrets (1500 cuft for turret space, 500 cuft for mounts and rotation space.) New Diasporia turrets typically do not contain crew spaces. Weapons may also be mounted in barbettes. Barbettes come in 2500 cutft and 5000 cuft versions which require 500 cuft and 1000 cuft of internal volume for mounts and rotation space respectively.
Smaller turrets can also be used for close support weapons (which in Traveller are called planetary weapons), but such weapons are typically only mounted on battleriders and small craft like pinnaces.
Weapons may also be fix mounted. Missile tubes may be fixed mounted individually or they may be mounted in missile bays. Missile bays typically come in 25,000 cuft and 50,000 cuft sizes. The difference in fixed mounted weapons and weapons mounted in a bay is that a weapon bay includes a targeting computer and laser communications links sufficient all of its launchers. Fixed mounted weapons must use an external computer with the proper software and a separate communication suite, which is probably mounted in a turret somewhere.
It is also possible to fix mount an energy weapon, but only the battleriders use spinal mounted energy weapons, typically heavily supplemented by missile tubes for use in the anti-missile role. A fixed mounted energy weapon cannot be used in the anti-missile role.

Friday, September 29, 2017

Monitors and Forts

So one might say, if the Grand Human Union is such a peaceful, benevolent place why does the Star Legion have such devastating firepower as embodied in First, Second and Third Raters?
The answer is monitors and forts.
A monitor is a 10 to 30 million cuft warship. They are heavily armored with force fields and armed with massive energy weapons and missile launchers. Unlike battleships they typically do not embark battleriders or troops. They also typically do not have shunting capability. That means that they are limited to accessing subspace using a gate.
That means that monitors are used as both system defense ships and gate defense platforms.
The development of the battleship was a direct result of the deployment of monitors which greatly outclassed the frigates and battleriders that existed at that time.
However dreadnoughts and superdreadnouths were a response to the even larger and more powerful forts developed to defend systems.
A fort is a grav powered installation typically grav anchored on the subspace side of a gate or in orbit near the real space side of a gate. With BG engines typically only within the 4 to 6 g range a fort can move only sufficiently to move to its place of station and make a poor target for ballistic weapons (like unpowered missiles.) Because it does not have to mount a powerful BG engine a fort is not limited to 250 million cuft. As a matter of fact it usually mounts more powerful force field armor than all but the most powerful superdreadnought as well as having a massive structural frame supported by structural integrity fields and physical armor as well as internal armor force fields.
Forts also typically mount massive energy weapons, missile launchers (for use in real space) as well a numerous battlerider squadrons. Forts are often located near each other where they can provide mutual fire support.
Like other combat vessels forts deploy either sensor drone nets or purpose built sensor arrays to enhance their abilities to detect incoming enemies.
Enemies who defeat gate defense forts often find themselves facing another layer of defensive positions on the far side of the gate in real space.

Subspace Combat

In subspace combat the nature of the environment makes missiles useless. No matter how good their engines a missile effectively travels no faster than any other vehicle. This makes them easy prey for energy weapons.
Like missiles, railgun projectiles are really just matter enhanced with gravitational engines. They tend to lose momentum quickly and become ineffective at any kind of range.
Energy weapons ranges are drastically reduced, but their effectiveness within their useful range is unimpaired. Typically energy weapon ranges are reduced by 20, that is they are half as effective as they are in normal atmosphere.
Force fields are just as effective in subspace as in real space, but as a gravitic phenomenon are less detectable in the high gravametric environment of subspace. In other words a ship protected by a standard force field is harder to detect. Against the high gravometric background of subspace force field stealth technology is less effective.
On balance this makes it hard to detect protected warships at greater ranges, but distortion fields and masking are less effective at close ranges.
The heavy electromagnet interference in the subspace environment makes long range and active sensors not nearly as good as in real space. This is one reason road beacon stations are seeded so close together and why off road vehicles and ships must depend upon inertial navigation and gravitational topology plotting and can only detect subspace beacons when they are fairly close to the system that has anchored them. This also makes the kinds of weapon ranges seen in real space battles untenable in subspace. Because of the high EM background EM masking and stealth become more effective.
Once away from the beacon stations of the Major Routes and Blue Highways accidentally meeting another vessel is unlikely. So battles in subspace tend to occur at gates or near system beacons. Of course this is where systems concentrate their own defenses when they expect an attack as well as where standard defenses are anchored.

