Glitterboy2098's Technology Laboratory
Posted: Sun Jun 17, 2007 6:11 pm
this thread is something a counterpart to my Techmanual, which i recommend to all phase world players. unlike my techmanual, which tries to provide consistant 'technobabble' for the many technologies in Phase World, Robotech, and Aliens Unlimited, this thread presents new technologies and uses of technologies not yet seen in these titles, but that suggest themselves from the techmanual material.
none of these are canon, although you are free to use them in your games if you wish. i recommend careful looks at the ramifications of using anything i post here before including it though, to help keep your games balanced.
Conformal Sheilding:
Shields use gravitic distorsions to sense and disperse/block incoming attacks. most shields are ovoid in shapes, large 'bubbles' around a ship. (usually 40 feet on all sides from the widest/tallest/highest points.). this arrangement provides a twofold advantage. first, it provides optimized protection. with such a wide bubble it is easy for the generator to sense and effect incoming attacks before they strike the hull. second, it allows the generators to be built compactly, situated in one or two area's of the ship, which allows ease of installation and repair. however, it has a few disadvantages. because the generators must project a gravitic sensor feild and a deflection distorsion so far from the generators themselves, it wastes much energy. this is due to the inverse square effect, the farther one projects the weaker it becomes. to obtain sufficent strength at the bubble, much energy is required.
in addition, it restricts movement. Shields react when they sense other sheilds. normally this is not a problem because ships rarely approach that close in a space battle, but when attempting to navigate over a planets surface or in a debris field, shields must often be deactivated to allow a vessel to travel freely.
Conformal shields sidestep this problem. They use a distributed generator design, spreading multiple smaller generators across the hull. the shield generated follows the contours of the ship, no more than a few feet from the hull itself. this saves energy, but at a cost. the reduced distance means that the generators cannot always detect and effect incoming fire quickly enough to prevent it from hitting the hull, reducing the overall protection. this has kept it from general use. the reduced energy use however allows it to recharge at a higher rate than normal shields and can often go overlooked by enemy sensors.
conformal shields are not common. no major power makes use of them, preferring ot use the more protective bubble type despite the few flaws. most groups that use conformal shields are smugglers, pirates, and other freebooters, which often operate in tight spaces or can exploit the possible appearance of being unshielded when they are not. the only group that commonly uses conformal shields are the Free Worlds Council, which has refitted many of it's ships to be able to switch between both standard 'bubble' mode and conformal mode as needed. this ability has often given the FWC an edge against TGE forces.
Game stats:
can be either unifield or variable shield format. the Shield has an AR of 16, any sttack striking over the AR inflicts half damage to the shield, half to the ship. conformal shields recharge at twice the normal rate. Conformal shields are -20% to be detected by enemy sensors, the ship will appear to be unshielded.
like regular shields, conformal shields cannot be raised while at FTL, as they disrupt the FTL field.
Screens
Screens are much less advanced than shields, and are usually one of the first active defensive technologies developed by starfaring races before mastery of gravity control allows shields.
screens are powerful magnetic feilds that disperse particle beams and plasma, and cause the premature detonation of explosive devices. they provide no effect on lasers and purely kinetic weapons like railguns, and provide no protection from psionics or magic.
no advanced race makes regular use of screens once shield technologies are fully developed, although races without CG technology will make extensive use of them on larger vessels, particularly warships. a few pirates, and rebels make use of screens for additional protection, but these are rare.
Game Stats:
all particle beam, plasma, and explosive weapons (like missiles and cannon) do 1/2 damage to the ship. lasers, railguns, magic and psionics do full damage. the use of screens is like a radio beacon to sensors, +20% to detection.
screens may be raised while at FTL.
screens can be combined with sheilds, providing both effects. (the magnetic feilds extend far beyond the shield 'bubble'.)
i expect to have more eventually.
Author's notes:
The idea of conformal shields is not new, you can see them in Star Wars and in Star Trek (particularly the movies). I decided to include these rules so you could add a similar feel to your phase world games if you liked. the AR mechanic suggested itself from Star Trek VI, where despite being sheilded the enterprise takes several hull hits from the bird of prey.