Tuesday, September 13, 2011

Anti-Missile Game Mechanics

As for other space combat mechanics in the game this section assumes GURPS VE2 rules modified using New Diapsoria modifications 
Assuming a Sensor Net Anti-Missile Missiles (AM Missiles) may be deployed whenever missiles are detected within a range of 1 million miles (100 hexes). From a game mechanics point of view an AM Missile which passes withing the same hex as an attack missile is an automatic kill, unless penetration aids are being used. In the case of an active Jammer there is a one in six chance of a missile hitting an actual missile as opposed to a false or spoofed missile. The GM records a number. If the attacker rolls that number it is a hit. If not a miss.
When jamming is used with a large number of missiles it becomes purely a numbers game. Determine the number of attacking missiles and subtract the number of anti-missile missiles to determine the number of missile which survive. At space combat ranges it is beyond the ability of sensors to determine the actual number of attacking missiles so for the defender it is a game of probabilities. If the defender launches too few AM Missiles attack missiles will get through to their targets. If the defender launches too many AM Missiles the excess missiles will be wasted and might be needed for subsequent attacks.
If penetration aids are used six times as many anti-missile missiles must be launched to stop every missile.
So if an attacker launches 300 missiles and the defender launches 200 AM Missiles, 100 missiles will survive to face the defender's point defense. If the attacker has used penetration aids then only 200/6 missiles (33.3, round up to 34) missiles will be destroyed and 266 missiles will survive to face the defender's point defense.
In the space combat round any missile within 10 hexes (100,000 miles) will be destroyed within the launching turn of the anti-missile missiles. Missiles within 40 hexes (400,000 miles) will be destroyed the turn after AM Missiles are launched. Missiles at 100 hexes (1,000,000) will be destroyed two turns after the AM Missiles are launched. Of course anti-missile missile ranges may be extended by launching them from a heavy missile booster package.  In that case the 500mm missile may travel to it full range before deploying it's 10 Viper anti-missile missiles. The Vipers accumulate the heavy missile acceleration as well as their own. Some ship launch Vipers from gravity pulse launchers which will give an extra 1000 Gs of initial acceleration. This really has little effect on game play because of the 10,000 mile hexes used. Difference in range and velocity are lost in the noise.

500mm attack missiles accelerate by one hex every turn. 250mm attack missiles accelerate by one hex every other turn. Missile with laser communicators may be commanded to move at any acceleration up to their maximum acceleration each turn. They may also be made to hold station, creating an kind of space mine which can then attack as the result of a remote trigger from a ship or station.
Any missile which survives will face the defender's point defense. Point defense consists of X-Ray Lasers and railguns firing canister shot. X-Ray Lasers are one-shot/one-kill weapons. In the anti-missile roll they are operated at reduced power and a higher rate of fire. Each laser will kill one missile per turn. For example a quad turret can kill 4 missile per turn. As for anti-missile missiles take the number of attacking missiles and subtract the number of point defense lasers to determine if any missiles survive.  Canister shot is an area effect weapon capable of destroying multiple missiles. This is because the range is so short because kinetic kill missiles and contact nukes must converge on the target in order to damage it. Any missiles which do not employ a "pop-up" trajectory will be damaged by canister fire.
X-Ray laser warheads detonate outside the range of point defense lasers and railguns. Such point defense weapons are ineffective against these weapons.

Sunday, September 11, 2011

Sensor Drone Design

Using GURPS sensor rules if missile are allowed to utilize stealth technology and emission cloaking they become effectively undetectable at anything resembling useful ranges. This is especially true of missile which use some kind of gravity drive system, such as the B/G Engine, which itself is not highly detectable, except using a gravscanner. Gravity emission masking, which is available at TL A makes even that method of detection ineffective.
The answer in the New Diasporia universe is the use of sensor drones. To detect stealthed missiles a sensor net, consisting of hundreds of sensor drones are deployed. Such nets are deployed as far forward, that is as close as possible, to the perceived threat.
The goal is to deploy a sensor array that missile will have to physically pass. Optimum deployment forces missiles to approach  the sensor drones at a range of no more than 10 to 20 thousand miles at least half a million miles out from the fleet. This will give almost 11 minutes response time for anti-missile launch. As for many of the game mechanics of New Diasporia I have pillaged freely from other GURPS science fiction space based games. The Sensor array Rules are based on the home brewed rules for GT Sensor Arrays by Kenneth Witt located at John G Wood's elv GURPS Traveller site.
As with all my designs I run against the GURPS 3rd Edition TL progression limits. For most technology GURPS assumes that items which are developed in a specific TL cost half as much in the next TL and weigh half as much. Two Tech Levels after their introduction they weigh a quarter as much and their costs is again halved. They may also become more effective. Beyond that no improvement is seen. As one can see in the case of many devices this is not reflective of reality. Computers are an excellent example. Moore's law seems to have no boundary. Room sized at TL6, PC size at TL7, cell phone size at TL8, perhaps pin size at higher TL's. The cost was reduced at an even greater scale.
Rather than limiting progression to two tech levels I allow progression to continue. Since New Diasporia TLA is equivalent to GURPS TL14 in many areas, for sensors designs I continue to reduce sensor cost, mass, and volume for every Tech Level until TL14.
On this basis numbers for TLA sensor systems are:

PESA TL Scan Rating Range Hex Mass Volume Cost

A 51 4.5M 450 46.875 1.25 75


AESA TL Scan Rating Range Hex Mass Volume Cost

A 51 4.5M 450 4.45 0.5625 1.22



Gravscanner TL Scan Rating Range Hex Mass Volume Cost

A 42 .45M 45 0.703125 0.225 8.0

Using the modified sensor rules there is a +3 scan if >100 sensor platforms are used. If 300 sensor drones are deployed to cover a band of space between the attacking ship and the defender then the mass, volume and cost will be spread over 300 drones. Additional cost of the drone will be the B/G engine, Nuclear Power Generator, three laser communicators and a robotic computer brain. Individual drones will have radical stealth and emission cloaking.
Each drone will have a PESA  2.08 cuft sensor package, costing P2500, a AESA 1.0 cu ft sensor package costing P40.75, and a Gravcanner .375 cuft sensor package costing P5.6. Scann ratings for the whole system will be PESA:54, AESA:54 and Gravscanner:45.
A roll less than 4 on 3x6d will result in detection of a single 500mm missile. Obviously if 100 missiles detection odds are rolled the chance that some of them will be detected is almost a sure thing. So much so that a roll isn't necessary. Because the net is dispersed ignore the scan rating limit of size+36. Its actual size will be greater than size+36, but since each drone must be detected separately (for targeting purposes at any rate) this limit is unimportant.
Such a sensor net requires a signal processing program in a complexity 7 computer in the control node. The node is usually a forward deployed fighter or battlerider, although it can also be a destroyer or destroyer escort, which have the further benefit of being able to deploy the sensor net themselves.

Friday, August 26, 2011

Space Combat Missile Design

As for all New Diasporia technical game rules missiles are designed using GURPS 3rd Edition rules from VE 2nd Edition, modified for the New Diasporia Universe. If you use another system either just import the operating statistics into your ruleset or design your own, based upon what ever design rules that ruleset uses.
Standard missiles (250mm & 500mm) were designed using the vehicle rules from VE2 and using GURPS Vehicle Builder, a program which I believe is still available from SJGames. I created a custom Barnes-Gutierrez Engine Module for GVB. Basically it is a Gravity Drive with a low power deflector representing the Barnes Manifold Interface. It was created at TL12 and improves over the next two TLs per standard GURPS Tech Level rules.
Viper anti-missiles were created using the space missile design rules on VE2 p122. The P factor has a progression which goes from TL4 to TL11+. This progression discounts the fact that according to GURPS Reactionless Thruster (and Gravity Drive) rules a drive becomes 1000 times more efficient (that is its weight to thrust ratio is a thousand times greater at TL13+ than it is at TL9.) By increasing setting P=P*1000 to reflect this progression, I got a very high acceleration, but short endurance, anti-missile missile.
X-Ray Laser warheads use damage from GURPS Traveller rather than Gurps Space Third Edition, that is they do 9dx200(2) damage. Note divide by 2 only against Armor, not force fields. As can be seen at that level of damage a flight of 10 missiles could damage even a dreadnought, even with an operating force field. 10 flights of them could easily do in even such a first rater as a super dreadnought.
Missiles with X-Ray warheads are not susceptible to typical point-defense weapons (lasers and rail guns) nor to nuclear dampers at the ranges they deploy at. Anti-Missile Missiles are the best defense against them. Typical ranges of Vipers is 1 million miles (or 100 hexes if using the Traveller 10,000 mile hex based combat system.)
Point-defense weapons typically are only effective when missiles get within 3,000 miles of the target, or within the same hex. X-Ray Lasers detonate at ~10,000 miles from the target or just within the same hex.
Nuclear dampers are only effective in the < 100 mile range. Since nuclear tipped missiles are effectively contact weapons this is more than adequate. Even an active force field will not protect against the 12dx20,000 damage from a 250mm warhead or the 12x2,000,000 damage of a 500mm warhead.
I'll cover more about New Diasporia space combat philosophy in another post.