Screens show up more in novels and games, often as a 'realistic' replacement for shields. some settings used both (like the early star trek movies).
none of these are canon, although you are free to use them in your games if you wish. i recommend careful looks at the ramifications of using anything i post here before including it though, to help keep your games balanced.
Conformal Sheilding:
Shields use gravitic distorsions to sense and disperse/block incoming attacks. most shields are ovoid in shapes, large 'bubbles' around a ship. (usually 40 feet on all sides from the widest/tallest/highest points.). this arrangement provides a twofold advantage. first, it provides optimized protection. with such a wide bubble it is easy for the generator to sense and effect incoming attacks before they strike the hull. second, it allows the generators to be built compactly, situated in one or two area's of the ship, which allows ease of installation and repair. however, it has a few disadvantages. because the generators must project a gravitic sensor feild and a deflection distorsion so far from the generators themselves, it wastes much energy. this is due to the inverse square effect, the farther one projects the weaker it becomes. to obtain sufficent strength at the bubble, much energy is required.
in addition, it restricts movement. Shields react when they sense other sheilds. normally this is not a problem because ships rarely approach that close in a space battle, but when attempting to navigate over a planets surface or in a debris field, shields must often be deactivated to allow a vessel to travel freely.
Conformal shields sidestep this problem. They use a distributed generator design, spreading multiple smaller generators across the hull. the shield generated follows the contours of the ship, no more than a few feet from the hull itself. this saves energy, but at a cost. the reduced distance means that the generators cannot always detect and effect incoming fire quickly enough to prevent it from hitting the hull, reducing the overall protection. this has kept it from general use. the reduced energy use however allows it to recharge at a higher rate than normal shields and can often go overlooked by enemy sensors.
conformal shields are not common. no major power makes use of them, preferring ot use the more protective bubble type despite the few flaws. most groups that use conformal shields are smugglers, pirates, and other freebooters, which often operate in tight spaces or can exploit the possible appearance of being unshielded when they are not. the only group that commonly uses conformal shields are the Free Worlds Council, which has refitted many of it's ships to be able to switch between both standard 'bubble' mode and conformal mode as needed. this ability has often given the FWC an edge against TGE forces.
Game stats:
can be either unifield or variable shield format. the Shield has an AR of 16, any sttack striking over the AR inflicts half damage to the shield, half to the ship. conformal shields recharge at twice the normal rate. Conformal shields are -20% to be detected by enemy sensors, the ship will appear to be unshielded.
like regular shields, conformal shields cannot be raised while at FTL, as they disrupt the FTL field.
Screens
Screens are much less advanced than shields, and are usually one of the first active defensive technologies developed by starfaring races before mastery of gravity control allows shields.
screens are powerful magnetic feilds that disperse particle beams and plasma, and cause the premature detonation of explosive devices. they provide no effect on lasers and purely kinetic weapons like railguns, and provide no protection from psionics or magic.
no advanced race makes regular use of screens once shield technologies are fully developed, although races without CG technology will make extensive use of them on larger vessels, particularly warships. a few pirates, and rebels make use of screens for additional protection, but these are rare.
Game Stats:
all particle beam, plasma, and explosive weapons (like missiles and cannon) do 1/2 damage to the ship. lasers, railguns, magic and psionics do full damage. the use of screens is like a radio beacon to sensors, +20% to detection.
screens may be raised while at FTL.
screens can be combined with sheilds, providing both effects. (the magnetic feilds extend far beyond the shield 'bubble'.)
i expect to have more eventually.
Author's notes:
The idea of conformal shields is not new, you can see them in Star Wars and in Star Trek (particularly the movies). I decided to include these rules so you could add a similar feel to your phase world games if you liked. the AR mechanic suggested itself from Star Trek VI, where despite being sheilded the enterprise takes several hull hits from the bird of prey.
Screens show up more in novels and games, often as a 'realistic' replacement for shields. some settings used both (like the early star trek movies).