Wednesday, August 24, 2011

Space Combat - Missiles

In the New Diasporia Universe, at TL A at any rate, space combat is dominated by the missile. Energy weapons, especially among the largest ships, are formidable weapons with very great ranges. In single ship actions, especially between relatively small vessels at very close range, energy weapons are very effective. In fleet actions missiles are the deadliest weapons.
The Legion has standardized on offensive missiles in 2 standard sizes, 250 mm 6 cf missiles and 500 mm 30 cf missiles. Other armed ships inside the Union tend to use these same missile sizes. Because much of the weapon technology of the nearer Midland worlds tends to originate in the Highlands these sizes are also common there,
The typical light missile is a kinetic kill weapon, primarily a heavily stealthed B/G engine with a mass of collapsed matter for a warhead and a brilliant compact computer guided by a sensor targeting array. Topping out at 700G acceleration and with an endurance of 15 minutes and a range of almost 2 million miles light missiles are formidable weapons, even against a target with a force field, if you throw enough of them at it.
Heavy missiles are even more versatile. Topping out at 1000G acceleration and with an endurance of 18 minutes and a range of 3 miles heavy missiles can carry a variety of payload packages, including nuclear and X-Ray laser warheads.

Viper anti-missile have a crushing 10,000G acceleration, but only have a 3 minute endurance, but they can still have a range of a million miles of powered flight. A heavy missile can deliver 10 Viper anti-missiles, extending the usable range of these lethal fire and forget weapons. They can also be fired from a gravity pulse launcher, which conveys an even higher initial acceleration, extending their range. Vipers typically contain a force field warhead which gives them an intersection cross section larger than their own size.
Unlike Vipers, light and heavy missiles are a combination of guided and fire-and-forget technology. Each missile contains a long range laser receiver that allows it to be controlled from its firing vessel or any other platform with the proper access codes. When the missile gets withing close range of its target an on board computer uses the missile's own sensor package to guide it to its target. A self-destruct charge allows the remote operator to destroy the missile at need.
Modified heavy missiles can be used to control other missiles in its flight allowing one laser guidance transmitter to control a barrage of missiles.
There are versions of both light and heavy missiles which have been converted into surveillance drones, ECM drones and even delivery systems for smart bombs, glide bombs and deadfall ordnance.
There are a variety of different sensor packages that can be used for guidance. Passive systems include radscanners, which can be used for Anti-Radiation Missile Homing (ARM), ladar homing, and neutrino homing,  and  PESA, good for Infrared imaging, Radar homing, and even optical homing. Multiscanners can be used to target particular targets based on human occupation or even to avoid them, as well as working in radscanner mode as above. In chemscanner mode particular ship locations or economic targets can be chosen. Gravscanner homers can lock onto force fields or the Barnes Manifold of a B/G engine.
For the cost in weight of a laser transceiver a missile can send telemetry data back to its mother ship. This slightly reduces its payload.
Because they can be remotely controlled missiles can be seeded in a location and be activated later. A missile's engine can also be turned off to allow it to drift further extending its range, though ballistic missiles are easy targets for lasers or railguns.

Saturday, July 23, 2011

Space Combat - Framework

Generally speaking New Diasporia is about the background, not about the game system. But for aspects of the game which are either central to the concept or describe technology unique to the game universe it is very difficult to present the background in a way which will allow use of the material without adding game mechanics to the mix. If your preferred game system already has rules or a way in which to incorporate these concepts by all means use them. Game mechanics included here are for those who wish to have a set of rules ready made for the background.
The native game rule set of New Diasporia is GURPS 3rd Edition. Any rules present here are based upon or are variants of that rule set.
The area in which New Diasporia has the largest set of applicable rules is in space combat. Space combat rules are always almost entirely driven by the technology of the game universe. Often that in game technology is driven by the feel of the space combat experience desired by the creator. So for example, Traveller most closely resembles the age of battleships, while a game like Full Thrust or Star Wars D6 fulling incorporates fighter combat, like modern naval warfare.
As for GURPS, over the years GURPS has incorporated a number of different space combat rule sets. GURPS Compendium II introduced the Space Opera Combat System and the Abstract Space Combat System. GURPS Space has its own, slightly more detailed abstract space combat system. GURPS Traveller used a hex grid based combat system, optimized for the Traveller universe. GURPS Space has a sidebar conversion to allow the use of the GT hex system with GURPS Space. All of these systems are predicated on very low spacecraft acceleration, 6 Gs or less for GURPS Traveller.
I find the GURPS Traveller Rules the most useful after modifications. Each hex is 10,000 miles across. Time scale for each round is reduced from 20 minutes to 1 minute. Vessels traveling at >50 Gs acceleration tend to pass outside of effective combat range very quickly. Capital ship energy weapons have ranges in the 40,000 to 80,000 mile range. Missiles tend to have longer ranges, in the 1,000,000 mile range for a single stage missile and many times that for a multiple stage missile.
Classes of combat ships follow.

Sunday, July 3, 2011

Men O' War - Force Fields

The Major Roads have made interstellar travel through the use of very small craft so common in the Highlands that it is easy to forget the vast difference in capabilities necessary between a major combatant and a hyper utility vehicle (HUV) or brake.
Highland combat spacecraft tend to be built rather lightly armored. Force field technology provides the greatest amount of protection to a modern warship. It is also a standard building technique to include planar force fields within bulkheads and at the center of struts. Such fields allow for greater structural integrity, that is the structural integrity field allows a bulkhead to resist stress and compression damage as if it were made of a much stronger, heavier material. Structural integrity fields also prevent simple penetration from depressurizing compartments, as the field can retain the atmosphere.
Of course relying on such technology to increase the durability of such large structures as a battleship or dreadnought means that without structural integrity force fields intact and operational such a vessel is vulnerable to structural failure. Of course since failure of inertial compensators and the life support system would result in the death of everyone aboard anyway, such vessels have many layers of backup systems to ensure such systems do no fail.
It is also standard for passageways and large compartments to include a system of planar force fields to allow sections to be segmented both for security and emergency damage control. Such ubiquitous application of force technology make modern warships quite unlike vessels built at lower technology. Much of the Midlands, and almost all of the Wilds construct most of their vessels at TLC and below, and lack even the most basic force field technology. In the Highlands even the plebeian HUV contains internal force field segmentation and an external, though light power force field.

Tuesday, March 22, 2011

Warsuit

A Warsuit is an advanced form of power armor made with a laminate of nanomaterials, hyperdense armor and liquid metal. It is powered by a micro-fusion engine. Like the cybersuit it has a dynamic instant chameleon surface which can absorb light to charge the backup power cell, which can be used to make the suit even more stealthy.
Also like a cybersuit a warsuit is self-adjusting, allowing one size to fit all. It is designed to operate in a wide variety of hostile environments, including the vacuum of space and even subspace. It provides radiation shielding, climate control and total life support, recycling gaseous, liquid and solid waste to support extended use.
Nano-motors provide muscle amplification of the user's strength. Its smart materials construction gives the suit self repair capability, utilizing a nanotech liquid metal gel layer buried among its other layers.
The warsuit contains a contragrav/B/G harness and tactical force field. The former gives high mobility and the latter both increased protection and enhanced stealth. A tractor-pressor beam assembly gives the same capabilty as gravitic waldos or a gravitic screwdriver.
The integrated helmet includes advanced sensors, which can provide sight and hearing protection as well as enhanced vision and hearing. The suit includes multiscanner capability. The user is monitored by a biosensor system which includes trauma maintenance. The HUD allows integration of weapon targeting systems for a multitude of offensive systems. Most weapon systems have their own power supplies and integrate with the suit through encrypted ultra short range encrypted EM.
The tactical computer is integrated with both the suits sensors and the encrypted communication system to allow a warsuit to act as part of a distributed tactical sensor array, which can give a combat leader a more integrated tactical picture.
Warsuits are the standard heavy combat armor of the Star Legion.

Sunday, March 20, 2011

Railguns

The classic railgun consists of a pair of rails through which electricity is sent to produce an accelerating magnetic field. Ammunition, typically highly dense depleted uranium is fired from the railgun at a velocity exceeding 11,000 ft/sec. At such a speed the kinetic energy yield is superior to an equivalent amount of explosives in the same round. In space the range of this kind of railgun is limited and it is primarily of use only against stations and other predictable or stationary targets.
A gravity pulse railgun uses a gravity gradient to provide acceleration. Unlike the classic electromagnetic railgun the rounds do not need to be ferrous (or have a ferrous sabot.) That means conventional smart ammunition can be used. This allows for a great variety of ammunition types to be employed. Smart ammunition is most effective at short ranges, usually no greater than planetary orbit, where they are effectively employed as precision guided dead fall ordinance. At any range over a few hundred miles solid core ballistic hyperdense rounds are used.
In space combat railguns can fire rounds from 40mm to 100 mm. Most are setup to feed from a variety of magazines to allow selected fire from the fire control or gunner's station. They are capable of both a high rate of fire or single shot operation.
In the anti-missile roll gravity pulse railguns typically use canister shot,  a round consisting of any where from a dozen to a hundred beads of hyperdense designed to create a cloud of destructive material to kill incoming missiles.
Railguns are most often used in an anti-missile role, and against encroaching small craft. Used with rounds outfitted with gravity pulse warheads a railgun can even damage force screen protected targets. They are very effective against planetary targets and conventionally armored military craft.
Ranges are still short compared to missiles or energy weapons, but the flexibility of payload combined with high rate of fire makes the railgun an important niche weapon in space combat.

Saturday, February 19, 2011

Smart Gun

A smart gun is a gravity pulse weapon which fires smart ammunition. The most common caliber smart gun fires smart needles. The gun itself contains a laser targeting system and microcomputer. The user paints the target with the laser and the microcomputer programs the smart ammo to hit the target which has been painted. The target acquisition can be geographical, that is hit that spot on the wall or hit that bottle, or it can be objective, hit that large IR producing mass, which happens to be a man, even if it moves to a new location.
The gun itself fires the projectile using a gravity pulse. Most smart guns are not capable of firing a direct graviton charge at a target, though it is possible to have this feature added to any gun which fires Large Caliber Smart Ammunition (LCSA) or larger caliber rounds.
Larger caliber smart guns, those firing ammunition greater than 15mm, can also fire a greater variety of ammunition types, including the tangler, shot, APEX, and smart loads.
Combat Smart Weapons are versatile, multi-barrel weapons which can fire both smart needles and 20mm rounds, some of which are smart. The top barrel can also be used as a gravity direct fire weapon

The bottom barrel fires standard smart needle ammo. The weapon includes a powerful targeting laser for long ranges and a complex sensor package for a full range of targeting acquisition possibilities. It has a data link to allow it to be used with a combat helmet or cybersuit HUD system.
Combat Smart Weapons are the standard issue for Rangers and also used by Legionnaires, when not fighting in warsuits.

Friday, February 18, 2011

Wand Design

To further help with conversion to other systems this was how the wand was designed. The wand was designed using the rules in GURPS Ultra-Tech 2 (UT@-12) for combined gadgets. The gadgets came from Ultra Tech 1, with the exception of the gravity pulse gun. TL14 was assumed for this design. Weights of the gauss needles were based on the weight of a TL8 magazine with 20 more needles per tech level as described on UT-11. I assumed standard magazine weights stay the same over the TLs and then reduced the weight of the wand standard needle magazine by limiting the magazine to 100 needles. I assumed Large Caliber Smart Ammo is equivalent in size and weight to standard gauss slugs (UT53). Suppositions for Smart Ammo is given in the post on smart ammo. I assumed a gauss pistol frame or standard PR-24 baton, both of which weigh approximately 1.5 lbs. I then added all of the other devices together and multiplied them by .5 (because each device will be used seperately,) after subtracting the weight of the individual power cells. Total weight came to 2.125, just three ounces more than the 1.952 lbs of an expandable side arm baton.
Stats for weapons is a s follows:

Damage SS Acc 1/2D Max ROF Shots ST
Ballistic 2d+1 10/8 4/11 133/600 399/1000 12 100/B 0
LCSA 5d+2(2) 10/8 4/11 133/600 399/1000 3~ 20/B 0
Flashblaze 2d(2) 10/8 5/12 30 100 1

Sonic Blade 5d+3(5)






Stun Baton Special






Minimum range is for the wand in its 14 inch mode. Maximum range is the 24 in extended mode. Ranges are for the wand in ballistic mode. Smart ammo will lock-on to the designated target with a skill of 20. It is modified by the targets speed, cover and size. Smart needles will not hover. The B/G engine burns out after 6 seconds. Target location is programed by the operator through the wand, and aiming can be augmented using a macrovison with HUD display which will reduce SS to 8.

Wand Game Mechanics.

As the guardian wand is not a standard GURPS weapon I will lay out specific GURPS 3e rules for its use. Hopefully this will give others enough information to convert its gaming mechanics to other systems.
Use of the wand requires a multitude of skills, Required are tonfa(for use as a sidearm baton), short sword (for use as a baton and shock club), force sword(for use as a sonic blade) and Guns skill is required to fire the incorporated projectile gun. Guns (laser) to fire the flashlaze rounds.
Veteran warriors will posses these skills at 16. Masters will have them at 20.
Since the weapon is powered by a single TL14 rC power cell the GM must keep track of each use of the wand and calculate the appropriate power usage. Or you can play by cinematic rules and either never have the wand run out of power during a battle or run out at the worst time.
If you want to calculate power usage the integrated targeting system uses negligible power. The needle magazines, like GRUPS gauss magazines include their own power packs, which have just enough power to fire all of the rounds in the magazine, so it is unnecessary to track their use.
The easiest way to track the other power usage is to equate mode of operation to a specific amount of power using the following table. The rB cells of the wand can deliver 1440 kWS or 4 kWH of power. The neurolash and stun wand are rated in number of hits. Treat the antitamper protective device as equivalent to a stun wand hit per turn the weapon is held. The sonic blade mode is rated in minutes use.
1440 kWs Total Hits Power Cost
Sonic Blade
-192/min
Neurolash 126 -11/hit
Stun Baton 126 -11/hit
Neddles 100
LCSA 20

Smart Ammunition

Smart ammo rounds are in reality tiny nanomachine versions of the Barnes-Gutierrez Engine. Standard smart ammo consists of needles constructed of a synthetic diamandoid core. The needle is coated with a compound camera consisting of hundreds of nano-sensor units. This sensor array is connected to a nanocomputer that handles guidance and control. The pistol, rifle, wand or other device which is firing the projectile provides the initial acceleration to the round using a gravity pulse. The microcomputer of the gun transfers targeting information to the initial round. The targeting information is limited by the very small capacity of the nano-computer. A nano-laser handles communication with trailing needles in a burst. Typically a mini-swarm of half a dozen needles are fired at one time, although specialized ammo types may be fired as individual rounds. The nanocomputer is not sophisticated enough, nor is the B/G engine powerful enough, to handle hover-and-wait targeting. Standard smart needle ammo attempts to lock onto the target zone or a specific high IR or EM target and makes minor course corrections along the way. It can sometimes be avoided by ducking behind cover or using a force screen set to distortion.
Standard smart needles come in the following varieties: solid core, tranq, tracer.
Large caliber smart ammo (LCSA) uses a larger, more sophisticated nanocomputer that allows better target acquisition. These rounds can carry a larger payload, allowing more kinds of ammunition to be used. LCSA comes in armor piercing explosive (APEX), chem, sub-munition, paralysis, flashlaze, as well as solid core varieties.
Sub-munition rounds release a swarm of smart needles which can be programmed to follow a standard smart needle round. Very useful for an over-and-under bull-pup which fires smart needles from the top barrel and LCSA from the bottom.
Chem rounds are the typical smoke and gas rounds and may be used to release bio agents.
Flashlaze rounds are a kind of laser weapon which uses a single use laser projector with its own power source. When triggered the flashlaze round projects an X-Ray laser blast. The laser crystal in the round is used up in the effort.  Since flashlaze weapons are ineffective against any target protected by a force screen they are not typically used against military targets. Their benefit is that a flashlaze derringer can fire a single devastating shot against an unprotected foe and is easily hidden. Since the unit is dormant until triggered the device is very hard to locate with sensors. As a laser weapon the flashdaze rounds can be used to quickly light a fire or burn through a barrier (although it is not as effective as a laser beam weapon to cut a doorway through a wall, for example.)
20mm smart rounds are large enough to have sophisticated target homing capabilities which used IR, hyper-spectral, and ultra-scanner sensor systems for target tracking. These types of weapons can even track targets behind walls and other cover. Heavier Armor Piercing rounds make physical armor almost useless. Smart loads are constructed of smart materials, like monowire and memory material, which can expand after it penetrates the target, to do more damage. Burrowing needles dig deeper into the body after they hit, inflicting even more damage. Energy warheads capable of triggering an EMP event to damage unshielded electronics can also be used. Another form of energy warhead is capable of emitting a gravity pulse, which may penetrate even a force screen. Larger flashlaze rounds are also available, as are plasma warheads similar in function to the flashlaze, except a beam of ionize plasma is released, similar to that from a plasma blaster.

Guardian Wand

The guardian wand is a weapon typically carried by both members of the Rangers and many officers of the Star Legion. Originally the wand was a simple baton capable of delivering a neural shock, used primarily as a non-lethal weapon to control an unruly individual. As technology progressed wands with newer features were developed. The TL A version of the wand is a marvel of technology. The wand is approximately 14 inches long in its collapsed state. In its extended state the device has the look of a tonfa, or side arm baton, 24 inches long with a side handle.


As the device is made out of a nanotube reinforced hyperdense smart material, which is almost indestructible, it can be used as a tonfa or baton without damage. The handle is made of memory material allowing it to be retracted into the wand creating a conventional baton.
 The wand is monomorphic, that is it is tuned to only allow its owner to operate it. A protective device will deliver a shock to anyone else who tries to use it. As might be expected given its capabilities the weapon is controlled by a powerful microprocessor. There are controls to extend the side handle, extend the wand to its full length, select ammo type, adjust gravity pulse speed (for sonic boom suppression and direct fire,) activate shock or sonic blast, etc.
The wand incorporates a gravity pulse gun capable of firing two kinds of ammunition or no ammunition at all. The wand has two cylindrical magazines, each of which is capable of selecting specific ammunition types from the magazine. One magazine is for standard rounds and one for LCSA rounds. Basic ammunition types are smart projectiles and ballistic projectiles. In smart ammo mode the gravity pulse launches the ammunition which then continues to the target under its own power. When firing ballistic ammunition the firing speed of the projectiles can be adjusted to prevent them from breaking the sound barrier. Neither smart nor ballistic projectile can be made to go slow enough to penetrate a force screen.

Ballistic projectiles include solid core and hypervelocity spheroids. Smart needles can also be fired in ballistic mode.
A gravity pulse gun is a weapon that can provide crushing damage. Such a weapon can penetrate almost all types of standard armor and is even effective against force screens, which protect at 1/100 of their normal DR. In its direct fire mode the wand uses much more energy than when firing projectiles.
The forward half of the wand can be used to deliver a stunning shock to a foe. It can also be used as a neurolash, stun wand and as a sonic blade. Since all of these devices use the same energy cell the user must stay aware of how much energy is left in the weapon power pack.
Specific game mechanics for GURPS 3e follow.

Thursday, February 17, 2011

Cybersuit

A cybersuit is an advanced form of body armor which is made of nanomaterials. The suit appears to be a simple skin tight vacc suit with an integrated pack. The suit is constructed of multiple layers of various armor materials enhanced with nano-motors which allows the fabric of the suit to act as an artificial muscle. Pressure sensors on both the inside and outside of the suit allow the user to wear a cybersuit without encumbrance. It can be adjusted to enhance the users strength or operate at the users natural strength. The suit provides armor and radiation protection.
Since cybersuits are made of self-adjusting smart materials one size basically fits all. The suit will adjust itself to fit whoever dons it. The surface of the suit is a dynamic instant chameleon surface which can absorb sunlight to provide power. An integrated D cell in the back pack can provide power for over 24 hours when there is no sunlight. It is infrared cloaked and radar stealthy. Like many smart materials it has limited self repair capability, utilizing a nanotech gel layer buried among its other layers.
The helmet can be absorbed or extruded from the suit on command. When sealed the suit provides full air filtration capability, against chemical and bio weapons.  As long as it has power the suit can recycle bodily wastes and carbon dioxide, giving it an extended air and water supply. The suit has full temperature control, provides hearing protection has a multivisor sensor system and HUD. A short range radio allows communication even in space. Tactical systems include an Electronic Countermeasures System.
The suit contains an advanced tactical computer system.
Cybersuits are the standard field armor of the Rangers, who typically wear skinsuit vacc suits at other times. They are also the most common form of light military armor worn by members of the Star Legion when they are not engaged in heavy combat. For that they wear warsuits.
Military users often augment the cybersuit with a personal force screen belt. The solar recharging power of the cybersuit can be used to operate the personal force field indefinitely, as long as there is sunlight. In dark or shadow field operation is limited to 15 min.